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.
Science Career Levels
1) Test Subject
While earning a science degree, you're picking up a mediocre salary as a human guinea pig" at a local kinetics lab. It's a way to introduce yourself to the scientific community, but it's tough to be charming after several hours in a wind tunnel.
0
0
0
0
0
0
09:00 - 15:00
0
§155/day
2) Lab Assistant
Cleaning rat cages, fixing delicate lab equipment for minimum wage--how's your mood today? A lot of logic-skill-building time is needed at home to advance. And guess what? You're on the graveyard shift. Work all night, sleep all day.
0
0
0
0
0
0
23:00 - 05:00
0
§230/day
3) Field Researcher
This job takes you into the field, working on far-flung projects. However, your pay increases. Develop your charisma and logic and maybe you can actually teach about this stuff in the classroom, instead of doing it in remote, inhospitable places.
0
0
0
0
2
0
09:00 - 15:00
0
§320/day
4) Science Teacher
No amount of field research could have prepared you for the naked savagery of teaching a high-school science class. (At least it's a job with regular hours.) A creative approach with the kids can sometimes yield positive results, and more logic skill might aid you in getting a different job.
0
0
1
0
3
0
09:00 - 16:00
1
§375/day
5) Project Leader
It is up to you to manage a team of researchers in the quest for an important scientific breakthrough. Creative inspiration is absolutely necessary and mechanical know-how doesn't hurt either. If you really shine here, you may be on your way to becoming an inventor.
0
0
2
0
4
1
10:00 - 17:00
3
§450/day
6) Inventor
Income has climbed, but to succeed as an inventor you'll need to put in long hard hours at the lab. Maintaining your home relationships may be harder now--there will be little time for socializing as you create the auto-recycling newspaper.
0
2
2
0
4
3
10:00 - 19:00
4
§540/day
7) Scholar
You have been named Chairman of the Science Department at Sim University. The regents are depending on your leadership and logical thinking to invigorate the school's science curriculum. This is a high-paying, well-respected position with good hours and more time at home, but it takes a well-rounded skill set to guarantee success and promotion.
0
4
2
0
6
4
10:00 - 15:00
5
§640/day
8) Top Secret Researcher
Your expertise with auto-recycling has led to a position on a highly classified, very demanding government project. The money is excellent, but you may be called to the lab at anytime. Special care should be taken to stay happy and rested--a tired, cranky scientist might pose a security risk. If exceptional creativity is demonstrated, a promotion to theorist may be in the cards.
1
6
4
0
7
4
10:00 - 15:00
7
§740/day
9) Theorist
The accolades from your research have earned you the highly paid position of theorist. You enjoy a higher salary-to-work-hours ratio than the one you had as an inventor. You must work hard to keep a high state of happiness and health. And only a successful theory can lead to the status and rewards you seek.
1
7
4
0
9
7
10:00 - 14:00
8
§870/day
10) Mad Scientist
With lecture fees and book advances, you're able to purchase the big house on the hill. The big question is, what experiments will you be conducting in its big cellar?
2
8
5
0
10
10
10:00 - 14:00
10
§1,000/day
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.
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.
Positive: +§5000 , +1
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.
Negative: -§4000
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.
While earning a science degree, you're picking up a mediocre salary as a "human guinea pig" at a local kinetics lab. It's a way to introduce yourself to the scientific community, but it's tough to be charming after several hours in a wind tunnel.
S M T W T F S
0
11:00 - 17:00
0
0
§217/day
0
No bonus
2) Lab Assistant
Cleaning rat cages, fixing delicate lab equipment for minimum wage--how's your mood today? A lot of logic-skill-building time is needed at home to advance. And guess what? You're on the graveyard shift. Work all night, sleep all day.
S M T W T F S
1
16:00 - 22:00
1
0
§322/day
0
Bonus: §644
3) Field Researcher
This job takes you into the field, working on far-flung projects. However, your pay increases. Develop your logic skill and maybe you can actually teach about this stuff in the classroom, instead of doing it in remote, inhospitable places.
S M T W T F S
1
09:00 - 15:00
3
1
§448/day
0
Bonus: §896
4) Science Teacher
No amount of field research could have prepared you for the naked savagery of teaching a high-school science class. (At least it's a job with regular hours.) Keep those lab messes clean, and build logic skill to aid you in getting a different job.
S M T W T F S
2
08:00 - 15:00
5
1
§525/day
1
Bonus: §1,050
5) Project Leader
It is up to you to manage a team of researchers in the quest for an important scientific breakthrough. Devise innovative experiments using your newly developed cooking and cleaning skills. If you really shine here, you may be on your way to becoming an inventor.
S M T W T F S
3
10:00 - 17:00
6
3
§630/day
2
Bonus: §1,260
6) Inventor
Income has climbed, but to succeed as an inventor you'll need to put in long hard hours at the lab. Maintaining your home relationships may be harder now--there will be little time for socializing as you create the auto-recycling newspaper.
S M T W T F S
4
10:00 - 19:00
6
4
§756/day
3
Bonus: §1,512
7) Scholar
You have been named Chairman of the Science Department at Sim University. The regents are depending on your leadership and logical thinking to invigorate the school's science curriculum. This is a high-paying, well-respected position with good hours and more time at home, but it takes a well-rounded skill set to guarantee success and promotion.
S M T W T F S
5
08:00 - 13:00
7
5
§896/day
3
Bonus: §1,792
8) Top Secret Researcher
Your expertise with auto-recycling has led to a position on a highly classified, very demanding government project. The money is excellent, but you may be called to the lab at any time. Special care should be taken to stay happy and rested--a tired, cranky scientist might pose a security risk. If exceptional logic is demonstrated, a promotion to theorist may be in the cards.
S M T W T F S
6
10:00 - 15:00
7
8
§1,036/day
3
Bonus: §2,072
9) Theorist
The accolades from your research have earned you the highly paid position of theorist. You enjoy a higher salary-to-work-hours ratio than the one you had as an inventor. You must work hard to keep a high state of happiness and health. And only a successful theory can lead to the status and rewards you seek.
S M T W T F S
7
10:00 - 14:00
9
9
§1,522/day
5
Bonus: §3,044
10) Mad Scientist
With lecture fees and book advances, you're able to purchase the big house on the hill. The big question is, what experiments will you be conducting in its big cellar?
What makes being a Lab Glassware Scrubber different from your ordinary everyday run of the mill dish washer? Why that's easy! The fact that neither the word dish nor washer appear anywhere in your job title, only in your job description!
S M T W T F S
0
15:00 - 18:00
0
0
§64/day
0
No bonus
2) Test Subject
While earning a science degree, you're picking up a mediocre salary as a "human guinea pig" at a local kinetics lab. It's a way to introduce yourself to the scientific community, but it's tough to be charming after several hours in a wind tunnel.
S M T W T F S
0
15:00 - 18:00
0
1
§105/day
1
Bonus: §210
3) Lab Assistant
Cleaning rat cages, fixing delicate lab equipment for minimum wage--how's your mood today? A lot of logic-skill-building time is needed at home to advance. And guess what? You're on the graveyard shift. Work all night, sleep all day.
For more information on Chance Cards in The Sims 2, see Chance card.
Science Chance Cards
1) Test Subject
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?
Red
Success: +§500
50% chance
Failure: Get Fired
49% chance
Blue
Success: +1
49% chance
Failure: -§127
50% chance
2) Lab Assistant
<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?
Let Wiki
Success: +1
85% chance
Failure: -§867
14% chance
Speak Mind
Success: Promoted to Field Researcher
14% chance
Failure: Demoted to Test Subject
85% chance
3) Field Researcher
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?
Go In
Success: +§15,000
15% chance
Failure: -1
84% chance
Get Help
Success: Promoted to Project Leader
84% chance
Failure: -1
15% chance
4) Science Teacher
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
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.
The Mall
Success: +2
50% chance
Failure: -1
49% chance
Video Arcade
Success: +1 +1
49% chance
Failure: Demoted to Field Researcher
50% chance
5) Project Leader
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.
Inform
Success: +§7,500
85% chance
Failure: Demoted to Field Researcher
14% chance
Steal
Success: +2
14% chance
Failure: Get Fired
85% chance
6) Inventor
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?
Power Inverter
Success: +10,000
50% chance
Failure: -§7,000
49% chance
Intake Valve
Success: +2
49% chance
Failure: -3
50% chance
7) Scholar
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.
Theory
Success: +5,000 +2
85% chance
Failure: -3
14% chance
Field Work
Success: +2 +2
14% chance
Failure: Get Fired
85% chance
8) Top Secret Researcher
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?
Desert Site
Success: Promoted to Theorist
85% chance
Failure: -2
14% chance
Installation
Success: Promoted to Theorist
14% chance
Failure: -2
85% chance
9) Theorist
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.
Tangible
Success: +§50,000
85% chance
Failure: Demoted to Scholar
14% chance
Intangible
Success: +§20,000
14% chance
Failure: Demoted to Inventor
85% chance
10) Mad Scientist
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 ...
Your high metabolism and resistance to side effects got you noticed at work! Now they want you to drink their experimental conconctions full time! Study up on LOGIC if you want to advance.
1
0
1
16:00 - 20:00
0
§322/day
Promotion Bonus: §644
3) Pyro
All those potions made you kind of crazy! All you can think about is setting fires now! Luckily, your new job involves testing experimental fuels, explosives and unstable chemicals...so you are very fulfilled. Find some FRIENDS who share your passion.
1
1
3
09:00 - 15:00
0
§448/day
Promotion Bonus: §896
4) Virus Breeder
You burned out on pyromania...your new obsession is microbiology! Germs, viruses, microbes...oh the beauty...the PERFECTION of nature! Why won't they listen to you? Polish up your skills, and maybe they will...
2
1
5
09:00 - 15:00
1
§525/day
Promotion Bonus: §1,050
5) Chemist
Virus schmirus! Chemistry is the way of the future! Why rely on Mother Nature when you can create everything yourself? Discover the secret LOGIC of the universe as you create crazy molecules that nature never intended!
3
2
6
10:00 - 17:00
2
§630/day
Promotion Bonus: §1,260
6) Vivisectionist
What is chemistry compared to the flesh of living, breathing, thinking animals? Learn about anatomy, muscle LOGIC, and fight or flight responses the old fashioned way...through live dissections.
4
4
6
10:00 - 19:00
3
§756/day
Promotion Bonus: §1,512
7) Gene Splicer
Leg and brain grafting is so old fashioned...you've moved on to the next big thing...genetics! Cloning, gene splicing, chimeric recombinant subviral RNA with repressive proteins! Practice giving science lectures about new religion...YOU!
5
5
7
08:00 - 13:00
3
§896/day
Promotion Bonus: §1,792
8) Robotitician
You're sick of relying on living tissue to experiment with life, and your crazy lectures fell on deaf ears. The fools! You've moved on to robotics to spite them all! If existing life forms won't bend to your will...then you can create your own!!!
6
8
7
08:00 - 13:00
3
§1,036/day
Promotion Bonus: §2,072
9) Space-Time Tinkerer
Creating robots in your own image has seriously twisted your mind. Now you only dream about Schrödinger's cat, wormholes, uncertainty principles and anti-matter. What does it all mean? It means you're a true GENIUS!
6
8
8
10:00 - 14:00
5
§1,522/day
Promotion Bonus: §3,044
10) Death Ray Inventor
It is all perfectly crystal clear now... like a laser beam focused on your mind. Nothing means anything. Everything needs to go. If you can't have it all...nobody can. And you're the one who's going to show them how...one day.
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.
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.
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.
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.
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.
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!
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!
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.
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.
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.
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.
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
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!
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 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.
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."
Scientist Career Levels
Workplace: FutureSim Labs
1) Lab Technician
Want to be a scientist you say? Everyone needs to start somewhere. Learning the ins and the outs of the science lab is always a great start.
§24/hour
S MTWTF S
Hours: 10:00 AM - 7:00 PM
Ideal Mood: Focused
Promotion Tasks: Have 2 Breakthroughs
Daily Task: None
Bonus: None
Pension: Unknown
2) Apprentice Inventor
Time to stretch your mind and think outside the box. FutureSim Labs only employs the most creative minds to create the next big thing in science.
§32/hour
S MTWTF S
Hours: 10:00 AM - 7:00 PM
Ideal Mood: Focused
Promotion Tasks: Have 4 Breakthroughs
Daily Task: None
Bonus: §192; Journey to the Stars; New Clothes
Pension: Unknown
3) Junior Tinkerer
Stingrams, Ploobits, Quamarts, and Grooflets. Only a true tinkerer can see the hidden potential of these parts.
§39/hour
S MTWTF S
Hours: 10:00 AM - 7:00 PM
Ideal Mood: Focused
Promotion Tasks: Have 6 Breakthroughs
Daily Task: None
Bonus: §256; Flying Saucer Table Lamp; New Clothes
Pension: Unknown
4) Serum Sequencer
Liquids, Powders, and Boom! Creating new serums can be fun, but combining their effects can be out of this world!
§48/hour
S MTWTF S
Hours: 10:00 AM - 7:00 PM
Ideal Mood: Focused
Promotion Tasks: Have 8 Breakthroughs
Daily Task: None
Bonus: §312; Chemistry Lab
Pension: Unknown
5) Technological Innovator
As the Research and Development Lead, it is up to you to make sure FutureSim Labs stays at the forefront of scientific innovation.
§72/hour
S MTWTF S
Hours: 10:00 AM - 7:00 PM
Ideal Mood: Focused
Promotion Tasks: Have 10 Breakthroughs
Daily Task: None
Bonus: §384; S1M5-4 Test Tube Pedestal; New Clothes
Pension: Unknown
6) Ufologist
Top secret studies have shown that alien life amongst us could be a possibility. Before we can completely confirm these claims we need more proof!
§102/hour
S MTWTF S
Hours: 10:00 AM - 7:00 PM
Ideal Mood: Focused
Promotion Tasks: Have 12 Breakthroughs
Daily Task: None
Bonus: §576; Unlocked Cautionary Tale Door; X-180 Shatterproof Window
Pension: Unknown
7) Laboratory Leader
As you move up the ranks at FutureSim Labs you start to take on more responsibilities. Now you have the power to give orders to Co-workers!
§142/hour
S MTWTF S
Hours: 10:00 AM - 7:00 PM
Ideal Mood: Focused
Promotion Tasks: Have 14 Breakthroughs
Daily Task: None
Bonus: §816; Hygienic Decontamination Pod
Pension: Unknown
8) Pioneer of New Technologies
You have proven your worth at FutureSim Labs. Because of your hard work, we are now at the forefront of technological innovation. It is your job now to make sure we do not fall behind.
§187/hour
S MTWTF S
Hours: 10:00 AM - 7:00 PM
Ideal Mood: Focused
Promotion Tasks: Have 16 Breakthroughs
Daily Task: None
Bonus: §1,136; New Clothes
Pension: Unknown
9) Mad Scientist
There comes a time in every scientist [sic] life when they must decide whether to use their knowledge for good or for evil. This path is never a clear one, this path is chosen based upon your everyday actions!
§215/hour
S MTWTF S
Hours: 10:00 AM - 7:00 PM
Ideal Mood: Focused
Promotion Tasks: Have 18 Breakthroughs
Daily Task: None
Bonus: §1,496; New Clothes
Pension: Unknown
10) Extraterrestrial Explorer
We know there are unidentified lifeforms living amongst us. They may hold the technology that will accelerate FutureSim Labs leaps and bounds beyond the competition. It's up to you to discover it.
§247/hour
S MTWTF S
Hours: 10:00 AM - 7:00 PM
Ideal Mood: Focused
Promotion Tasks: None
Daily Task: None
Bonus: §1,720; Out of This World Desktop; New Clothes; unlocks "Mystery Science Laboratory" styled room