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Medicine
Introduction

If your Sims wants to be good and heal people, then they should probably apply for a job as Medical Technician. In the end they can become a Chief of Hospital Staff. Although you start of nice with earning §200, it isn't all about the money in the end: you won't make more than §850. However, this job isn't too exhausting for a Sim so they can do plenty after the finish work, even though they sometimes have to work for 8 or 9 hours every day. Working hours are very irregular too. Fortunately you don't need extremely many skills, and 11 friends is quite normal. After running the SimCity hospital for a while, your Sim will probably become an inventor in the Science career.
1. Medical Technician
"Entry level, low paying grunt work in a big medical lab--but a way to test your aptitude and interest in exploring a doctor's world. Taking x-rays, logging samples, preparing test results are among your duties."

Salary: §200
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. Paramedic
"You're attending medical school and working part time as a paramedic. You'll need to avoid fatigue while allowing time for study and riding in an ambulance on the night shift. To keep your vehicle and equipment maintained, work on your mechanical skill as much as you can."

Salary: §275
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. Nurse
"You've made it through med school, and secured your first job at Sim City General Hospital. This is a physically demanding job and will require good body skill. Work on your bedside manner to get those patient referrals."

Salary: §340
Time: 9.00-15.00 (9.00am-3.00pm), Carpool arrives at 8.00 (8.00am)
Requirements: Mechanical: 2
Mood Change (per hour): Energy: -6%
4. Intern
"There's an "M.D." after your name, but it seems you spend more time doing paperwork and changing bandages than saving lives. 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."

Salary: §410
Time: 9.00-18.00 (9.00am-6.00pm), Carpool arrives at 8.00 (8.00am)
Requirements: Friends: 2, Mechanical: 2, Body: 2
Mood Change (per hour): Hygiene: -1%, Energy: -4%
5. Resident
"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."

Salary: §480
Time: 21.00-4.00 (9.00pm-4.00am), Carpool arrives at 20.00 (8.00pm)
Requirements: Friends: 3, Mechanical: 3, Body: 2, Logic: 2
Mood Change (per hour): Hunger: -1%, Hygiene: -2%, Energy: -6%, Fun: -1%
6. GP
"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."

Salary: §550
Time: 10.00-18.00 (10.00am-6.00pm), Carpool arrives at 9.00 (9.00am)
Requirements: Friends: 4, Mechanical: 3, Charisma: 1, Body: 3, Logic: 4
Mood Change (per hour): Hunger: -1%, Hygiene: -2%, Energy: -6%, Fun: -1%
7. Specialist
"Congratulations. 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? Work on your charisma if higher steps in this career track seem appealing."

Salary: §625
Time: 10.00-16.00 (10.00am-4.00pm), Carpool arrives at 9.00 (9.00am)
Requirements: Friends: 5, Mechanical: 4, Charisma: 2, Body: 4, Logic: 4, Creativity: 1
Mood Change (per hour): Hunger: -3%, Hygiene: -4%, Energy: -9%, Fun: -2%
8. Surgeon
"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 the areas of creativity and logic, to keep left brain skills sharp in the operating room."

Salary: §700
Time: 10.00-16.00 (10.00am-4.00pm), Carpool arrives at 9.00 (9.00am)
Requirements: Friends: 7, Mechanical: 4, Charisma: 3, Body: 5, Logic: 6, Creativity: 2
Mood Change (per hour): Hunger: -3%, Hygiene: -5%, Energy: -9%, Fun: -3%
9. Medical Researcher
"You created a new vaccination serum in Sim City'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."

Salary: §775
Time: 9.00-16.00 (9.00am-4.00pm), Carpool arrives at 8.00 (8.00am)
Requirements: Friends: 9, Mechanical: 5, Charisma: 4, Body: 6, Logic: 8, Creativity: 3
Mood Change (per hour): Hunger: -3%, Hygiene: -5%, Energy: -8%, Fun: -3%
10. Chief of Hospital Staff
"You are one of the most respected physicians in Sim City. 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."

Salary: §850
Time: 9.00-16.00 (9.00am-4.00pm), Carpool arrives at 8.00 (8.00am)
Requirements: Friends: 11, Mechanical: 6, Charisma: 6, Body: 7, Logic: 9, Creativity: 4
Mood Change (per hour): Hunger: -4%, Hygiene: -5%, Energy: -9%, Fun: -3%
Career Change
"The daily grind of hospital management is sucking the life out of you. After daydreaming of bold new challenges you finally decide to take action. You resign from your post and start a new career in science. Your previous medical experience allows you to start at the advanced position of Inventor."
New job: Inventor (Science career, sixth 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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