Science (career): Difference between revisions
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===Adult Chance Cards=== |
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{{For|more information on Chance Cards in ''The Sims 2''|Chance card}} |
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{| class="prettytable unsortable" style="width:100%" |
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! colspan="4" |[[File:Science career.png|25px]] Science Chance Cards |
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! colspan="4" |1) Test Subject |
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| rowspan="4" valign="top" |You're in a testlab and you're asked to choose between 2 sweets. Will you take the red or blue one? |
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| rowspan="2" valign="top" |''Red'' |
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|'''Success:'''<br />[[File:Earned Money.png|20px|link=Simoleon]] +§500 |
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|''50% chance'' |
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|'''Failure:'''<br />[[File:Got Fired.png|22px|Link=Career#Firings|Fired]] Get Fired |
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|''49% chance'' |
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| rowspan="2" valign="top" |''Blue'' |
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|'''Success:'''<br />{{GetSkillImage|logic}} +1 |
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|''49% chance'' |
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|'''Failure:'''<br />[[File:Got Fined.png|22px|link=Simoleon]] -§127 |
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|''50% chance'' |
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! colspan="4" |2) Lab Assistant |
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| rowspan="4" valign="top" |You need to do some very simple tests and you're a bit annoyed by that. Will you let Wiki the monkey do the test or tell your boss about this situation? |
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| rowspan="2" valign="top" |''Let Wiki'' |
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|'''Success:'''<br />No reward |
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|''85% chance'' |
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|'''Failure:'''<br />[[File:Got Fined.png|22px|link=Simoleon]] -§500 |
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|''14% chance'' |
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| rowspan="2" valign="top" |''Speak Mind'' |
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|'''Success:'''<br />[[File:Earned Money.png|20px|link=Simoleon]] +§1250 |
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|''14% chance'' |
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|'''Failure:'''<br />[[File:Got Fined.png|22px|link=Simoleon]] -§750 |
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|''85% chance'' |
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! colspan="4" |3) Field Researcher |
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| rowspan="4" valign="top" |A few days ago one of <Sim>'s regulars picked a long shot nag to win and ended up winning herself a couple of grand, but before she could collect, she managed to get herself into some "trouble", which led to the accidental explosion of her car. <Sim> has effectively inherited the money, and if s/he were to pocket the winnings her/himself no one would be the wiser, though s/he could also earn some street rep by splitting the winnings with her/his boss. |
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| rowspan="2" valign="top" |''Keep'' |
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|'''Success:'''<br />[[File:Earned Money.png|20px|link=Simoleon]] +§2000 |
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|''85% chance'' |
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|'''Failure:'''<br />[[File:Got Fined.png|22px|link=Simoleon]] -§1000 |
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|''14% chance'' |
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| rowspan="2" valign="top" |''Split'' |
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|'''Success:'''<br />[[File:Earned Money.png|20px|link=Simoleon]] +§2000<br />{{GetSkillImage|creativity}} +1 |
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|''14% chance'' |
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|'''Failure:'''<br />{{GetSkillImage|creativity}} -1 |
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|''85% chance'' |
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! colspan="4" |4) Science Teacher |
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| rowspan="4" valign="top" |As of late, pickings have been thin in the con-artist racket. The Vice squad has been breathing down <Sim>'s neck, and the consumer affairs committee has launched an aggressive television ad campaign warning would-be victims to the dangers of recent confidence schemes. <Sim> has a few tricks left up her/his sleeve though. A contact has offered him/her some office space that might work well as the pretext for a classic vacation time-share scam (a sure fire way to swindle the elderly out of their retirement funds), or seeing as times are tough, <Sim> could go with the old door-to-door insurance policy scheme. |
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| rowspan="2" valign="top" |''Time-Share'' |
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|'''Success:'''<br />[[File:Earned Money.png|20px|link=Simoleon]] +§8000<br />{{GetSkillImage|creativity}} +1 |
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|''85% chance'' |
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|- |
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|'''Failure:'''<br />[[File:Got Fined.png|22px|link=Simoleon]] -§5000 |
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|''14% chance'' |
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| rowspan="2" valign="top" |''Insurance'' |
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|'''Success:'''<br />[[File:Got a Promotion.png|22px|Promotion|link=Career#Promotions]] Promoted to Getaway Driver |
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|''14% chance'' |
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|'''Failure:'''<br />{{GetSkillImage|creativity}} -2 |
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|''85% chance'' |
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! colspan="4" |5) Project Leader |
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| rowspan="4" valign="top" |Speeding down inner-city streets, <Sim>'s on the getaway and heading to the bank job team's rendezvous point. Something went wrong during the heist: <Sim>'s car is occupied with only 3 of the 4 team members s/he'd dropped off before the job, and one of them is injured. Also, they only managed to make it out with 20K in hard currency. Thinking that the cops might be on to them, and therefore onto their escape route, <Sim> decides to change the plan, but isn't sure whether to take the turnpike or head down the narrow section of cobblestone surface streets. |
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| rowspan="2" valign="top" |''Turnpike'' |
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|'''Success:'''<br />[[File:Earned Money.png|20px|link=Simoleon]] +§5000<br />{{GetSkillImage|mechanical}} +1 |
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|''85% chance'' |
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|'''Failure:'''<br />[[File:Got Fired.png|22px|Link=Career#Firings|Fired]] Get Fired |
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|''14% chance'' |
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| rowspan="2" valign="top" |''Surface Streets'' |
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|'''Success:'''<br />[[File:Got a Promotion.png|22px|Promotion|link=Career#Promotions]] Promoted to Bank Robber |
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|''14% chance'' |
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|'''Failure:'''<br />[[File:Got Demoted.png|22px|Demotion|link=Career#Demotions]] Demoted to Con artist<br />{{GetSkillImage|mechanical}} -1 |
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|''85% chance'' |
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! colspan="4" |6) Inventor |
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| rowspan="4" valign="top" |During the final set-up meeting for the upcoming heist, <Sim> is informed that a member of the team has been taken ill and won't be coming with them, but that the job will go down as planned. New roles are discussed, and some of the more experienced members of the team will be forced to pick up some of the slack, but it's left up to <Sim> whether s/he wants to be a lookout in charge of crowd control or if s/he'd rather help out the demolitions expert with cracking the bank vault. |
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| rowspan="2" valign="top" |''Look-out'' |
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|'''Success:'''<br />[[File:Got a Promotion.png|22px|Promotion|link=Career#Promotions]] Promoted to Cat Burglar |
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|''85% chance'' |
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|'''Failure:'''<br />[[File:Got Fined.png|22px|link=Simoleon]] -§15,000 |
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|''14% chance'' |
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| rowspan="2" valign="top" |''Vault'' |
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|'''Success:'''<br />[[File:Earned Money.png|20px|link=Simoleon]] +§10,000 |
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|''14% chance'' |
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|'''Failure:'''<br />[[File:Got Fired.png|22px|Fired|link=Career#Firings]] Get Fired<br />{{GetSkillImage|body}} -2 |
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|''85% chance'' |
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! colspan="4" |7) Scholar |
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| rowspan="4" valign="top" | |
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Inside the SimCity Museum of Metropolitan Art, <Sim> is on the hunt for a world famous diamond currently on display, but s/he's hit a bit of a snag . . . laser beams, and close to a dozen of them. <Sim> hates laser beams, but is committed to acquiring the diamond, as s/he has a very eager buyer waiting in the wings. S/he could flex some muscle and go for an acrobatic approach, or s/he could try using the new suction-cup crossbow, recently voted "the preferred tool of Cat Burglars everywhere" by the SimCity local 709 Burglar's Union. |
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| rowspan="2" valign="top" |''Acrobatics'' |
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|'''Success:'''<br />[[File:Earned Money.png|20px|link=Simoleon]] +§20,000<br />{{GetSkillImage|body}} +1 |
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|''15% chance'' |
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|'''Failure:'''<br />{{GetSkillImage|body}} -2 |
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|''84% chance'' |
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| rowspan="2" valign="top" |''Cross-Bow'' |
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|'''Success:'''<br />[[File:Earned Money.png|20px|link=Simoleon]] +§20,000<br />{{GetSkillImage|mechanical}} +2 |
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|''84% chance'' |
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|'''Failure:'''<br />[[File:Got Fired.png|22px|Fired|link=Career#Firings]] Get Fired<br />[[File:Got Fined.png|22px|link=Simoleon]] -§5000 |
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|''15% chance'' |
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! colspan="4" |8) Top Secret Researcher |
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| rowspan="4" valign="top" |<Sim>'s just finished a run of counterfeit Simoleons printed with a near perfect reproduction of the treasury's updated watermark, but truth be told, <Sim>'s now got so much funny money s/he's not sure what to do with it. S/he could use the cash to grease a few political palms with the hopes of impressing SimCity's Criminal Mastermind, The Llama Queen, or s/he could pull out all the stops and try to launder the Simoleons, and keep them all for her/himself. |
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| rowspan="2" valign="top" |''Bribe'' |
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|'''Success:'''<br />[[File:Got a Promotion.png|22px|link=Career#Promotions|Promoted]] Promoted to Smuggler |
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|''85% chance'' |
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|'''Failure:'''<br />[[File:Got Demoted.png|22px|Demoted|Link=Career#Demotions]] Demoted to Cat Burglar |
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|''14% chance'' |
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| rowspan="2" valign="top" |''Launder'' |
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|'''Success:'''<br />[[File:Got a Big Bonus.png|22px|Big Bonus]] +§50,000 |
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|''14% chance'' |
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|'''Failure:'''<br />[[File:Got Fined.png|22px|link=Simoleon]] -§25,000 |
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|''85% chance'' |
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! colspan="4" |9) Theorist |
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| rowspan="4" valign="top" |<Sim>'s personally handling the sale of a large amount of imported "merchandise", and the deal is going down in a deserted warehouse down by the river. The purchasing party arrives and lays a briefcase down on a low stack of crates. <Sim> places her/his own steel briefcase next to it, but as s/he goes to open them the warehouse is racked by an explosion. The Vice squad has stormed the warehouse, and there is smoke and confusion everywhere. <Sim> could try to make his/her escape in the waiting speedboat, or hit the deck and sneak around to the front entrance under cover of darkness. |
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| rowspan="2" valign="top" |''Speedboat'' |
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|'''Success:'''<br />[[File:Got a Big Bonus.png|22px|Big Bonus]] +§50,000 |
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|''50% chance'' |
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|'''Failure:'''<br />[[File:Got Fired.png|22px|link=Career#Firing|Fired]] Get Fired<br />{{GetSkillImage|body}} -1 |
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|''49% chance'' |
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| rowspan="2" valign="top" |''Sneak Out'' |
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|'''Success:'''<br />[[File:Got a Big Bonus.png|22px|Big Bonus]] +§55,000 |
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|''49% chance'' |
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|'''Failure:'''<br />[[File:Got Fired.png|22px|link=Career#Firing|Fired]] Get Fired |
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|''50% chance'' |
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! colspan="4" |10) Mad Scientist |
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| rowspan="4" valign="top" |There's a new superhero in town, and she's been giving <Sim>'s henchmen a difficult time. <Sim> could attempt to capture the superhero and place her in an elaborate mechanism that when left to its own devices would invariably cause her slow and complex demise, or s/he could focus her/his attention on the "Doomsday Device" s/he's building, with the hopes of completing it and following through with his/her plans to hold SimCity for ransom. |
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| rowspan="2" valign="top" |''Capture'' |
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|'''Success:'''<br />[[File:Got a Big Bonus.png|22px|Big Bonus]] +§55,000 |
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|''50% chance'' |
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|- |
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|'''Failure:'''<br />[[File:Got Fined.png|22px|link=Simoleon]] -§20,000 |
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|''49% chance'' |
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| rowspan="2" valign="top" |''Doomsday'' |
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|'''Success:'''<br />[[File:Got a Big Bonus.png|22px|Big Bonus]] +§65,000 |
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|''49% chance'' |
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|'''Failure:'''<br />[[File:Got Fined.png|22px|link=Simoleon]] -§30,000 |
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|''50% chance'' |
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! colspan="4" |5) Project Leader |
! colspan="4" |5) Project Leader |
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| rowspan="4" valign="top" |In a report, you read that one of your team members |
| rowspan="4" valign="top" |In a report, you read that one of your team members accidentally found a new isotope. Will you inform this person about it or steal this important discovery? |
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| rowspan="2" valign="top" |''Inform'' |
| rowspan="2" valign="top" |''Inform'' |
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|'''Success:'''<br /> [[File:Earned Money.png|20px|link=Simoleon]] +§7,500 |
|'''Success:'''<br /> [[File:Earned Money.png|20px|link=Simoleon]] +§7,500 |
Revision as of 18:15, 11 January 2016
Science (career)
A Mad Scientist in The Sims 3.
- "Science" redirects here. For other uses, see Science (disambiguation).
The Science career track is one of the ten basic career tracks for The Sims, The Sims 2, and The Sims 3. The Science career track returns in The Sims 4: Get to Work as one of the three active careers.
The Sims
A Mad Scientist will eventually change careers and become a Criminal Mastermind in the Life of Crime career track. This is the only case in which a Sim will be moved from the top of one career track to the top of another.
The Sims 2
In The Sims 2, the career reward object is the SimSanto Inc. Biotech Station. If The Sims 2: Apartment Life is installed, Techs are likely to work in this career. College majors associated with this career are Physics and Mathematics.
Adult Promotion Levels
Teen/Elder Promotion Levels
Adult Chance Cards
- For more information on Chance Cards in The Sims 2, see Chance card.
The Sims 2 (Console)
Please improve this article if you can.
Science is a career track available in The Sims 2 (Console).
Job Level | Work Hours | Skill Levels | Simoleons |
Number of Friends |
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Lab Cleaner | 11am - 5pm |
Cook:1 Clean:1 |
§217 | 0 |
Potion Tester | 4pm - 8pm |
Cook:1 Logic:1 Clean:3 |
§322 | 0 |
Pyro | 9am - 3pm |
Cook:2 Logic 1 Clean:5 |
§ | 1 |
Virus Breeder | 9am - 3pm |
Cook:3 Logic:2 Clean:6 |
§525 | 3 |
Chemist | 10am - 5pm |
Cook:4 Logic:4 Clean:6 |
§650 | 3 |
Vivisectionist | 10am - 7pm |
Cook:5 Logic:5 Clean:7 |
§756 | 3 |
Gene Splicer | 8am - 1pm |
Cook:6 Logic:8 Clean:7 |
§896 | 3 |
Robotechnician | 8am - 1pm |
Cook:6 Logic:8 Clean:8 |
§1 036 | 5 |
Space Time-Tinkerer | 10am - 2pm |
Cook:9 Logic:10 Clean:10 |
§1 522 | 8 |
Deathray Inventor | 10am - 2pm | §2 333 |
The Sims 3
Science is a career track in The Sims 3. In comparison to the Science career track in previous games, this career track appears to focus more on biology than on general science.
Work place: Science lab
How to apply: Directly at work place, Newspaper, Computer
Performance options:
Skills: Gardening, Handiness, Fishing
Promotion Levels
Level | Name | Description | Work Time | Compensation | Performance Factors | Perks (cumulative) | |||||||
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1 | Test Subject | It's all for the good of science, at least that's what Test Subjects should constantly repeat to themselves. A little shock here, a potentially revolutionary serum there... it's all in a day's test tube. Try to stay in good spirits, because a bad mood skews the data. |
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2 | Lab Tech | Your commitment to the less than glamorous side of science has garnered you a position as a Lab Tech. It's time to earn that lab coat and broaden your horizons. Beware of flammable materials, radioactive mutagens, and self-aware robotics as you progress deeper into the workings of the laboratory |
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3 | Useless Contraption Manipulator | Not all departments of the science lab are profitable, or productive for that matter. Nevertheless, for every hundred duds and worthless whiz-bangs there's a hit that rocks the science community to its beaker encrusted core. You better improve your skills with a wrench, because you'll be up to your eyes with useless contraptions. |
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4 | Fertilizer Analyst | You probably don't want to know what that smell is. Fertilizer Analysts need to be ready for some hands-on time with some stinky stuff, because the best harvests come from great, horrifically smelly fertilizers. Head outside to spend time in the garden... and don't forget to shower afterwards. |
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5 | Carnivorous Plant Tender | The pursuit of science is not always one of safety. The Carnivorous Plant Tender is very much in harm's way, but that's no excuse for sloppy data collection and analysis. Stay on the plants' good sides, and continue developing your scientific skills. Hopefully a more appetizing position will open up... ideally before you become too appetizing yourself! |
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6 | Aquatic Ecosystem Tweaker | No body of water shall be safe from the latex glove of science! Aquatic Ecosystem Tweakers add and remove fish from various habitats to test evolutionary traits of fish, survivability, and naturally refresh ecosystems as needed. Grab your rod and reel and go fishing... for great discovery! |
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7 | Genetic Resequencer | It's time to step in line as a Genetic Resequenser. Clients pay top Simoleon to discover new genes to bottle and sell to customers. It's a lucrative industry, filled with discovery, intrigue, and fashionable genes. |
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Receive a Death Flower.
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8 | Top Secret Researcher | The Government has been closely following your career since your days as a Test Subject. They want you to head up their new program as a Top Secret Researcher. It's all very hush-hush, need to know. That sort of thing. All Simanity will benefit from this research... or so they claim. |
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9 | Creature-Robot Crossbreeder | The government is happy, and when they're happy it means new toys for the laboratory. You've been tasked to create a new species, specifically one that combines the best features of living organisms and... robots. Sharks or sea bass. It makes no difference. Just don't forget the lasers. |
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10 | Mad Scientist | Without peer, [Sim name] is in charge.
Nobody really takes you as a sane individual, so the title Mad Scientist is apt. Tucked in the deepest, most secretive recesses of the laboratory, you've been tasked to create, destroy, restructure and innovate as you see fit. As the laboratory's best, you will define the future course of science for good... or evil. |
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Perform Experiment
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Opportunities
- Assassin Bug Study
- The Science Facility wants to run another study on the camouflage properties of exotic insects. They've asked you to collect a few Assassin bugs for the study.
- Collect 4 Red Assassin Bugs
- Fix It!
- Your partner from the Science Facility recently broke the all-important what's-it being touted by the lab as the thingamajig of the next decade (or so). You're known as a whiz with the wrench, so your partner hopes you can salvage the gizmo before the boss finds out. Go to the Science Facility to fix the device, and you'll improve your relationship with your co-workers and earn a cash bonus.
- One Shall Fall
- Dr. Inquitous has devised another nefarious plot to destroy the town! Nobody should be able to use science for the wrong reasons... except you! Quickly go to the Outstanding Citizen Warehouse Corp. to match wits with him and stop his scientific scheming before it's too late. City Hall will reward you handsomely for your services!
- Global Science Fair
- The Global Science Fair has stopped in town - it's time for you to compete and show off your stuff! Such incredible revelations have emerged from this; such as the discovery of the world's flatness, patents for life-extending elixirs, and even theories about ghosts! Tune up your handiness, gardening, and fishing skills, and get to the school in the right mood and you just might win a cash prize and more!
- Unknown
- Your boss broke his shower and needs you to fix it!- Cash reward, Improved job status
Experiments
After a Sim has attained the Mad Scientist (Science level 10) job, that Sim will be able to use the "Perform Experiment On..." action on many items around the house and on community lots. Note that this perk is kept after the Sim retires/quits. The Sim can also "Undo Science Experiment" on those objects (if the experiment didn't delete or damage the object).
Note: Some objects such as kitchen counter surfaces cannot be experimented upon in their default state, as they offer no default interaction and therefore cannot be clicked on. However, once the object becomes dirty and allows the "clean" option when clicked, you can use this opportunity to "Perform Experiment On..." them. This opportunity will disappear once you have cleaned them.
This action can have one of several outcomes:
Description | Value | Effect |
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Success! Your experiment has imbued this object with a positive effect on anyone who walks by! | +9, ideal | A specific positive Moodlet is applied to any Sim that later moves within range (3 squares?) of the object. The Moodlet expires as soon as the Sim leaves range. See table below for possible effects. |
Success! Your experiment has imbued this object with a positive effect on anyone who uses it! | +8, great | A specific positive Moodlet is applied to any Sim that uses the object. The Moodlet expires after a set amount of time. See table below for possible effects. |
Success! Your experiment has resulted in a giant boost to this object's aesthetic appeal! | +7, nice | Increases how decorated the room is. For example, applying this to a toilet changes the room's value from Decorated +10 to Beautifully Decorated +40. |
Success! Who needs a repair technician when you've got science? That object is definitely better than it was before... | +1, ok | Applies an upgrade to the object, masking any current upgrade on that object. For example, make Unbreakable (but masked Improve Speakers or Boost Channels upgrade) or Improved Graphics (masked that the object was already Unbreakable). Using Undo Science Experiment will return the object's previous upgrade (if any). |
Enjoy your newly sonorific object! | -1, annoying | The object makes a sound when used. No Moodlet, just annoying. |
Enjoy your new sonorific object! Too bad you can't control when it is going to make noise. | -2, annoying | The object makes a sound at random times. No Moodlet, just annoying. |
Oh no! Your experiment has gone awry! Hopefully the noise that thing makes while people use it isn't too annoying... | -3, annoying | The object makes a more annoying sound when used. No Moodlet, just annoying. |
Oh no! Your experiment has gone awry! Hopefully the noise that thing makes randomly isn't too annoying... | -4, annoying | The object makes a more annoying sound at random times. No Moodlet, just annoying. |
Well, that didn't work. Get that thing fixed and try again. You can't split an atom without breaking a few eggs. | -5, annoying | Breaks the object, requiring it to be repaired. Note that you can't use Undo Science Experiment to repair it. You can use Perform Experiment On broken objects though. |
Oh no! Your experiment has gone awry! Anyone who uses this object is in for a nasty surprise! | -6, bad | A specific negative Moodlet is applied to any Sim that uses the object. The Moodlet expires after a set amount of time. See table below for possible effects. |
Oh no! Your experiment has gone awry! Anyone who walks by this object is in for a nasty surprise! | -7, bad | A specific negative Moodlet is applied to any Sim that later moves within range (3 squares?) of the object. The Moodlet expires as soon as the Sim leaves range. See table below for possible effects. |
Oops! Hopefully no one was too attached to that object. Ah, the dangers of science... | -8, unrecoverable | The object is deleted, without refund. |
Ack! Call the fire department! Avoiding the shame of a failed experiment isn't worth burning down the whole house! | -9, dangerous | The object is set on fire. |
Observed Moodlet Effects
Moodlet | Mood Change |
Ranged Possible? |
Duration (if not ranged) |
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Winner! | +25 | confirmed | 2h |
New Stuff! | +20 | confirmed | 2h |
Cheered Up | +15 | confirmed | 2h |
Inspired | +15 | confirmed | 2h |
Oddly Powerful | +15 | confirmed | 2h |
Attractive | +10 | confirmed | 2h |
Fascinated | +10 | confirmed | 2h |
New Car Smell | +10 | confirmed | 1h |
Tranquil | +10 | confirmed | 2h |
Beautiful Vista | 0 | confirmed | 1h |
Disgusted | -5 | confirmed | 15m |
Tastes Like Fridge | -10 | confirmed | 30m |
Buzz Crashed | -10 | confirmed | 30m |
Upset | -15 | confirmed | 15m |
Offended | -15 | confirmed | 20m |
Itchy | -15 | confirmed | 1h |
Horrified | -35 | confirmed | 15m |
Trivia
- The last part of text for the Creature-Robot Crossbreeder description is a reference to a scene from Austin Powers, where Dr. Evil complains about not being able to have a tank of sharks with lasers on their heads. Number 2 offers him a mutated sea bass instead, hence the description: "Sharks or sea bass. It makes no difference. Just don't forget the lasers."
The Sims 4: Get to Work
Unlike previous games of The Sims Series, the Science career track doesn't appear in the base game. However, it does return in the first expansion pack, Get To Work. In this expansion pack, the Science career has evolved into an active career, in which Sims can go to the science lab lot, enter the building, and explore inside with other co-workers. In the building Sims, can invent new things and test new serums, as well as create a portal to the Alien Dimension.
FutureSim Labs
- See also: Science lab
The Active Career Lot is called the FutureSim Labs which acts as a normal Science lab, but Sims are able to enter and use Scientific Objects such as the Invention Constructor, Chemistry Lab and Chemical Analyzer. Only Sims currently in the Scientist Career can interact with the Invention Constructor and Chemistry Lab.
Work Schedule
Rank | Job | Wage | Schedule | Daily Task/Promotion Requirements | Reward for Promotion |
---|---|---|---|---|---|
1 | Lab Technician | §24/hour - §216/day | Mon-Fri 10AM-7PM | Have 2 Breakthroughs | N\A |
2 | Apprentice Inventor | §32/hour - §288/day | Mon-Fri 10AM - 7PM | Have 4 Breakthroughs | §192, Journey to the Stars and new clothes |
3 | Junior Tinkerer | §39/hour - §351/day | Mon-Fri 10AM - 7PM | Have 6 Breakthroughs | §256, Flying saucer table lamp and new clothes |
4 | Serum Sequencer | §48/hour - §432/day | Mon-Fri 10AM - 7PM | Have 8 Breakthroughs | §312 and a Chemistry Lab |
5 | Technological Innovator | §72/hour - §648/day | Mon-Fri 10AM - 7PM | Have 10 Breakthroughs | §384, SIMS-4 Test Tube Pedestal |
6 | Ufoloigist | §102/hour - §918/day | Mon-Fri 10AM - 7PM | Have 12 Breakthroughs | §576, Cautionary Tale Door, X-180 Shatterproof Window |
7 | Laboratory Leader | §142/hour - §1278/day | Mon-Fri 10AM - 7PM | Have 14 Breakthroughs | §816, Hygienic Decontamination Pod |
8 | Pioneer of New Technologies | §187/hour - §1683/day | Mon-Fri 10AM - 7PM | Have 16 Breakthroughs | 1136, New Clothes |
9 | Mad Scientist | §215/hour - §1935/day | Mon-Fri 10AM - 7PM | Have 18 Breakthroughs | §1496 and New Clothes |
10 | Extraterrestrial Explorer | §247/hour - §2223/day | Mon-Fri 10AM - 7PM | Go To Work! Can discover Reapers Friend Serum, Alien Aura Serum and Age-away Serum | §1720, Out of this World Desktop, New Clothes and Mystery Science Laboratory Room unlocked (§28,286) |
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