Journalism career reward

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Venusy:
Quote from: purplehaze on 2007 March 14, 20:20:33

I don't think this was broken with Uni. When I start a grad out, they usually start at level 9 of their career path. I then perma-ignore them (if their LTW was career related), and send them to the computer to find a job. I take the jobs, one by one, and all the career rewards are unlocked ( Level 5 or higher of career path). I can them remove the rewards and do it all over again. Wash, rinse, repeat.  This is assuming your Sim is a Summa grad, has maxed skills and plenty of friends. I've been playing this way for quite a while. It's starting to feel 'cheaty' to me.

Their *is* a problem with non-uni adults who had teen jobs (reaching the top of the teen career). Somehow they seem to leap-frog over the awards. I guess the workaround would be to have them seek the job from the paper to insure a lower level start?

Get harderjobs.

J. M. Pescado:
Quote from: syberspunk on 2007 March 14, 17:20:55

What I meant was, you can only get one career reward per sim per career i.e. Sim A can reach the top of career track A and get career reward A, but only once.  He can switch to career B and get career reward B, but he can't switch back to career A and get another career reward A.
This is a not-trueity. You can, in fact, switch back and get the career reward again. Uni even fixed it so you automatically get it again, just for signing up on the computer at a high enough level, if you didn't have Harder Jobs, which usually prevents this.

dizzy:
So, basically if you had 10 in a room you could use that room in lieu of a +40 EPH bed?

J. M. Pescado:
Quote from: dizzy on 2007 March 15, 07:00:45

So, basically if you had 10 in a room you could use that room in lieu of a +40 EPH bed?

If you put 10 of them in a room, your sim won't have to do anything, period. Note that since the effect is not limited by range like snapdragons, dogpiling them in a huge room is a perfectly viable move. If you just don't build a HOUSE at all and just pile them all in a single room, you won't have to do much of anything. Note that the worst standard motive decay is  Elder Bladder, at -500/day, or ~-21/hr. 10 of them in a room would give you +40 all per hr, which means you wouldn't have to *DO* anything. PYP plants are for wussies.

dizzy:
I've found in experimenting that having 3 or 4 is enough to make them annoyingly happy if it's in a high traffic room, so you definitely need to keep these suckers well hidden. Unless you like the idea of making normal sims into vampires that don't die in sunlight.

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