Sims 2 career chance cards
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The reporter says she just has a few questions about the campaign. As he squeezes out of his chair and out from underneath his section of the folding card table, he trips over his headset cord and falls backwards onto the card table, ripping the entire bank of phones out of their sockets, and effectively hanging up on the reporter.
After answering three or four questions, the reporter thanks him and ends the call. After a few strange questions, including "Where does the council member normally dine out?
About halfway through the stack, he finds some speeches that the controller has been asked to edit. He dutifully marks the errors and suggests the proper changes, before returning the speeches to a relatively un-cluttered section of the controller's desk, along with a sticky note that says "Done".
When the controller gets back to his desk, he's overjoyed at having one less task on his plate. The controller chastises him and makes it clear that he needs an intern that will do what he's told first, and THEN spend whatever free time he has being industrious. After running some state-of-the-art optical character recognition, he plugs the documents into her word processor and lets the built-in grammar check do its thing.
Upon completion she sends the documents off to the controller without even double-checking trusting in the wisdom of Microscotch's grammar-check. The bill would halt construction on a major intercity freeway that passes through a section of wildlife reserve. He could do as he's told, or follow his conscience and secretly lobby in support of the bill. The senator is convinced by his proposal and agrees that there are too many wild llamas in SimCity anyway. The senator is appalled by his claim of "There are too many wild llamas in SimCity anyway" and pledges to make his support of the bill a major platform during his upcoming campaign for reelection.
The senator looks confused. The assistant sighs as though she'd been expecting it and hangs up the phone. He hustles him up and out the door to find a cab. It's burnt and it's stale, but it'll have to do. He wakes up the groggy senator and gets some coffee into him.
The evening becomes a travesty, and a play by play recap of it appears on the 6 o'clock news. To say the least, the senator is not pleased. With The Sims 2: FreeTime , Sims can encounter chance cards related to their hobbies while they are at school or work. As with other chance cards, they can choose one of two options, or choose to ignore the card.
While these hobby chance cards usually affect the Sim's level of enthusiasm for that hobby, some chance cards that involve at-work situations can lead to a demotion or promotion. Some may result in the Sim bringing home another Sim who also has enthusiasm in that hobby. That Sim may not be in the same career track, and, if The Sims 2: University is installed, may be a young adult.
Hobby chance cards which involve at-work situations are the same for all careers, and it appears that they tend to be described as if the Sim were in an office or business context. Each option other than Ignore has two possible outcomes. Generally, one outcome for each option will be positive and one will be negative, though a few options have one outcome that is positive and one that is neutral. The "good outcome" answer is randomly chosen after the choice is made, weighted towards the moral choice.
By choosing this benefit for a Sim, the player trades a reduced chance of success for many choices for the certainty that any choice will have a high chance of success. Sometimes, there is a chance of the rare double promotion, as is seen when an Executive in the Business career is promoted to Vice President, skipping the job level of Senior Manager.
There are even a few extremely rare chance cards that can bring a Sim from the middle of a career track to the top.
For example, one possible outcome of the chance card for the Rogue Botanist level 6 job in the Natural Scientist track is promotion to Ecological Guru, the top job in that track. Chance cards do not appear much in The Sims 3 , as they were generally replaced by job opportunities. There are still a few chance cards that appear, which usually occur from off-screen event or during a rabbit hole visit. Choosing an option or decision will notify the outcome, and the results may reward Sims some moodlets , money, or other outcomes such as promotion, demotion, or getting fired.
Unlike The Sims 2 and The Sims Stories , they involve less detailed scenarios and there is no ignore button. Adventures, such as through a mausoleum , the Arboretum , a hole in the ground , a time machine , or a magic wardrobe , involve multiple chance cards.
In The Sims Medieval , chance cards may appear if a Hero Sim is shopping at the Shoppe even if no items were bought or sold , sleeping in a bed, on an Adventure, Hunting, or Patrolling the forest. As in other games, some choices will have negative effects. For example, when Help Muggers fails, the Sim will be arrested unless he or she a Monarch and will get a Major Laceration buff.
As in The Sims 3 , there is no ignore button. In The Sims 4 , chance cards can appear while Sims are at work or at school. Each career level has multiple chance cards, with the same chance card reappearing at several levels. Often they produce Moodlets as well as their effects on performance. Adventures, such as via the rocket-ship , involve a series of chance cards, one following the other.
In The Sims 4: Jungle Adventure a chance card will always appear when passing through a gate after removing branches blocking it in Selvadorada. One of the negative effects is causing poison, others will give the Sim a negative moodlet. In The Sims 4: Get Famous , all non-active careers and the drama club afterschool activity include three additional chance cards involving career fame opportunities. One of the chance cards is available after reaching the required minimum level of the respective career, while two of the chance cards are exclusive to their respective branches of the careers.
While there is no Ignore button in these chance cards, the second decision will always result in having no impact.
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