Motive

Motives, or needs, are the basic physical and mental requirements or desires of Sims and Pets in The Sims, The Sims 2, The Sims 3 and The Sims Social games. In The Sims 2 and The Sims 3, Sims in different life states may have different motives, and some motives will drop faster or slower depending on a Sim's life stage.

Basic motives
In The Sims Social and The Sims FreePlay, fulfilling motives/needs will make the Sim inspired, and inspired Sims will earn more simoleons. In FreePlay, giving a Sim a cupcake will instantly fill the Sim's motives.
 * Hunger/Thirst (Replaces hunger for vampires in TS3)
 * Comfort (Moodlets in TS3)
 * Social
 * Hygiene
 * Fun
 * Room/Environment (Moodlets in TS3)
 * Energy
 * Bladder
 * Sunlight exposure (Hidden motive for vampires in TS3 that is shown with moodlets, such as fatigue)

Moodlet-Motive Chart
Note: These numbers below are approximate as there are no numerical indication for motives.

Servo motives

 * Power (Replaces energy)
 * Social
 * Fun
 * Environment

The Sims 2: Seasons

 * Water
 * Love (Replaces social)
 * Sunlight

The Sims 3: University Life

 * Water (Replaces hygiene)
 * Energy
 * Social
 * Fun

Pet motives
All large pets in The Sims: Unleashed, The Sims 2: Pets and The Sims 3: Pets share these motives:
 * Hunger
 * Energy
 * Bladder
 * Social

Other pet motives are:
 * Comfort
 * Hygiene
 * Fun (cats and dogs, not horses)
 * Scratch (cats)
 * Chew (dogs)
 * Destruction (dogs)
 * Exercise (horses)
 * Thirst (adult horses)

Small pets have no visible needs, but will die if not fed for too long.

SimBot motives

 * Scrap Reserves (Replaces hunger)
 * Waste Buildup (Replaces bladder)
 * Charge (Replaces energy)
 * Human Interaction (Replaces social)
 * Trivial Entertainment (Replaces fun)

Plumbot motives

 * Battery Power (Replaces energy)
 * Maintenance
 * Social
 * Fun

Cut motives

 * Family (, reverted to Social)
 * Friends (, reverted to Social)