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==Manners==
==Manners==
'''Manners''' is value that controls Sims manners and interactions. Manners can be raised by Sims with having parents teaching to say please and thank you, doing friendly introductions, setting the table, cleaning up dishes, giving compliments and by having the [[Neat (The Sims 4)|neat]] trait. Sims with good manners won't be doing any kinds of gross or bad manners. They gain an new "Polite Introduction" and gain positive relationships faster. They can also offer gratitude to the owners of a visited house.
'''Manners''' is value that controls Sims manners and interactions. Manners can be raised by Sims with having parents teaching to say please and thank you, doing friendly introductions, setting the table, cleaning up dishes, giving compliments and by having the [[Neat (The Sims 4)|neat]] trait. Sims with good manners won't want to do any gross manners interactions. They have a new "Polite Introduction" and can gain friendly relationships faster. Good mannered Sims can also "Offer Gratitude" to the host of a house they are visiting.


Losing manners can be done by swearing, belching, farting, doing rude introductions, taking off clothes around strangers and by having the [[Slob (The Sims 4)|slob]] trait. Sims with bad manners can try to be friendly, but will usually fail on certain social interactions. They will often do gross manners such as farting, belching or swearing, and find doing the dishes or washing hands uncomfortable.
Losing manners can be done by swearing, belching, farting, doing rude introductions, taking off clothes around strangers and by having the [[Slob (The Sims 4)|slob]] trait. Sims with bad manners can try to be friendly, but will usually fail on certain social interactions. They will often do gross manners such as farting, belching or swearing, and find doing the dishes or washing hands uncomfortable.


==Responsibility==
==Responsibility==
'''Responsibility''' controls over a Sims independence. It can be raised by doing completing homework and school projects, getting good grades, performing well at part-time jobs, taking out the trash, repairing broken objects, cleaning the house and by having the [[Perfectionist (The Sims 4)|perfectionist]] trait. Responsible Sims will perform better at their jobs and might work harder at work.
'''Responsibility''' controls over a Sims independence. It can be raised by doing completing homework and school projects, getting good grades, performing well at part-time jobs, taking out the trash, repairing broken objects, cleaning the house and by having the [[Perfectionist (The Sims 4)|perfectionist]] trait. Responsible Sims perform better at their jobs and can teach children and teens how to be responsible.


Responsibility can be lost by getting bad grades, missing school or part-time jobs, playing in toilets, making messes, disobeying grounding or curfew and by having the [[Childish (The Sims 4)|childish]] trait. Irresponsible Sims like ignoring bills or slacking, and become [[uncomfortable]] more easier at work.
Responsibility can be lost by getting bad grades, missing school or part-time jobs, playing in toilets, making messes, disobeying grounding or curfew and by having the [[Childish (The Sims 4)|childish]] trait. Irresponsible Sims are [[uncomfortable]] at work, but ignoring bills and slacking off brings them joy. They may also encounter new situations when at work.


==Conflict Resolution==
==Conflict Resolution==
'''Conflict Resolution''' controls how Sims deal with arguments and conflicts with other Sims. The value can be raised by having the [[outgoing]] trait, reconciling after arguments, apologizing after negative interactions, parents teaching to say sorry, making peace after fights and trying to fix bad relationships. Mediator Sims have a higher chance at successfully apologizing to other Sims and can "Mediate the Forums". They can also mend differences with Sims they have not been friendly with for a long time.
'''Conflict Resolution'''

Conflict resolution can be lost by having the [[Hot-headed (The Sims 4)|hot-headed]] trait, declaring an enemy, having despised relationships, fighting other Sims and getting into arguments. Argumentative Sims don’t always start conversations on the right foot with Sims they don’t like. Successfully apologizing is harder and they do try to assert their correctness more often than not.

==Empathy==
'''Empathy''' controls over Sims feelings of other Sims. It can be raised by having the [[Good (The Sims 4)|good]] trait, volunteering as a family, playing with the doctor playset, asking about negative moods and by calming down, cheering up, or consoling about death. Compassionate Sims can help other Sims relieve their negative emotions. They can also empathize with them by sharing emotional burdens. However, they get stressed when being mean.

Empathy can be lost by having either the [[mean]] or [[Evil (The Sims 4)|evil]] trait, doing mean socials, yelling at other Sims, trolling on the computer, hitting stuffed animals, laughing at embarrassment, mocking sadness, belittling anger, downplaying stress or scoffing at discomfort. Insensitive Sims are able to question other Sims’ negative emotions. They can also instigate other Sims. Insensitive Sims will have a higher chance of failing socially when talking to Sims with bad emotions.

==Emotional Control==
'''Emotional Control''' controls over Sims emotions. It can be raised by having the [[self-assured]] trait, writing a journal and by jogging to clear mind, listening to classical, playing instruments with emotion, playing with emotions or blogging about feelings when in negative mood. Emotionally controlled Sims can relieve negative moods by jogging, listening to certain music, blogging on the computer, or playing an instrument. In general, their negative emotions will go away faster than other Sims.

The value can by lost by having either the [[jealous]] or [[Insane (The Sims 4)|insane]] trait, having emotional breakdowns, shoving, biting or hitting other Sims, smashing dollhouses and destroying school projects. Sims with uncontrolled emotions won’t be able to relieve their negative emotions as fast as other Sims. When they have strong negative emotions, they may have an emotional meltdown.

Revision as of 12:34, 13 January 2018

The Sims 4: Parenthood


Character value

A Sims character values.

Character values are a new feature introduced in The Sims 4: Parenthood. They appear in the Simology panel for Sims aged toddler to teen, and parents can encourage or discipline their children to help them develop these values. There are five different character values: Manners, Responsibility, Empathy, Conflict Resolution and Emotional Control.

Toddlers, children, and teens can and will affect their own character values by performing certain interactions such as making a mess or setting the table. Ignoring punishments such as grounding or time outs, will affect children's character values negatively, with washing the dishes and cleaning the house affecting the values positively.

There is no right or wrong way for children to raise/lower their character values, and is mostly depended on the caregiver and the caregivers parenting skill, that is one of the other big changers to children's character values. Children will also come to ask their parent or caregiver different questions in the form of chance cards. The higher the parenting skill is with the caregiver, more options will appear that will affect the children's character values.

After a teen becomes a young adult, they will receive a special trait that is based on how the teen's character values were. The trait will only be gotten when one of the five values are on their highest or lowest point, and Sims can only receive one trait per value, which is either a positive one or a negative one. Some personality traits can also affect Sims' character values. For example, the mean trait will automatically lower children's empathy, while self-assured will raise their emotional control.

Manners

Manners is value that controls Sims manners and interactions. Manners can be raised by Sims with having parents teaching to say please and thank you, doing friendly introductions, setting the table, cleaning up dishes, giving compliments and by having the neat trait. Sims with good manners won't want to do any gross manners interactions. They have a new "Polite Introduction" and can gain friendly relationships faster. Good mannered Sims can also "Offer Gratitude" to the host of a house they are visiting.

Losing manners can be done by swearing, belching, farting, doing rude introductions, taking off clothes around strangers and by having the slob trait. Sims with bad manners can try to be friendly, but will usually fail on certain social interactions. They will often do gross manners such as farting, belching or swearing, and find doing the dishes or washing hands uncomfortable.

Responsibility

Responsibility controls over a Sims independence. It can be raised by doing completing homework and school projects, getting good grades, performing well at part-time jobs, taking out the trash, repairing broken objects, cleaning the house and by having the perfectionist trait. Responsible Sims perform better at their jobs and can teach children and teens how to be responsible.

Responsibility can be lost by getting bad grades, missing school or part-time jobs, playing in toilets, making messes, disobeying grounding or curfew and by having the childish trait. Irresponsible Sims are uncomfortable at work, but ignoring bills and slacking off brings them joy. They may also encounter new situations when at work.

Conflict Resolution

Conflict Resolution controls how Sims deal with arguments and conflicts with other Sims. The value can be raised by having the outgoing trait, reconciling after arguments, apologizing after negative interactions, parents teaching to say sorry, making peace after fights and trying to fix bad relationships. Mediator Sims have a higher chance at successfully apologizing to other Sims and can "Mediate the Forums". They can also mend differences with Sims they have not been friendly with for a long time.

Conflict resolution can be lost by having the hot-headed trait, declaring an enemy, having despised relationships, fighting other Sims and getting into arguments. Argumentative Sims don’t always start conversations on the right foot with Sims they don’t like. Successfully apologizing is harder and they do try to assert their correctness more often than not.

Empathy

Empathy controls over Sims feelings of other Sims. It can be raised by having the good trait, volunteering as a family, playing with the doctor playset, asking about negative moods and by calming down, cheering up, or consoling about death. Compassionate Sims can help other Sims relieve their negative emotions. They can also empathize with them by sharing emotional burdens. However, they get stressed when being mean.

Empathy can be lost by having either the mean or evil trait, doing mean socials, yelling at other Sims, trolling on the computer, hitting stuffed animals, laughing at embarrassment, mocking sadness, belittling anger, downplaying stress or scoffing at discomfort. Insensitive Sims are able to question other Sims’ negative emotions. They can also instigate other Sims. Insensitive Sims will have a higher chance of failing socially when talking to Sims with bad emotions.

Emotional Control

Emotional Control controls over Sims emotions. It can be raised by having the self-assured trait, writing a journal and by jogging to clear mind, listening to classical, playing instruments with emotion, playing with emotions or blogging about feelings when in negative mood. Emotionally controlled Sims can relieve negative moods by jogging, listening to certain music, blogging on the computer, or playing an instrument. In general, their negative emotions will go away faster than other Sims.

The value can by lost by having either the jealous or insane trait, having emotional breakdowns, shoving, biting or hitting other Sims, smashing dollhouses and destroying school projects. Sims with uncontrolled emotions won’t be able to relieve their negative emotions as fast as other Sims. When they have strong negative emotions, they may have an emotional meltdown.