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Introduction
Jun 7, 2019 - To increase your chance with her, will you have dinner with her or give her kids those Robot-ants? Have dinner, Promoted to Executive, 85.
The guide has details on all of the chance cards in the Sims 2 careers.
The way the odds work is that there is a specific chance that choice A is successful (ex: 85%). Then, B succeeds the rest of the time except for 1% of the time where you lose no matter what (ex: B succeeds 14% of the time).
Note: Freetime adds a Lifetime Aspiration Benefit where you are always successful 80% of the time, whichever you choose.
Adult Jobs
Politics
Choices | Success Chance | Success Result | Failure Result | |
---|---|---|---|---|
Campaign Worker | Get Assistant | 85 | + 1 Charisma | - §65 |
Answer | 14 | Promotion | Fired | |
Intern | Edit | 15 | + 1 Logic | Demotion |
Grammar Check | 84 | + §500 | Fired | |
Lobbyist | Lobby For | 85 | + 1 Charisma | - §504 |
Lobby Against | 14 | Promotion | Fired | |
Campaign Manager | Cancel Event | 85 | + 2 Logic, + 1 Charisma | - 1 Charisma |
Go as Planned | 14 | + §5k | - 1 Logic, - §602 | |
City Council Member | Vote Yes | 85 | + 2 Charisma, + §9568 | - 2 Charisma |
Vote No | 14 | + 2 Charisma, + §9586 | - 2 Charisma | |
State Assemblyperson | Run | 15 | Promotion | - 3 Charisma |
Lend Support | 84 | + §30k | Double Demotion | |
Congressperson | Vote Yes | 85 | + 2 Logic, + 2 Charisma | - 3 Logic |
Vote No | 14 | + §40k | - §10k | |
District Court Judge | Innocent | 15 | + §25k | Fired |
Guilty | 84 | + 2 Logic, + 2 Charisma | Nothing | |
Senator | Run | 15 | Promotion | Demotion |
Hide | 84 | + §45k | - 1 Logic, - 1 Charisma | |
Mayor | Yes | 15 | + §30k | - §10k |
No | 84 | + §50k | Fired |
Description | Choice A Success Description | Choice A Failure Description | |
---|---|---|---|
Choice B Success Description | Choice B Failure Description | ||
Campaign Worker | While working the phones at the campaign office, <Sim> receives a call from a reporter claiming to be from the SimCity Herald. The reporter says she just has a few questions about the campaign. <Sim> could go and bother the council member's personal assistant, or answer some questions himself. | <Sim> squeezes out of the tightly packed phone bank and goes to look for the council member's assistant, whom he finds embroiled in three conversations and one phone call already. <Sim> informs her that there is a woman from the Herald on the phone with some questions. The assistant gives <Sim> the 'okay' sign and mouths the words 'thank-you'. <Sim> receives 1 charisma skill point. | <Sim> tries to free himself from the sardine tin of campaign workers all busy answering phones. 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. <Sim> is forced to pay §65 to replace his phone. |
<Sim> informs the reporter that he'd be happy to go on record in response to any questions directly pertaining to the campaign. After answering three or four questions, the reporter thanks him and ends the call. <Sim>'s name appears that night in the evening paper, attached to some eloquent quotes which perfectly toe the party's line. <Sim> is immediately promoted to Intern. | <Sim> tells the woman on the phone that he'd be happy to answer any of her questions, seeing that he IS an official Campaign Worker. After a few strange questions, including 'Where does the council member normally dine out?' <Sim> begins to suspect that something is amiss. That evening a local tabloid runs an exposé on the council member and quotes <Sim> severely out of context. There's no excuse <Sim> can make, and he's fired on the spot. | ||
Intern | The controller has a stack of paperwork on her desk that <Sim> has been asked to read through and assign priority levels to the tasks. About halfway through the stack, he finds some speeches that the controller has been asked to edit. <Sim> has an okay eye for syntax, and he knows how busy the controller is, so he could try editing them himself, or scan the speeches into his word processor and run the grammar check on them. | <Sim> carefully reads through the speeches and finds a few typos, as well as some really awkward syntax. 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. He scans over the documents, approves the changes, and sends <Sim> off for an extra long lunch. <Sim> earns 1 logic skill point. | <Sim> carefully reads through the speeches and finds a few typos, as well as some really awkward syntax. 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'. The entire process has taken him almost two hours, and when the controller returns, <Sim>'s barely started on prioritizing the stack of paperwork. 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. <Sim> is sent back to work on the campaign phones. |
<Sim> runs the speeches through the office scanner and sends the electronic versions to his desktop computer. 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. It finds only two verb-agreement issues and a couple of typos, and even though the changes it suggests are actually worse than the errors it's trying to fix, <Sim> makes the changes manually and sends the documents to the controller. He is so pleased to have soft copies of the speech, not to mention edited versions, that he channels some funds out of the inflated road repair budget and tells <Sim> to buy himself something nice. <Sim> earns §500 simoleons. | <Sim> scans the documents, plugs them into his 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). Apparently, the controller, trusting in <Sim>, sent the speeches off without reviewing them either, because a few hours later the controller gets an irate phone call from someone at the legislator's office. It seems as though the grammar check somehow managed to replace the entire contents of one of the speeches with the first two acts of 'Titus Andronicus,' and as inexplicable as it may be, <Sim> is fired for his mistake. | ||
Lobbyist | <Sim>'s consortium has asked her to meet with a member of the Senate and lobby him to vote against the Llama Land preservation bill. The bill would halt construction on a major intercity freeway that passes through a section of wildlife reserve. <Sim> isn't sure how he feels about this task. He could do as he's told, or follow his conscience and secretly lobby in support of the bill. | <Sim> arranges for a lavish meal at Hedman's Hideaway and meets with the senator to explain the interests of the group he represents. The senator is convinced by his proposal and agrees that there are too many wild llamas in SimCity anyway. He further agrees to vote against the preservation bill, and <Sim> earns 1 charisma skill point and a $5,000 bonus. | <Sim> takes the senator out to a lavish meal at Hedman's Hideaway and outlines the interests of the group he represents. 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 next day the senator announces his views, and <Sim> loses a day's pay for her failure. |
<Sim> meets with the senator and explains to him that although his special interest group has sent him to lobby against the preservation bill, he has taken it upon herself to instead lobby in support of the wild llamas. The senator is impressed and says that he could use someone like <Sim> during his upcoming campaign. <Sim> accepts his offer and is promoted to Campaign Manager. | <Sim> meets with the senator and explains to him that he's made the decision to lobby for his support of the preservation bill. The senator looks confused. He pauses and explains to <Sim> that the money from special interest groups is the grease that keeps the political wheels of SimCity turning, and that it's important to have pressure from both sides of every issue. <Sim> leaves the meeting a bit confused and is met by a member of his consortium who hands her a pink slip. <Sim> has lost his job. | ||
Campaign Manager | <Sim> and the senator he's campaigning for are due at a 'meet and greet' within the hour, but the senator appears to have received another delivery of Elderberry Nectar from his aunt in Old Town, and is passed out on his office couch. <Sim> could call and cancel the publicity event, or get some coffee into him and put him under the gun, groggy or not. | <Sim> calls the senator's personal assistant and informs her of the senator's condition. The assistant sighs as though she'd been expecting it and hangs up the phone. <Sim> spends the next few hours looking through the senator's speeches for the following day's press junkets and notices that one of his speeches had been replaced with a photocopied section of Titus Andronicus. <Sim> finds and replaces the speech, nearly averting political espionage, and earning himself 1 charisma and 2 logic skill points. | <Sim> calls to tell the senator's personal assistant that the senator won't be able to make it to the evening's festivities. <Sim> stays to look over the senator's upcoming speeches, but the senator wakes up an hour later and is furious that <Sim> didn't wake him up in time to go to the publicity event. He hustles him up and out the door to find a cab. <Sim> loses 1 charisma skill point for his miscalculations. |
<Sim> heads to the office kitchen and microwaves some leftover coffee. 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. They head off to the meet and greet, and with <Sim> on one side, and the senator's assistant on the other, they manage to navigate their way through the evening. All goes well, and <Sim> is given a bonus of $5,000 for her performance above and beyond the call of duty. | After pouring a pot of coffee into the senator, <Sim> piles him into his waiting car, and the two of them head off to the Royal Court Plaza for the meet and greet. The senator can barely keep his eyes open, and it's all <Sim> and the senator's assistant can do to keep him up. 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. Mary-Sue loses 1 logic point and a day's wages. | ||
City Council Member | The council has convened to discuss the renovation of a local park. The park is in what the mayor likes to call an 'underfinanced' section of the city, and though the park has some historical significance, the surrounding housing and public works are as equally in need of renovation. The pros and cons are complex, but when it comes time to vote <Sim> has only two options: | The park renovation measure passes, and work begins immediately on restoring the old garden. Public support for the City Council swells in response to the decision and renews civic interest in the areas surrounding the park. The council members all receive a bonus to off-set the previous year's pay cuts and are assured of their positions after the upcoming elections. <Sim> takes home $9,568 Simoleons after taxes, and earns 2 charisma skill points. | The park renovation measure does not pass, and it is revealed that nearly all of the other council members voted against the measure. The council is publicly praised for its clear-headed fiscal reasoning, but <Sim>'s name comes up in local media coverage as the council member who would have rather saved some 'historically decrepit' park than devote funds to an educational system on the brink of collapse. <Sim> loses 2 charisma skill points and is left to worry about his position in the upcoming elections. |
The park renovation measure is voted down, and funds are instead transferred to the ailing school system and roadways, both of which were badly in need of repair. Public support for the City Council swells in response to the decision and renews civic interest in the areas affected by the decision. The council members all receive a bonus to off-set the previous year's pay cuts and are assured of their positions after the upcoming elections. <Sim> takes home $9,568 Simoleons after taxes, and earns 2 charisma skill points. | The park renovation measure passes, and it is revealed that nearly all of the other Council Members voted for the measure. The council is publically praised for, what is described as, its 'personal attachment to a community that needs to believe in a government that believes in the community's needs. but <Sim>'s name comes up in local media coverage as the council member who would have 'rather thrown more 'inadequate' funding at ailing public systems, than to spend the money more wisely on something that might actually renew civic interest in a community that has lost faith in its government.' <Sim> loses 2 charisma skill points and is left to worry about his position in the upcoming elections. | ||
State Assemblyperson | Though state Assembly members are not up for reelection in the upcoming elections, members of Congress are, and <Sim>'s local district doesn't have many strong or seasoned candidates on the ballots yet. <Sim> is happy with his current position, but the step to Congressman is one he'd like to make at some point. He doesn't have the experience that most candidates do when running for Congress, but he does have a good public following. Should he run for Congress, or take her popularity and back another candidate of the same party affiliation? | <Sim> throws his hat into the ring and publicly announces his plans to run for Congress on each of SimCity's day-time talk shows. He gains the immediate support of his party, and after party investigators 'produce' allegations against his opponents of misconduct, racism, negligence, and poor hygiene, <Sim> finds himself running unopposed with only a short while before Sims go to the poles (sic). The leader of the opposition declares that his party will not be running a candidate against <Sim>, and seeing that SimCity government is a bipartisan political system, <Sim> is prematurely promoted to Congressperson. | <Sim> throws his hat into the race for Congressperson, and begins a whirlwind publicity campaign of day-time talk shows. Everything seems to be going well, until the opposition party investigators begin a smear campaign that uncovers and publicizes every unsavory detail from his private life. The mud flies, and <Sim> finds himself mired by accusations of misconduct, racism, negligence, and poor hygiene. The implications are so negative and so general, that <Sim> is unable to to (sic) mount a defense. He is forced to drop out of the running, and slinks back to his office at the legislature, losing 3 charisma skill points in the process. |
<Sim>'s party nominates a candidate for Congress, and <Sim> rallies his supporters behind him. He sends his minions out to dig up every bit of dirt they can on all of the opponents, and in a short time they have 'produced' such allegations as misconduct, racism, negligence, and poor hygiene, against each and every member of the opposition. It looks like with <Sim>'s support the election is going to be a lock, regardless of whether any un-marred candidates even dare to throw their hats into <Sim>'s mud-slinging trenches. In gratitude, <Sim> receives $30,000 by way of a completely legal redirection of campaign funding. | <Sim>'s party nominates a candidate for Congress, and <Sim> rallies his supporters behind him. He sends his minions out to dig up every bit of dirt they can on all of the opponents, and in a short time they have 'produced' such allegations as misconduct, racism, negligence, and poor hygiene, against each and every member of the opposition. It looks like with <Sim>'s support the election is going to be a lock, but with all of her attention focused elsewhere, <Sim> has been unable to fulfill many of her duties as a legislator. 'Underfinanced' areas of the city rally together and move for a vote of no confidence in <Sim>. <Sim> is forced to take a job as a campaign manager. | ||
Congressperson | A bill has found its way to the Congress floor that if passed would designate large sections of undeveloped waterfront as wildlife preservation area. The Canary Breeding Ground Bill would be a no-brainer for <Sim>, as the SimCity Canary is an endangered species, and its habitats has been increasing encroached upon as the City steadily expands. Yet, there is an unusual amount of pressure coming from a number of special interest groups, and if <Sim> were to vote against the bill, the lobbyists would certainly make it worth his while. | <Sim> votes in favor of the preservation bill, and goes on record as championing the SimCity Canary's right to protected breeding grounds. The bill passes, and environmentalists herald <Sim>'s name. He earns the respect of the green-thinking public and of the biological community, who name a rare type of plankton after him, earning him 2 charisma and 2 logic skill points. | <Sim> votes yes, and the bill goes into effect, preventing the construction of any and all new industrial expansion, including out of town highway upgrades, a planned international seaport, and a public transportation connection that would have invariably lowered the city's pollution levels, which are as big of a threat to the canary population as their shrinking breeding grounds. Geological surveys suggest that less than 1% of the now protected areas might have been all that was needed to reach an amicable compromise. <Sim> loses 3 logic skill points. |
<Sim> votes against preserving the Canary's breeding ground, but the bill passes anyway, which was what <Sim> really wanted, and there's nothing wrong with simply having his NAME on record as having opposed the bill, right? That way the canaries are saved, the lobbyists think <Sim> voted with them, <Sim> gets $40,000 big ones transferred to his off-shore account, and everybody's happy. | <Sim> votes against preserving the Canary's breeding ground, but the bill passes anyway, which was what <Sim> really wanted, and there's nothing wrong with simply having his NAME on record as having opposed the bill. However, there does appear to have something wrong with getting 40,000 simoleons transferred to a private off-shore account as payment for having voted against a bill. Investigators from the environmental groups discover <Sim>'s involvement and make the information available to the public. <Sim> denies any knowledge of the transaction and donates the cash, as well as $10,000 out of his own pocket, to a local charity. |
Medicine
Business
Athletic
Criminal
Military
Slacker
Law Enforcement
Culinary
Science
Teen and Elder Jobs
Politics
Medicine
Business
Athletic
Criminal
Military
Slacker
Law Enforcement
Culinary
Science
Retrieved from 'http://simswiki.info/index.php?title=Career_List/Chance_Cards&oldid=71829'
A chance card is a randomly-occurring game event, happening usually while a Sim is at work. Chance cards present the player with two choices, with both choices having positive and negative potential outcomes. These outcomes can result in a Sim receiving a bonus or getting fined Simoleons, gaining or losing skill points, getting promoted, getting demoted, or getting fired. Chance cards were introduced in The Sims 2 and The Sims Stories, and appear - in a much more limited form - in The Sims 3 and The Sims Medieval.
The SimsEdit
Some jobs in The Sims had work-related dialog boxes that could appear when Sims returned from work. While these would state a situation that had happened during the Sim's workday, and apply a result of that situation, they did not present the player with any options or decisions. These were called chance cards, but the only chance involved was whether or not they would appear.
The Sims 2Edit
Any time a Sim is at work, a Sim can encounter a chance card. The game presents the player with a scenario in the form of a text box describing a predicament or situation, and a decision a Sim must make. The player can choose one of two options (or press ignore) to complete the scenario. Ignoring a chance card has no good or bad effects. Chance cards may appear randomly during the Sim's workday. If a Sim is promoted, demoted, or fired due to a chance card outcome, he or she will come home immediately. If the Sim took the carpool to work, he or she will return in the carpool for his or her new job. If the Sim is promoted to a job that uses a helicopter as the carpool, he or she may not be able to come home until all service vehicles have left.
With The Sims 2: Bon Voyage, Sims can also encounter a chance card while on vacation. While on vacation, a Sim can go on tour, and chance cards will involve the tour. There are numerous outcomes to all the tours. An example: Your Sim is at Twikki Island and has gone on the island flyover in the helicopter- A bee finds its way into the helicopter. Your choices are to kill the bee, free it, or Ignore it. One of them probably gets the Sim stung. Once an option on the card has been selected, the Sim returns immediately from the tour.
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 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.[1] The amount of weighting that's applied varies from job to job. Depending on the job, the chances of the player's choice having a positive (or negative) outcome can range from nearly 50% to 85%.[2] The exception is with The Sims 2: FreeTime, in which the aspiration benefitBusiness Instinct can be chosen. With this benefit, all choices for career chance cards have an 80% chance of success, even those that would otherwise have a greater chance of success. 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.
A map of how a result is determined is as follows:
Given choices A and B:
- User chooses A
- Computer generates good value
- Good Result A
- Computer generates bad value
- Bad Result A
- Computer generates good value
- User chooses B
- Computer generates good value
- Good Result B
- Computer generates bad value
- Bad Result B
- Computer generates good value
Chance cards by careerEdit
The following links lead to a particular career's chance card table.
- Adult chance cards
- This section is in need of additional information. You can help The Sims Wiki by expanding this section.
The Sims 3Edit
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, and the results may reward Sims some moodlets, money, or other outcomes such as promotion, demotion, or getting fired. They involve less detailed scenarios. Unlike The Sims 2 and The Sims Stories, there is no ignore button.
Adventures, such as through a mausoleum, a hole in the ground, a time machine, or a magic wardrobe, involve multiple chance cards.
The Sims MedievalEdit
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.
Chance cards can also appear on a quest.
The Sims 4Edit
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. Rewards include bonuses to work/school performance, and penalties include deductions to work/school performance. Often they produce Moodlets as well as their effects on performance. As in The Sims 3, there is no ignore button.
Adventures, such as via the rocket-ship, involve a series of chance cards, one following the other.
The Sims 4: Get FamousEdit
In The Sims 4: Get Famous, all non-active careers and the drama clubafterschool 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. Unlike chance cards in the base game and in Parenthood, these chance cards are always set[clarification needed], have a fixed reward/punishment which are more severe and akin to chance cards in The Sims 2, and will always increase the fame of the respective Sim.
While there is no Ignore button in these chance cards, the second decision will always result in having no impact.
Chance cards by careerEdit
The following links lead to a particular career's chance card table.
- Get Famous
- This section is in need of additional information. You can help The Sims Wiki by expanding this section.
References Edit
- ↑About.com 'The Sims 2' : Job Chance Cards
- ↑Chance Cards: A Quick Gambler's Guide by J. M. Pescado