Talk:Career

Skill Performance Factor
In TS3 career tracks, the skill requirements are somewhat loose. A Sim's skill can fall within a range of levels that determine just how well the that factor is fulfilled. I'm wondering, how should we represent this in the articles? Should we record the minimum skill within the highlighted region, the maximum, the full range (eg. [min]-[max]), or something else? -- 23:38, December 30, 2011 (UTC)

EDIT: Maybe something graphical instead, from the game itself... like this. A transparent background would probably have been better, but I'm just throwing around ideas, at the moment.



--TechpriestMagos 21:42, December 31, 2011 (UTC)
 * We can use the image from The Sims 2 like this [[File:03.png]]


 * As for the range, well... I don't really know the mechanism of the career in TS3. In my opinion, the career article could mention that there's skill requirement range for Sims to be promoted. However, in the career table, I suppose we'd better represent it with the minimum skill, e.g. a Script Writer (6) requires at least 6 skills, etc.  Nikel  Talk  10:43, January 1, 2012 (UTC)


 * I'm not sure if there's a minimum skill, strictly speaking, but where a Sim's skill falls within the range is a part of their job performance. In the range I showed, having no points in that skill yielded a neutral effect on performance. Perhaps somone who knows better could clarify on whether there's a true minimum requirement in TS3. -- TechpriestMagos 01:25, January 5, 2012 (UTC)

I have a little problem...
I think I may have encountered a glitch in The Sims: Double Deluxe. I've noticed that one Sim I like to play as (Michael Bachelor) can't get promoted. Michael has a decent set of skills, about 6 friends and excellent job performance, but is still unable to get one measly promotion. I've tried over several Sim days, but nothing happens. Could somebody please tell me if they also has experienced this glitch or has any knowledge about it.I'd really like some help. It's not super-important but I'd really like to know what causes this crap and how I can remedy it. Note: I'd rather not resort to deleting Michael and creating a new one since this Michael has a circle of friends and more money. OoppDecks (talk) 10:04, November 30, 2014 (UTC)

Retirement money
" The Sim will keep earning their full pay as an elder until they call in and retire. After this, they will still get some money (exactly 28.5714286% of their salary) at the end of each day in the form of a pension..."

Exactly  28.5714286%? Where does this number come from? I find it highly unlikely that programmers would use such a percentage in their code (most of the number is insignificant for the end results!) Besides, retiring a Mad Scientist in the Sims 2 gives them a pension of §499 a day, which is about 49,9% of what they earned as a Mad Scientist over a week. Same for Chief of Staff, §425 a day, about 49,9% of what they used to earn in a week. I get exactly 50% for a retired Business Tycoon. The programmers more likely used a simpler percentage (apparently 50% for the Sims 2) to get a pension and then rounded up or down. Maybe in the Sims 3 and 4 the pay is more dynamic or dependent on traits and bonusses but I doubt their pension is  28.5714286% of what they used to earn! Someone who is more familiar which TS3 and/or TS4 needs to clarify and possibly source this.

- IsaWP 193.107.223.135 (talk) 14:16, September 25, 2017 (UTC)