Motive

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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, The Sims 4, 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.

Motives list

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.

Moodlet-Motive Chart

Note: These numbers below are approximate as there are no numerical indication for motives.

The Sims 3

Motive Resulting Moodlets

(Deficit)

% Full Resulting Moodlets

(Surplus)

% Full
Hunger Hungry

Very Hungry

Starving

20 %

10%

5%

No Moodlet
Bladder Has to Pee

Really Has to Pee

10 %

2%

No Moodlet
Energy Sleepy

Tired

Exhausted

10 %

5%

0%

Well Rested 100 %
Social Lonely

Desolate

10 %

0%

No Moodlet
Hygiene Grungy

Stinky

15 %

7%

Squeaky Clean 90%
Fun Strained

Stressed Out

33 %

15%

Entertained

Having a Blast

60 %

80%

The Sims 4

Motive Resulting Moodlets

(Deficit)

% Full
Hunger Hungry/Famished

Ravenous

Bladder Has to Pee

Really Has to Pee

Energy Tired

Exhausted

Social Lonely/Very Lonely

Desolate/Abandoned

Hygiene Grungy/Grubby

Filthy

Fun Needs Amusement

Desperate for Fun

Servo motives

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

PlantSim motives

The Sims 2: Seasons

  • Water
  • Love (Replaces social)
  • Sunlight

The Sims 3: University Life

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

Pet motives

Main article: Motive (pet)

All large pets in The Sims: Unleashed, The Sims 2: Pets, The Sims 3: Pets and The Sims 4: Cats & Dogs share these motives:

Other pet motives are:

Small pets have no visible needs, but will die if not fed for too long.[TS:U][TS2:P][TS3:P]

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[1] ([TS2], reverted to Social)
  • Friends[1] ([TS2], reverted to Social)

Urgencies and motive failures

A Sim suffering from severe hunger.

A Sim will react to low motives through urgencies. When a need becomes too low, a Sim will have a thought bubble with the image of that need over their head and will make a motion, such as holding themselves if they need to use the bathroom, or by clutching their stomach and pointing at their mouths when hungry.

Sleeping Sims with low needs often have nightmares about the low motives. Sims with low needs tend to wave at the player and complain, and will not learn any new skills until their mood improves. They will also refuse to do several actions. Visiting Sims whose needs fall too low will leave in order to fulfill them.

If a motive is not fulfilled and is fully depleted, motive failure will occur. This will have major consequences to the Sim. In The Sims: Livin' Large, if most of the family members are in a bad mood and the Tragic Clown painting is on the lot, the Tragic Clown may pay a visit.

Below are the list of motive failures and their effects.

  • Hunger failure: The Sim dies of starvation.
  • Bladder failure: The Sim wets themselves, creating a puddle of water and a subsequent hygiene failure.
  • Energy failure: The Sim passes out on the ground. If this motive failure happens while swimming, the Sim will drown.
  • Fun failure: No special effects aside from a significantly decreased mood.
  • Social failure: The Social Bunny appears to fulfill the motive.[TS2] In all games, Sims will suffer from a significantly decreased mood.
  • Hygiene failure: Green whiff clouds will begin to emanate from the Sim.[TS2][TS3][TS4] Other Sims will react negatively to the stench and may reject social interactions from the affected Sim.
  • Comfort failure: No special effects aside from a significantly decreased mood.
  • Environment failure: No special effects aside from a significantly decreased mood. In The Sims, Sims will not complain about this motive being low.
  • Power failure:[TS2:OFB] If Servos run out of power, they will automatically attempt to recharge, even if they are located indoors or if it's nighttime. If the Servo isn't allowed to recharge, they may run amok and cause chaos, often electrocuting other Sims in the process.
  • Sunlight/Water failure:[TS2:S][TS3:S] If PlantSims do not receive adequate sunlight or water, they may run outside and pass out.
  • Sunlight exposure failure:[TS3:LN] If vampires spend too much time exposed to sunlight, they may pass out, temporarily lose their vampire abilities, and become thirsty for plasma much more quickly.

Gallery

References

fr:Besoin pt-br:Necessidade ru:Потребности