Jobs on sims 2




















Work on your logic skill and your bedside manner to get those patient referrals. There's an "M. Pay special care to develop your mechanical and logic skills; doctors must be multi-talented. The hours are steady, though, so you're earning more. You've been promoted to a night shift residency in the Emergency Room. This is an obviously stressful position, so make sure home is a comforting place.

You'll need fun, rest, and proper meals, or you won't succeed. If you work on the proper diagnoses, care for those tough cases, and develop a good bedside manner, your promotion to General Practitioner will come quickly. An altruistic streak has compelled you to join a Sim neighborhood clinic as a GP. The pay won't be high, but you'll help a lot of less fortunate Simcitizens through broken bones, pregnancies, and measles.

You will be handling a lot yourself, but don't slack off on the skill-building—you may want a different job someday. You've "hung up your shingle", gaining a traditional work schedule and golf game occasionally. Now you have more time to maintain a happy home and maybe a happy family. Keep making friends outside the home and building up your skills, if higher levels in this career track seem appealing.

One of the elite, with an income advance to go with it. The job demands a rested, calm individual, so watch your emotional levels, eat right, and get plenty of sleep. And, you'll need home study time, especially in logic, to keep left brain skills sharp in the operating room. You created a new vaccination serum in SimCity's most advanced research clinic. You've now joined the ranks of the highest paid researchers in the world. If you decide to go for the top bucks, continue the skill building path up to Chief of Hospital Staff, where you get a cut of the profits.

You are one of the most respected physicians in SimCity. You spend office hours at the hospital. You are now a part owner and are making large profits keeping your fellow Sims in good health. A young athlete has to start somewhere—even if it's sweating inside a cartoon animal suit. A very physical grunt job with lousy pay—but at least you can watch the game from up close.

Besides water, the coach also expects you to prepare the players' snacks. Welcome to the "Llamas," SimCity's minor league team. Your starting pay isn't much, and you'll have a lot of training time to deal with. Develop your body skill so you can rise through the ranks. Advancing into the pros, you start out with the league minimum salary, which is the highest starting pay in the neighborhood. Keep working on your body and just hope an injury doesn't slow your advancement.

You've made it off the bench and into the starting line up. Some money's coming in, but long practices take their toll on your mood. It's essential to get your rest and keep your body in prime shape—this is your livelihood. And since you're going to be interviewed more now, work on that charisma skill so you can get noticed. You've become a household name in SimCity. You need to be comfortable speaking in front of a camera, not just playing in front of one. Improve your charisma and body and you'll be voted MVP in no time.

You're heading through the mid-point of your career. There is a special need to work on relationship skills here and present a positive image. If the fans love you, that fills the stadium—and that fills your pay envelope. Meanwhile, family and friends and even your house might need attention too. Major income, you've got those commercial endorsements, and you're at the top of your game.

Your body works like a well-oiled machine but it's taking longer to recover from your injuries. How long can you remain "Number One? You're retired from playing: a change both dreaded and welcome. But there's an opportunity to stay with the team you love—although this time you'll be carrying a play-book.

Make sure you're still networking with friends because your relationships and charisma are going to get you further than your body skill can. More prestige and a nicer paycheck, but longer work hours dealing with the media, game films, and the team's personal appearances. Thank goodness for those friends. They can help your career when you least expect it. You are now a "living legend. The team gives you an office and salary as their "goodwill ambassador.

Entry-level two-bit thief—but you are your own boss. Dexterity and physical speed are obviously important. A certain amount of creativity is helpful, too, if you are going to distract those marks while you dip into their pockets.

You're a foot soldier for a small-time mobster—making pickups and deliveries of dirty cash and "sensitive merchandise. Work on your body skill will definitely pay off. Make book on the dog track, horse races, and stadium games—where, one way or another, "the house" always wins. And this time "the house" is you. You never know when something may go wrong that requires some fast talking, so keep those creativity skills sharp.

Profits increase, but this job needs inspired thinking and the power to persuade others. From two-bit crook to three-bit crook. To succeed as a driver, you'll need some strong physical skills and a mechanic's knowledge. But you want to get in on the main action, right? Work on your skills to show the boss how indispensable you are.

Instead of just driving the money away, now you're inside the SimCity First National Bank when it goes down—which cuts you in for a bigger slice. But you'd like to try your hand at some sneakier, more challenging crimes. Better brains, brawn and buddies will move you up. Higher scores, but more risk involved. Suddenly you're on the night shift. You cannot afford to let physical energy flag, or you'll botch a job.

Mechanical skills are handy to keep your tools in good order and some creative problem solving will help you stay out of the slammer. Your friends are coming in very handy—more can only help.

You're getting more sophisticated. Why steal money when you and your gang can print your own? You're getting quite a reputation and people are seeking your advice. Better keep fit, you might need to do some overseas travelling soon. Let's just say you supply everything people want that the law says they cannot have. You're bringing in and sending out goods by land, sea, and air, and earning the large profits all that implies. Your skills need to be fully honed to reach the apex of this illustrious career.

In your endless pursuit to take over the world, you've learned three things: one, always dress the part, two, crime really does pay, and three, never stop to reveal your nefarious plans before you actually carry them out. Buzz cuts and boot camp. I don't know but I've been told, scrubbing latrines gets mighty old. Better maintain prime physical shape to advance from the trenches. Not only will you be stronger, but your uniform will look even better on you than it does now.

Special training as a commando brings you more prestige, and as an added incentive you will be earning special hazard pay. Physical skills are important so get your body pumped up and strong. Now that you're an experienced vet, the base commander has "volunteered" you to impart your wisdom to a squad of green, malleable recruits.

Charisma is important here, as you'll need to drill fear, loyalty, and discipline into those jar-heads. You finally gained entrance to the Officer's Club. No resting on your laurels though, you must keep your body in top physical condition if you want to advance. Tracking the enemy with the latest equipment is your whole life right now. You know enough about the enemy strategy for them to really want to kill you—so you have to stay one step ahead of them for your sake and that of your troops.

Work on your body and mechanical skills to keep those highly sensitive machines in top working order. Somebody has to drop those troops, deliver that cargo, and guard the air space over SimCity. There's a pay grade advance here, but earning your wings will require additional training with a flight simulator program at the base.

Mechanical skill is a must and body skill is not far behind. You survived your Airborne tour and made it to "the brass". You're well respected and your counsel is often sought. More charisma training will improve your speeches and working out will help you maintain your fitness level. Work on these areas if you want to move on to Commander. Your great leadership accomplishments have brought you to the post of Commander.

No more dodging bullets and crawling under barbed wire. But don't get all soft and flabby because it's been whispered that you're being considered as a potential candidate for astronaut. You'll have to show exceptional mechanical and body skills to get that honor. One of the highest achievements for a military lifer like yourself. Fame and fortune climb with each mission into space, and you're in the best physical shape of your life.

Keep working on your skills if you want to become one of the most influential people in the country. Your organizational genius has earned you the rank of general, the top of the top brass. Your day is filled with government officials requesting your wise counsel and a book deal for your memoirs is looking good. Is your home life as successful as your professional life? Spending your sunny days carrying someone else's clubs for a round of 18—what could be easier?

As you can see, life is rolling along pretty well for Kelly. She's got the Compound complete at least compared to the planning phase of it that we did in the last section , she got a couple good friends, and is doing pretty well financially considering her youth. However, she realized after the successful party made that she does not want to stay in the Medical track. For that matter, she doesn't want a typical job at all. Luckily, there are two things she can do instead.

Although she doesn't have an ounce of creativity in her, Kelly feels she can start writing some fiction based on her experiences in the hospital. She'll need a computer for that though, and she doesn't quite have the money yet.

She sticks with her job long enough to buy a desk, chair, and computer for her living room. Kelly works on her novel all she can, gaining creativity the whole way. It can take a long time to bang out a novel. Kelly tries it between her shifts, but in the end she's got too much on her plate and must give something up. If Sims miss one day of work, they will receive a warning over the phone. In The Sims 4 , fired Sims can reapply to the career they were just sacked from at anytime and they do not necessarily start from the bottom ranks.

Sims in this case will usually start one rank below the position they previously held. In The Sims 2 , any time a Sim is at work or sometimes school for children or teens , they can encounter a chance card. Chance cards encountered at work describe a predicament or situation which requires the Sim to make a decision. The player can choose one of two options or press ignore to complete the scenario.

Ignoring the card has no effects, but each of the other choices has two possible outcomes. In general, one will be positive and one negative, though for some choices, one outcome will be neutral. Which outcome will occur is randomly determined, but which is more likely varies from card to card. Common negative outcomes are: losing one or more skill points, being fined, being demoted, and being fired. Common positive outcomes are gaining one or more skill points, getting a bonus, and being promoted.

Career Reward Objects may let Sims learn skills at a faster rate, or may have other benefits. Unless Nightlife or later is installed, Sims who move will lose any Career Reward Objects on their lot, and will have to earn them again. The inventory feature added in Nightlife allows Sims to take reward objects with them when they move, so long as players remember to place them in inventory before moving the Sims.

In The Sims 3 , there are far fewer career reward objects , but there are still rewards. Also, there are multiple rewards for each career, rather than just one per career. The career reward objects attained in The Sims 3 are not as significant as in The Sims 2. The Sims 4 has many more career rewards, and some are unlocked as soon as level 2 of a career is reached. They usually provide an Emotional Aura based on the optimal Emotion for the career.

Pay raises come with promotion in all the games, but in The Sims 3 , pay raises don't end once a Sim reaches the top of a career. Each time a Sim's performance meter fills, the Sim gets a pay raise.

With The Sims 2: FreeTime , a Sim whose primary or secondary aspiration is Fortune can get a higher salary by choosing the Skilled Negotiator aspiration benefit. In The Sims 2 , Sims gain 0. An employed Sim who has a baby will be given an extra 3 days of paid vacation time. As long as a Sim has at least one full day of paid vacation, they can miss work without penalty, and will get paid one hour before they normally get home from work.

Sick Sims can use their vacation time as paid sick leave, and will get paid as soon as they have called in sick. Therefore, if a sick Sim has a day of paid vacation time, the only reason to have them call in sick is to keep the carpool from coming and keep the autonomous "Go To Work" action from appearing.

A Sim who changes career tracks will lose all the paid vacation time they have accumulated. In The Sims 3: Seasons , Sims do not go to work on holidays, but still get paid. Sims do not get paid if they were not scheduled to work on the holiday. In The Sims 4 , Sims start with 3 days paid vacation, and earn more per day they work. Travelling to Granite Falls will be considered paid time off up to the accumulated amount. Elders are not required to retire, and may work full-time up until they die.

The Sim will keep earning their full pay as an elder until they call in and retire. After this, they will still get some money exactly The career tracks don't have a clear hierarchy from best to worst, but they do have a clear best and a clear worst. In The Sims 4 , every off-world career has two branches, while every active career only has one. Sims also have the option to register as self-employed with the Ministry of Labor, which is completely open-ended with no career levels or branches.

Patch 79 added the freelancer career, which allows Sims to work on their own time from home. Teens can take a part-time job in addition to attending high-school, while older Sims can work up to two part-time jobs. Children and teens can enroll in an afterschool activity in addition to attending school.

They function similarly to adult careers, except they are unpaid and only take place on the weekends.



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