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Unlocking Careers

 Adventure: The Founder has spent a chunk of the town funds (30.000$) to build a shiny new museum. Someone needs to go out there and find some stuff to fill it up with. Attracted by the prospects of a life of adventure, liberating relics, discovering ancient cultures and blowing them up, your Sim has enlisted to explore the region and bring back any treasures they find.
Requirements: A position in the career opens up when the town builds a museum. Once the top of the career is reached, it’s unlocked for everyone.

Architecture: When the settlers first came to the town, they built their own houses any old how with the supplies they could find. Now the town has access to better building materials, your Sim thinks the time is ripe for someone to step up and draw some plans before a structure gets built.
Requirements: The career is unlocked once a connection to Downtown is established, but is only open to Sims with an Art degree.

Artist: As an artist, your most important ability is to get people to pay for your work. Once you’ve earned enough credibility in the scene, you can paint a garbage can red, call it art and sell it for a pretty price.
Requirements: The career is open for any Sim who has sold 5 Masterpieces, once a connection to Downtown has been established.

Athletic: Going professional doesn’t just require skill, it also requires competitions and fans. Once the Mayor has managed to make a proper connection to SimCity, your town’s local team will be able to properly compete with other teams, and hopefully reach the big leagues.
Requirement: Add connection to Downtown and build a stadium with town funds (50.000$)

Business: Once one of your Sims’s businesses reaches top rank, the owner fancies themselves quite the entrepreneur, and decides to take their business on to bigger and better things. They make contacts with surrounding cities and other businesses, and work hard to reach their goal: building out their business into a state-wide emporium and become a Business Tycoon.
Requirement: The Sim entering the career needs to have a top rank business. When they reach the top of the career, they’ll begin hiring more personnel, and it is unlocked for everyone.

Criminal: In a town where everyone knows each other, there’s no need for locked doors. But once population numbers go up and anonymity kicks in, there are plenty of opportunities for Sims to make a dishonest living.
Requirement: Once the population reaches 100, a place in the Criminal career opens up. Once the top of the career is reached, the Evil Mastermind will start recruiting minions, and the career is unlocked for everyone. Only one Sim can be Evil Mastermind at any given time.

Culinary: Not everyone’s a gifted cook, and even those who are occasionally like to eat without having to do the cooking and dishes afterwards. Your Sim understands this fact of life, and has opened a restaurant to fulfil their neighbour’s need for food cooked by somebody else, starting them off in an undoubtedly blossoming culinary career.
Requirement: The Sim entering the career has to open a restaurant business. It does not have to reach a particular rank, but needs to be played at least one day a week. Once they reach the top of the career they can start hiring personnel, and it is unlocked for everyone.

Dance: Your Sim has always had a passion for Dance, and now the town has funded the building of a brand new Cultural Center, he/she finally has a chance to perform in front of an audience that isn't restricted to their cat.
Requirements: The career is unlocked for everyone once a Cultural Center (50.000$) has been built.

Education: Children are the future, and someone has to teach the town’s bright young minds all they need to know to live a successful life. Your Sim has felt this calling, and considers themselves the best option these youngsters have.
Requirements: A position opens up once the first child in your town reaches childhood (old enough for education). Once the town’s teacher reaches the top of the career, they build a school with town funds (20.000$), and the career is unlocked for everyone with any University degree.

Entertainment: Making a twit of themselves in front of an audience is just one of the many fears your Sim utterly lacks. When the town built a Cultural Center, they were no longer restricted to doing standup comedy in the local pub, and can now try to fulfill their dreams of entertaining the masses.
Requirements: The career is unlocked for everyone once a Cultural Center (50.000$) has been built.

Gamer: Now the town has electricity and internet available, your Sim indulges themselves with all sorts of electronical entertainment. They’ve become so good at it, in fact, that they’ve been offered a contract as a professional Gamer!
Requirements: After Electricity has been unlocked, the career is open to any Sim who owns a computer, tv + video game console and arcade game.

Intelligence: The Sim City Intelligence Agency doesn't exist, of course. And the top brass of town has absolutely no knowledge of the secret devision that's rumored to have been instated in the area. That's paranoid conspiracy theories for you.
Requirements: The career is unlocked once the top of the Law Enforcement and Military career have been reached, but is only open to Sims who graduated college with a GPA of 4.0.

Journalism: The Founder dislikes news of the Dog Bites Man variety, and has forbidden anyone to report on events unless they’re actually newsworthy.
Requirements: A position opens up everytime there have been 5 burglaries where items have actually been stolen (burglaries interrupted by the burglary alarm do not count), 5 Sim-Instigated fires where an object actually burned down (fires put out by the fire department do not count), or a Sim reaches the top of any career. The career is unlocked once a connection to Downtown has been established.

Law: Wherever more than two Sims are gathered, there are bound to be conflicts. Your Sim has a special talent for negotiating conflict and finding their way in the complex jungle of legal matter, and has offered their services to help keep the peace in town.
Requirements: A position opens up every time a Sim gets furious at someone. To enter the career this way, a Sim needs to have studied Couples Counselling. The career is unlocked for everyone with a University degree in Political Science once the Founder has fulfilled his requirements as a Judge.

Law Enforcement: The town is in an uproar after its first burglary! Sims aren’t feeling safe in their houses anymore, and something must be done. Your Sim finds they’re just the man/woman for the job, and vows to protect and serve the Sims of their community.
Requirements: A position opens when the town has had its first burglary. Once the Sim has reached the top of the career, they build a Police Station with town funds (30.000 $), and start recruiting more law enforcers, unlocking the career for everyone. Burglar alarms are unlocked. Only one Sim can be Captain Hero at any given time.

Medical: Your town is confronted with its first epidemic, and Sims fear for their health. Your Sim has spent hours reading books about the Simmish body, and seeing as there are no other viable options, elects him/herself as the town’s doctor.
Requirements: When one of your Sims has fallen ill, and has passed on their disease to at least 2 other sims, a position opens to one Sim who has studied Physiology. Once they reach the top of the career , they build a Hospital with town funds(70.000 $), unlocking the career for everyone with a University diploma in Biology.

Military: With the town now having proper access to the rest of SimNation, the Military has decided to build a new base here to station and train troops. Any Sim who thinks they’ve got what it takes can apply for military duty.
Requirements: Add connection to Downtown and build a Military Base with town funds (50.000 $). Only one Sim can be General at any given time.

Music: As long as anyone has been making an idiot of themselves in public , people have paid them for it. Playing music isn’t any different in that respect. All your Sim needs to start out is an instrument and an audience willing to spare a few simoleons.
Requirements: The career is unlocked to everyone when at least 3 music instruments are placed on a community lot. (Community Lots will have to be unlocked for this)

Natural Science: Your Sim has always had a fondness for plants of all kinds, and jumped at the opportunity to study them closer while at University. With the knowledge they gathered there, they’ve been able to greatly improve the town’s farming methods. Fertilising garden plots is unlocked.
Requirements: The career is open for any Sim with a golden gardening talentbadge and a University degree in Biology.

Oceanography: Big fish, small fish, cuttlefish, starfish... Fish are pretty much your Sim's whole life. The neighbours might think they smell a bit funny, but they're living the dream, and that's what's important.
Requirements: The career is open to any Sim with a golden fishing talent badge. Once the first Sim reaches the top of the career, it is unlocked for everyone with a University degree in Biology.

Paranormal: Your Sim always knew that the truth is out there. They’ve witnessed some strange things in their time, and have decided to devote their time to studying the paranormal. If they can earn some simoleons along the way, that’s a nice bonus.
Requirements: A position opens when the town builds a cemetery and 5 graves have been sent to it. Additional positions open whenever a Sim is turned into a creature (vampire, werewolf, witch, zombie) or an alien is born.

Science: Simkind has always needed those with an enquiring mind trying to find out how the world works (and invent some shiny things along the way.) Your sim’s cold, hard logic and useful inventions have earned him/her a grant from the town to help them continue their research, for the betterment of all.
Requirements: The career is open to any Sim with maxed out logic skill and a golden talentbadge in Robotics. Once they reach the top of the career, they build a research facility with town funds(50.000$) and the career is unlocked for everyone with a University degree in Physics.

Show Business: Your Sim is tired of living the quiet life in a small town. They want to escape to the Big City, get discovered, and become a star. So they can return to their hometown and swank about in front of everyone, of course.
Requirements: The career is unlocked once a connection to Downtown has been added.

Slacker: A community that’s just getting established has no need for slackers in their midst. Everyone is expected to pull their weight, after all. But in a thriving town, there’s plenty of places in which a Sim looking for the easy life can fit comfortably.
Requirements: Once the population reaches a multiple of 500, a position in the career opens up. The career is unlocked to everyone when a connection to Downtown is added.


(If you move in a townie that has a job in a career that does has not been unlocked for everyone, they MUST quit.)


Pet Careers:

Show Biz: Only pets who have learned all commands (excluding toilet training for cats) may enter this career.

Service: The career opens once phone service options are unlocked (when the population reaches 500).

Security: Only pets whose owner works in Law Enforcement may enter this career.

Comments

( 1 comment — Leave a comment )
Apple Jane
Jun. 17th, 2014 12:52 am (UTC)
Law Career
As I understand this, a position is unlocked in the law career whenever there's a burglary, as the sims in the house where there's a burglary are automatically furious at the burglar. Would I be correct in assuming this?
( 1 comment — Leave a comment )