Architecture: Difference between revisions

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===Trivia===
===Trivia===
*When using [[Package editor#SimPE|SimPE]] to change a Sim's career, the Architecture career will be labeled as Construction.
* When using [[Package editor#SimPE|SimPE]] to change a Sim's career, the Architecture career will be labeled as Construction.


==The Sims 3: Ambitions==
==The Sims 3: Ambitions==
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|pay = 272
|pay = 272
|bonus = N/A
|bonus = N/A
|pension =
|pension =
|skills = Painting
|skills = Painting
|opf = Remodeling, Painting, Reviews
|opf = Remodeling, Painting, Reviews
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|pay = 336
|pay = 336
|bonus = None
|bonus = None
|pension =
|pension =
|skills = Painting
|skills = Painting
|opf = Remodeling, Painting, Reviews
|opf = Remodeling, Painting, Reviews
|perks =
|perks =
}}
}}
{{ProfessionLevel3
{{ProfessionLevel3
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|pay = 584
|pay = 584
|bonus = §
|bonus = §
|pension =
|pension =
|skills = Painting
|skills = Painting
|opf = Remodeling, Painting, Reviews
|opf = Remodeling, Painting, Reviews
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|pay = 800
|pay = 800
|bonus = §
|bonus = §
|pension =
|pension =
|skills = Painting
|skills = Painting
|opf = Remodeling, Painting, Reviews
|opf = Remodeling, Painting, Reviews
|perks =
|perks =
}}
}}
{{ProfessionLevel3
{{ProfessionLevel3
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|skills = Painting
|skills = Painting
|opf = Remodeling, Painting, Reviews
|opf = Remodeling, Painting, Reviews
|perks =
|perks =
}}
}}
{{ProfessionLevel3
{{ProfessionLevel3
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|pay = 1,520
|pay = 1,520
|bonus = §
|bonus = §
|pension =
|pension =
|skills = Painting
|skills = Painting
|opf = Painting, Reviews, Remodeling
|opf = Painting, Reviews, Remodeling
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|skills = Painting
|skills = Painting
|opf = Remodeling, Painting, Reviews
|opf = Remodeling, Painting, Reviews
|perks =
|perks =
}}
}}
{{TableEnd}}
{{TableEnd}}


==Career Rewards==
==Career Rewards==
*Architectural Designer's Honor Trophy: Complete 5 Jobs
* Architectural Designer's Honor Trophy: Complete 5 Jobs
*Architectural Designer's Valor Trophy: Complete 25 Jobs
* Architectural Designer's Valor Trophy: Complete 25 Jobs
*Architectural Designer's Medal: Complete 50 Jobs
* Architectural Designer's Medal: Complete 50 Jobs
*Architectural Designer's Key to the Town: Reach Level 10
* Architectural Designer's Key to the Town: Reach Level 10
*Empirical Building Model: Complete 15 Jobs at Level 10
* Empirical Building Model: Complete 15 Jobs at Level 10


===Tips===
===Tips===
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Here is a list of traits that affect the outcome:
Here is a list of traits that affect the outcome:
*Artistic: Likes objects with high Look-At score
* Artistic: Likes objects with high Look-At score
*Bookworm: Likes bookshelves
* Bookworm: Likes bookshelves
*Can't stand Art: Hates every object with "look at" interaction
* Can't stand Art: Hates every object with "look at" interaction
*Computer Whiz: Likes all computers except cheap ones
* Computer Whiz: Likes all computers except cheap ones
*Couch Potato: Likes all comfy objects
* Couch Potato: Likes all comfy objects
*Easily Impressed: Gives a higher score randomly
* Easily Impressed: Gives a higher score randomly
*Evil: Gives bonus points for every windowless room
* Evil: Gives bonus points for every windowless room
*Frugal: Extra points for unused cash
* Frugal: Extra points for unused cash
*Hates Outdoors: Same as Evil
* Hates Outdoors: Same as Evil
*Loves Outdoors: Extra score for every Window
* Loves Outdoors: Extra score for every Window
*Natural Cook: Extra score for expensive food-preparation objects and appliances
* Natural Cook: Extra score for expensive food-preparation objects and appliances
*Party animal: Extra score for expensive stereos and party-objects
* Party animal: Extra score for expensive stereos and party-objects
*Snob: Penalty for unused cash, extra score for every mirror
* Snob: Penalty for unused cash, extra score for every mirror
*Technophobe: hates electric devices
* Technophobe: hates electric devices
*Virtuoso: Bonus for guitars and stereos
* Virtuoso: Bonus for guitars and stereos
*Workaholic: Likes desks and computers
* Workaholic: Likes desks and computers
All other traits don't seem to affect the result.<br />
All other traits don't seem to affect the result.<br />
Additionally the result is affected by:
Additionally the result is affected by:
*Sim's job level
* Sim's job level
*If dirty or broken objects are used
* If dirty or broken objects are used
*Discussing the renovation with the client
* Discussing the renovation with the client
*An "environment score" (this is rather complicated and looks at room size, whether or not the rooms are lit, decoration, missing flooring and wall covering, etc.)
* An "environment score" (this is rather complicated and looks at room size, whether or not the rooms are lit, decoration, missing flooring and wall covering, etc.)
*If objects and surfaces are reachable
* If objects and surfaces are reachable
*Doing measurements
* Doing measurements
*Using homemade objects
* Using homemade objects
*Extra score for plants and rugs
* Extra score for plants and rugs
*Fulfill all requirements
* Fulfill all requirements



It also has been noticed that reaching a certain level in the Architecture career (about 8-9) results in the lowering of Buy/Build items without even the Handiness skill.
It also has been noticed that reaching a certain level in the Architecture career (about 8-9) results in the lowering of Buy/Build items without even the Handiness skill.


===Dissatisfaction and refusal to finish renovation===
===Dissatisfaction and refusal to finish renovation===
Sometimes the customer will complain about living in squalor and refuse to let the architect finish the work until they "give them enough to live with." This is often due to deletion of necessary items such as beds, bathrooms, kitchens, lights, etc; they also do not accept alternatives introduced in expansions such as sonic showers{{Vgversion|TS3:ITF}} and food synthesizers{{Vgversion|TS3:ITF}}.
Sometimes the customer will complain about living in squalor and refuse to let the architect finish the work until they "give them enough to live with." This is often due to deletion of necessary items such as beds, bathrooms, kitchens, lights, etc.; they also do not accept alternatives introduced in expansions such as sonic showers{{Vgversion|TS3:ITF}} and food synthesizers{{Vgversion|TS3:ITF}}.


It can also be due to a pre-existing problem. For example, there may be a situation where there are more people living in the house than there are beds. This can happen when the family expands due to Story Progression, or when a toddler grows into a child and can no longer sleep in a crib.
It can also be due to a pre-existing problem. For example, there may be a situation where there are more people living in the house than there are beds. This can happen when the family expands due to Story Progression, or when a toddler grows into a child and can no longer sleep in a crib.