Influence

In The Sims 2 expansion packs from University and onwards, Influence is gained by making friends and fulfilling wants that gain influence points (indicated by a blue border around the want). The amount of friends a Sim has limits the amount of points he or she can accumulate at one time. A Sim can then use those points to 'influence' or command other Sims to do things for him or her.

Influencing has a powerful impact over the game, going as far as to controlling or changing a townie's life if planned correctly. For example, influence can lead to two Sims falling in love, or even fighting with each other. Once the initial interaction is completed, the two Sims may continue to move off that interaction. For example, if a Sim is influenced to insult another Sim, they may insult back. Thus, after some time, the two may continue to wage a feud against each other. A player could also do the opposite, and repair two Sims' relationship by using influence, though it may require a fair amount of influence - and patience, on the part of the player.

A majority of Sims, including service NPCs such as maids, butlers, and police, can be influenced. However, some options are limited, and sometimes it's advised not to influence a certain Sim as their own script makes them do something else. For example, trying to influence the butler to do something may result in him going to do household duties instead of what was asked, and the influencing Sim's points will not be refunded. (Also, it is advised not to influence the butler when there are things to be done, but only when there is nothing left.) Some Sims would rather do "Duty over influence", meaning that if something that would usually trigger their immediate attention happens to do so, the Sim may automatically cancel the influence if it has not taken place, and focus their attention elsewhere. If said interaction has already begun, they will finish it if possible. If influenced correctly, paper deliverers can stay on the lot long past their job time, stretching as far as 8 PM.

Players should note the influence pie menu does not take conditions into account. For example, if a Sim is influenced to cook a meal, but that Sim can't get into the house because the doors are locked, the influencing Sim will have wasted his or her influence points, and still won't have a meal. Also, if the influenced Sim needs to use something like a computer or bathroom, and more than one is available, he or she will head for the nearest one (as Sims judge "nearest"), even if it is behind a locked or opposite-gender door.

It should also be noted influence can be a tool of destruction. If a player wants to see a townie or Sim suffer, a playable Sim could influence another Sim to do it. One example is breaking up a couple to get at the desired Sim without triggering jealousy or rejection. Players can also just have Sims fight for their own amusement. Influence has many possibilities.

Tips

 * When on a tight schedule, the ability to have Sims make your Sim a lunch or even do the garden for them helps.
 * You can persuade Sims to fulfill their own needs, such as taking a bath or eating.
 * Some influence abilities are locked until Sims make a few friends to expand their influence.
 * Instead of gardening, Sims can influence a friend (or the paper boy) to do their garden work for them.
 * Toddlers cannot be influenced, but can influence other people.
 * A player could influence Sims to fight each other if a Sim wants to see a fight.
 * Sometimes, a want/fear will give/remove more influence points than it does aspiration points.
 * For some reason, the "Fall out of love" fear will take away aspiration points, but give influence.
 * In at least some circumstances, a Sim influenced to Bathe will not do anything if only bathtubs or shower/tubs are available.

The Sims 3: University Life
Influence returns in The Sims 3: University Life, and is renamed as the "convincing" system. It plays a smaller role in University Life. Sims can convince each other to cook meals, clean the house, do their homework etc.

Influence