Science (career): Difference between revisions
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! colspan="4" |1) Test Subject |
! colspan="4" |1) Test Subject |
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| rowspan="4" valign="top" |Having grown nearly immune to the electroshock stimulus, the ESP research team is finally convinced that <Sim> has absolutely no psychic powers whatsoever. So he's/she's been moved on to the Theoretical Color Research division, where his/her first test involves nothing more than sitting in a sterile test room, selecting one of two colored lengths of licorice and ingesting it. Should <Sim> eat the red licorice or the blue licorice? |
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| rowspan="4" valign="top" |You're in a test lab 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'' |
| rowspan="2" valign="top" |''Red'' |
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|'''Success:'''<br /> [[File:Earned Money.png|20px|link=Simoleon]] +§500 |
|'''Success:'''<br /> [[File:Earned Money.png|20px|link=Simoleon]] +§500 |
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|''50% chance'' |
|''50% chance'' |
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|'''Failure:'''<br /> [[File:Got Fired.png|22px]] Get Fired |
|'''Failure:'''<br /> [[File:Got Fired.png|22px|link=Career#Firings|Fired]] Get Fired |
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|''49% chance'' |
|''49% chance'' |
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|''49% chance'' |
|''49% chance'' |
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|'''Failure:'''<br /> [[File:Got Fined.png|22px| |
|'''Failure:'''<br /> [[File:Got Fined.png|22px|link=Simoleon]] -§127 |
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|''50% chance'' |
|''50% chance'' |
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! colspan="4" |2) Lab Assistant |
! colspan="4" |2) Lab Assistant |
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| rowspan="4" valign="top" |<Sim>'s been given a large amount of test suites to run. Normally he's/she's used to having a bit of free rein in the lab, fixing up some of the machinery, playing with the mice and with Wiki the signing chimpanzee, but now all of a sudden the lead researcher has <Sim> running these simple and formulaic tests that even Wiki could do, and <Sim>'s not so happy about it. Then it occurs to him/her that Wiki the signing chimpanzee COULD run the test suites! After all, all they are a bunch of checkboxes, one after the other. <Sim> never pays much attention to them anyways. Should <Sim> let Wiki do the test suites, or take a stand for himself/herself and tell her boss what he/she thinks? |
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| rowspan="4" valign="top" |You need to 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'' |
| rowspan="2" valign="top" |''Let Wiki'' |
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|'''Success:'''<br /> [[File:Skill Logic.png|Logic|link=Logic|22px]] +1 |
|'''Success:'''<br /> [[File:Skill Logic.png|Logic|link=Logic|22px]] +1 |
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|''85% chance'' |
|''85% chance'' |
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|'''Failure:'''<br /> [[File:Got Fined.png|22px| |
|'''Failure:'''<br /> [[File:Got Fined.png|22px|link=Simoleon]] -§867 |
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|''14% chance'' |
|''14% chance'' |
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! colspan="4" |3) Field Researcher |
! colspan="4" |3) Field Researcher |
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| rowspan="4" valign="top" |In a remote section of the SimCity outback <Sim> has come upon a previously undiscovered entranceway to an outcropping of ruins built into the base of a mountain and covered by dense jungle foliage. This is a major discovery, but <Sim> isn't sure how to proceed. Should he/she enter the ruins by himself/herself and attempt to ascertain their nature, or head back to the institute and inform some of the more distinguished archaeologists of the ruins' existence? |
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| rowspan="4" valign="top" |You discover a hidden ruin. Will you enter it or inform the more experienced geologists about it? |
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| rowspan="2" valign="top" |''Go In'' |
| rowspan="2" valign="top" |''Go In'' |
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|'''Success:'''<br /> [[File:Earned Money.png|20px|link=Simoleon]] +§15,000 |
|'''Success:'''<br /> [[File:Earned Money.png|20px|link=Simoleon]] +§15,000 |
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! colspan="4" |4) Science Teacher |
! colspan="4" |4) Science Teacher |
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| rowspan="4" valign="top" | |
| rowspan="4" valign="top" |Lately, <Sim>'s students have been getting restless, but being relatively new to the field of teaching, <Sim> has been trying to stick to the textbook. Unfortunately, if there's one known constant in the universe, it's that high |
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school science texts are incapable of portraying the wonders of science in any way other than the most boring, convoluted, and drab. <Sim> decides that enough is enough, and that his/her job as a teacher is not to make sure his/her students have memorized the periodic table, but to get them interested in science and in learning. It's time for a field trip! All <Sim> has to do is decide whether the class should visit the mall or local video arcade, in the name of science, of course. |
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| rowspan="2" valign="top" |''The Mall'' |
| rowspan="2" valign="top" |''The Mall'' |
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|'''Success:'''<br /> [[File:Skill Logic.png|Logic|link=Logic|22px]] +2 |
|'''Success:'''<br /> [[File:Skill Logic.png|Logic|link=Logic|22px]] +2 |
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! colspan="4" |5) Project Leader |
! colspan="4" |5) Project Leader |
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| rowspan="4" valign="top" |While reading through some of his/her team's reports, <Sim> realizes that one of his/her researchers has inadvertently stumbled upon a new lithium isotope. Not only is the discovery of a major find in and of itself, but the practical applications of the isotope in devices such as atomic linear accelerators and staplers will be worth a fortune. So it is that <Sim> finds himself/herself with a bit of a conundrum. Ethics would obviously say that he/she should inform the researcher of her own discovery and advise her how to proceed, but practicality says that no one ever got ahead in the world of science by sticking to the rules, and <Sim> could easily claim the discovery himself/herself without anyone being the wiser. |
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| 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 |
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|''14% chance'' |
|''14% chance'' |
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|'''Failure:'''<br /> [[File:Got Fired.png|22px]] Get Fired |
|'''Failure:'''<br /> [[File:Got Fired.png|22px|link=Career#Firings|Fired]] Get Fired |
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|''85% chance'' |
|''85% chance'' |
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! colspan="4" |6) Inventor |
! colspan="4" |6) Inventor |
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| rowspan="4" valign="top" |Locked in the basement of the institute's advanced technologies wing, <Sim> is hard at work and convinced that at any moment he'll/she'll make the breakthrough that will allow him/her to build the better mouse-trap. But amidst the confusion of his/her piles of parts and stacks of design specs, he's/she's forgotten whether to connect the Dervosian wicket receptacle to the coupled power inverter or to the focal spline reticulation intake valve. Which one should he/she connect it to? |
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| rowspan="4" valign="top" |You're working on a better mousetrap but you forgot something. Which item did you forget? |
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| rowspan="2" valign="top" |''Power Inverter'' |
| rowspan="2" valign="top" |''Power Inverter'' |
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|'''Success:'''<br /> [[File:Earned Money.png|20px|link=Simoleon]] +10,000 |
|'''Success:'''<br /> [[File:Earned Money.png|20px|link=Simoleon]] +10,000 |
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|''50% chance'' |
|''50% chance'' |
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|'''Failure:'''<br /> [[File:Got Fined.png|22px| |
|'''Failure:'''<br /> [[File:Got Fined.png|22px|link=Simoleon]] -§7,000 |
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|''49% chance'' |
|''49% chance'' |
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! colspan="4" |7) Scholar |
! colspan="4" |7) Scholar |
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| rowspan="4" valign="top" |Lately <Sim>'s grown weary of his/her scholarly life, and weary of the charade that so many university academics must be part of in order to weather the "publish or perish" phenomenon so common in today's collegiate environs. He/She misses the hands-on aspects of being a scientist and is tired of having to spend such a large part of his/her career lecturing and writing, when what he/she should be doing is discovering. It's high time that he/she did something about it. The only tough part is figuring out what to do without risking his/her cushy position as an "Academic." <Sim> mulls it over for a bit and decides that he/she should either spend the day working on his/her old theory of extra special relativity or look into finishing his/her field work in the ancestral structures of the Llama family. |
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| rowspan="4" valign="top" |What will you do today? Work on your theory of relativity or do some fieldwork? |
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| rowspan="2" valign="top" |''Theory'' |
| rowspan="2" valign="top" |''Theory'' |
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|'''Success:'''<br /> [[File:Earned Money.png|20px|link=Simoleon]] +5,000<br /> [[File:Skill Logic.png|Logic|link=Logic|22px]] +2 |
|'''Success:'''<br /> [[File:Earned Money.png|20px|link=Simoleon]] +5,000<br /> [[File:Skill Logic.png|Logic|link=Logic|22px]] +2 |
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|''14% chance'' |
|''14% chance'' |
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|- |
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|'''Failure:'''<br /> [[File:Got Fired.png|22px]] Get Fired |
|'''Failure:'''<br /> [[File:Got Fired.png|22px|link=Career#Firings|Fired]] Get Fired |
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|''85% chance'' |
|''85% chance'' |
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! colspan="4" |8) Top Secret Researcher |
! colspan="4" |8) Top Secret Researcher |
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| rowspan="4" valign="top" |Military Intelligence, otherwise known as AWXYMRAWN, has unearthed something very important in the SimCity Desert. <Sim> has received a telegram that reads: <Sim> stop top secret stop your eyes only stop have found an a stop l stop i stop e stop n stop stop s stop p stop a stop c stop e stop s stop h stop i stop p stop stop come to you know where at you know when stop this message will self destruct stop. Fascinated by the thought of a small piece of paper self destructing, <Sim> places the telegram on the table, but it just sits there, benign as ever. Well, <Sim> does manage to decipher the military's "intricate" code, but unfortunately has absolutely no clue about the time or place where he's/she's supposed to meet them and discuss the "you know what." So he/she surmises they must be either be talking about the excavation area, somewhere out in the middle of the desert, or the secret underground military installation he's/she's heard talk of, somewhere off Interstate 51. Which one should he/she try? |
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| rowspan="4" valign="top" |You receive a cryptic telegram. Eventually you figure out that it's either about the desert dig site or about the secret underground installation. Where will you go to? |
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| rowspan="2" valign="top" |''Desert Site'' |
| rowspan="2" valign="top" |''Desert Site'' |
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|'''Success:'''<br /> [[File:Got a Promotion.png|22px|Promotion|link=Career#Promotions]] Promoted to Theorist |
|'''Success:'''<br /> [[File:Got a Promotion.png|22px|Promotion|link=Career#Promotions]] Promoted to Theorist |
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! colspan="4" |9) Theorist |
! colspan="4" |9) Theorist |
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| rowspan="4" valign="top" |With the recent complications arising from such concepts as dark matter, wormhole theory, red vs. blue shift, superstring theory, <Sim>'s own extra-special relativity, not the mention the meta-spline reticulation debate, <Sim> has decided to take on a more rational approach to his/her theorizing. After all, there are so many inconsistencies and unknowns still lurking in the day to day activities of Sims across the world. For instance, what happened to all the pets in SimCity? One day they were there and the next day they were gone, vanished without a trace. Or how is it that Sims are all able to carpool, but yet not one Sim seems to own a car? Better yet, what's the deal with "inventory"? How is it that no one seems to have a problem with the seemingly infinite universe that exists within each and every Sim's pockets? But <Sim> needs to focus, and he needs a starting point. Should he/she start with the tangible or the intangible. |
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| rowspan="4" valign="top" |The simsworld is a strange one and you want to study it. Will you start with the tangible or intangible? |
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| rowspan="2" valign="top" |''Tangible'' |
| rowspan="2" valign="top" |''Tangible'' |
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|'''Success:'''<br /> [[File:Got a Big Bonus.png|22px|Big Bonus]] +§50,000 |
|'''Success:'''<br /> [[File:Got a Big Bonus.png|22px|Big Bonus]] +§50,000 |
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! colspan="4" |10) Mad Scientist |
! colspan="4" |10) Mad Scientist |
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| rowspan="4" valign="top" |The air is heavy with scientific anticipation, but more importantly, is charged with pure unbridled electricity. Somewhere in the distance a wolf howls. Even further off a bell tolls, and a baby cries. Tonight, <Sim> plans to go against the very laws of nature. Tonight <Sim> will attempt to reanimate the dead. Mwahahahahaha! His/Her life's work in the sciences has culminated in a combination of biological and chemical engineering, and since taking on the mantle of Mad Scientist his/her thoughts have turned evermore towards living up to the title. Everything is in place, but in his haste <Sim>'s assistant has misplaced the electrical schematics, so <Sim> is going to have to rely on his/her instincts and decide whether to connect the green wires or the orange wires to the energy source. The correct set will route the reanimating powers of the skies directly to the machinery, while the other could set off a chain reaction which might very well lead to the end of the world ... |
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| rowspan="4" valign="top" |You need to connect the wires to your machine. However using the wrong one could mean the end of everything. Which wire needs to be connected? |
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| rowspan="2" valign="top" |''Green'' |
| rowspan="2" valign="top" |''Green'' |
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|'''Success:'''<br /> [[File:Got a Big Bonus.png|22px|Big Bonus]] +§55,000 |
|'''Success:'''<br /> [[File:Got a Big Bonus.png|22px|Big Bonus]] +§55,000 |
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|''85% chance'' |
|''85% chance'' |
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|'''Failure:'''<br /> [[File:Got Fined.png|22px| |
|'''Failure:'''<br /> [[File:Got Fined.png|22px|link=Simoleon]] -§10,000 |
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|''14% chance'' |
|''14% chance'' |
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|''14% chance'' |
|''14% chance'' |
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|'''Failure:'''<br /> [[File:Got Fined.png|22px| |
|'''Failure:'''<br /> [[File:Got Fined.png|22px|link=Simoleon]] -§20,000 |
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|''85% chance'' |
|''85% chance'' |
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Revision as of 22:25, 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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