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Science
Introduction

In the science career your Sim will be able to work mostly during the days. There's just one job that they'll have to go to during the night (Lab Assistant). When you're higher up, you'll also work just 4 hours every day. It will cost you a lot of energy though, and you'll find your mood bars turning red quickly. The salary is nice (§1000 as Mad Scientist), you don't need many friends (just 10), but the Mechanical, Logic and Creativity skills are important and should be worked on. It's the perfect career for those Sims that are bright, and just take naps at home during the day when they're not working.
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."

Salary: §155
Time: 9.00-15.00 (9.00am-3.00pm), Carpool arrives at 8.00 (8.00am)
Requirements: Nothing
Mood Change (per hour): Energy: -5%
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."

Salary: §230
Time: 23.00-5.00 (11.00pm-5.00am), Carpool arrives at 22.00 (10.00pm)
Requirements: Nothing
Mood Change (per hour): Energy: -5%
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."

Salary: §320
Time: 9.00-15.00 (9.00am-3.00pm), Carpool arrives at 8.00 (8.00am)
Requirements: Logic: 2
Mood Change (per hour): Energy: -6%
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."

Salary: §375
Time: 9.00-16.00 (9.00am-4.00pm), Carpool arrives at 8.00 (8.00am)
Requirements: Friends: 1, Charisma: 1, Logic: 3
Mood Change (per hour): Hunger: -1%, Hygiene: -1%, Energy: -5%, Fun: -1%
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."

Salary: §450
Time: 10.00-17.00 (10.00am-5.00pm), Carpool arrives at 9.00 (9.00am)
Requirements: Friends: 3, Charisma: 2, Logic: 4, Creativity: 1
Mood Change (per hour): Hunger: -1%, Hygiene: -1%, Energy: -6%, Fun: -1%
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."

Salary: §540
Time: 10.00-19.00 (10.00am-7.00pm), Carpool arrives at 9.00 (9.00am)
Requirements: Friends: 4, Mechanical: 2, Charisma: 2, Logic: 4, Creativity: 3
Mood Change (per hour): Hunger: -1%, Hygiene: -1%, Energy: -5%, Fun: -1%
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."

Salary: §640
Time: 10.00-15.00 (10.00am-3.00pm), Carpool arrives at 9.00 (9.00am)
Requirements: Friends: 5, Mechanical: 4, Charisma: 2, Logic: 6, Creativity: 4
Mood Change (per hour): Hunger: -3%, Hygiene: -4%, Energy: -9%, Fun: -2%, Social: -2%
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."

Salary: §740
Time: 10.00-15.00 (10.00am-3.00pm), Carpool arrives at 9.00 (9.00am)
Requirements: Friends: 7, Cooking: 1, Mechanical: 6, Charisma: 4, Logic: 7, Creativity: 4
Mood Change (per hour): Hunger: -4%, Hygiene: -5%, Energy: -10%, Fun: -2%, Social: -2%
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."

Salary: §870
Time: 10.00-14.00 (10.00am-2.00pm), Carpool arrives at 9.00 (9.00am)
Requirements: Friends: 8, Cooking: 1, Mechanical: 7, Charisma: 4, Logic: 9, Creativity: 7
Mood Change (per hour): Hunger: -6%, Hygiene: -7%, Energy: -14%, Fun: -4%, Social: -4%
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 you will you be conducting in it's big cellar?"

Salary: §870
Time: 10.00-14.00 (10.00am-2.00pm), Carpool arrives at 9.00 (9.00am)
Requirements: Friends: 10, Cooking: 2, Mechanical: 8, Charisma: 5, Logic: 10, Creativity: 10
Mood Change (per hour): Hunger: -7%, Hygiene: -8%, Energy: -15%, Fun: -5%, Social: -5%
Career Change
"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."
New Job: Criminal Mastermind (Life of Crime Career, tenth job)
Written at 01:16 2003n Saturday 19 April 2003 by ChEeTaH.
Last updated at 22:37 2003n Sunday 21 December 2003.

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