Science (career)
Science (career)
A Mad Scientist in The Sims 3.
- "Science" redirects here. For other uses, see Science (disambiguation).
The science career is a base game career track for The Sims, The Sims 2, and The Sims 3. It returns in The Sims 4: Get to Work (where it is known as "scientist") as an active career.
The Sims Edit
Of the ten career tracks in the base game, science had the fourth-lowest pay at rank 1 and the fourth-highest at rank 10, behind entertainment, pro athlete, and business. It was also the second-easiest to climb (behind military), requiring only 10 friends to reach rank 10, and was in a three-way tie (with pro Aathlete and entertainment) for best ratio of pay to friends required to reach rank 10 ($1000/10 friends = 100). All of this made it one of the best career tracks to pursue. Out of all 20 career paths from the base game, Livin' Large, and Unleashed, it has the seventh-highest pay at rank 1 and the ninth-highest at rank 10, and is the seventh-easiest to climb, making it still an above-average choice.
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.
Chance cards Edit
Science Chance Cards | |||
---|---|---|---|
1) Test Subject | |||
No chance cards for this level | |||
2) Lab Assistant | |||
No chance cards for this level | |||
3) Field Researcher | |||
You discover what appears to be the remains of an extraterrestrial craft. A major newspaper sends you a check for §1,000,000 for the evidence.
Sorry, it turned out to be a clever hoax. The newspaper canceled the check. | |||
4) Science Teacher | |||
No chance cards for this level | |||
5) Project Leader | |||
No chance cards for this level | |||
6) Inventor | |||
Your latest invention is a huge success! You receive a §5,000 bonus for selling the patent, and your Mechanical skill increases. | |||
7) Scholar | |||
No chance cards for this level | |||
8) Top Secret Researcher | |||
A spy has breached security and stolen your secret llama formula. A trial clears your name--but not before your spend §4,000 in legal fees. | |||
9) Theorist | |||
No chance cards for this level | |||
10) Mad Scientist | |||
The secret formula you developed (and drank) today at the lab had some unintended side effects. Along with a rather maniacal laugh you now have become a criminal.
Positive: Change to the Life of Crime career track as a Criminal Mastermind. |
The Sims 2 Edit
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 Edit
Teen/elder promotion levels Edit
Adult chance cards Edit
- For more information on Chance Cards in The Sims 2, see Chance card.
The Sims 2 (console) Edit
Science is a career track available in The Sims 2 (console).
The Sims 3 Edit
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 Edit
Science Career Levels | ||
---|---|---|
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. | §44/hour | No Bonus |
S M T W T F S | Pension: §60 | |
Suburb 09:00 - 14:30 |
Bridgeport 13:00 - 18:00 | |
Performance Factors | ||
Mood | ||
Gardening 0-4 | ||
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. | §53/hour | Bonus: §528 |
S M T W T F S | Pension: §70 | |
Suburb 09:00 - 14:30 |
Bridgeport 13:00 - 18:00 | |
Performance Factors | ||
Mood | ||
Gardening 2-5 | ||
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. | §63/hour | Bonus: §636 |
S M T W T F S | Pension: §90 | |
Suburb 09:00 - 14:30 |
Bridgeport 13:00 - 18:00 | |
Performance Factors | ||
Mood | Gardening 3-6 | |
Handiness 0-4 | ||
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. | §97/hour | Bonus: §756 |
S M T W T F S | Pension: §100 | |
Suburb 09:00 - 14:00 |
Bridgeport 13:00 - 17:30 | |
Performance Factors | ||
Mood | Gardening 4-7 | |
Handiness 1-4 | ||
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! | §117/hour | Bonus: §1,164 |
S M T W T F S | Pension: §120 | |
Suburb 09:00 - 14:00 |
Bridgeport 13:00 - 17:30 | |
Performance Factors | ||
Mood | Gardening 4-8 | |
Handiness 2-5 | ||
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! | §140/hour | Bonus: §1,404 |
S M T W T F S | Pension: §140 | |
Suburb 09:00 - 14:00 |
Bridgeport 13:00 - 17:30 | |
Performance Factors | ||
Mood | Gardening 5-8 | |
Handiness 3-6 | Fishing 0-4 | |
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. | §187/hour | Bonus: §1,884 |
S M T W T F S | Pension: §160 | |
Suburb 09:00 - 13:30 |
Bridgeport 13:00 - 17:00 | |
Performance Factors | ||
Mood | Gardening 5-9 | |
Handiness 5-7 | Fishing 2-5 | |
Perk: Receive a Flame Fruit, Life Fruit, or Death Flower. | ||
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. | §224/hour | Bonus: §2,832 |
S M T W T F S | Pension: §200 | |
Suburb 09:00 - 13:30 |
Bridgeport 13:00 - 17:00 | |
Performance Factors | ||
Mood | Gardening 6-10 | |
Handiness 5-8 | Fishing 3-6 | |
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. | §269/hour | Bonus: §3,276 |
S M T W T F S | Pension: §180 | |
Suburb 09:00 - 13:30 |
Bridgeport 13:00 - 17:00 | |
Performance Factors | ||
Mood | Gardening 7-10 | |
Handiness 6-9 | Fishing 4-7 | |
Perk: Receive a Flame Fruit, Life Fruit, or Death Flower. | ||
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. |
§404/hour | Bonus: §3,480 |
S M T W T F S | Pension: §180 | |
Suburb 09:00 - 13:30 |
Bridgeport 13:00 - 17:00 | |
Performance Factors | ||
Mood | Gardening 8-10 | |
Handiness 7-10 | Fishing 5-10 | |
Perk: Sim gains the ability to "Perform Experiment" on household objects. See the table below for details. |
Opportunities Edit
- 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 Edit
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 |
---|---|---|
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 Edit
Moodlet | Mood Change |
Ranged Possible? |
Duration (if not ranged) |
---|---|---|---|
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 Edit
- 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 Edit
The scientist career is one of the three career tracks introduced in The Sims 4: Get to Work. Like the other Get to Work careers, scientist is a profession, which are active careers where Sims can be followed to work. Also like the other Get to Work careers, sims who are scientists can be called to work at any time.
The workplace for this career is FutureSim Labs, a science lab lot, where Sims can 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. In the labs, Sims can invent new things and test new serums, create a portal to Sixam, and more.
Career levels Edit
Description: "Calling all brains! Are you the nerdy type who aspires to one day wear tin foil on your head and decorate your studio with huge bubbly tanks? A Scientist who proves they've got the gray matter to change the world as we know it can unlock new outfits like the UFO hunter or objects like a swanky Chemistry Lab for concocting new inventions and serums."