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Science (career)
Mad S
A Mad Scientist in The Sims 3.

"Science" redirects here. For other uses, see Science (disambiguation).

The Science career track is one of the ten basic career tracks for The Sims, The Sims 2, and The Sims 3. The Science career track returns in The Sims 4: Get to Work as one of the three active careers.

The Sims Edit

Science Career Levels
1) Test Subject
While earning a science degree, you're picking up a mediocre salary as a human guinea pig" at a local kinetics lab. It's a way to introduce yourself to the scientific community, but it's tough to be charming after several hours in a wind tunnel. Skill Cooking 0 Skill Mechanical 0 Skill Charisma 0
Skill Body 0 Skill Logic 0 Skill Creativity 0
09:00 - 15:00
09001500
Friend 0
§155/day
2) Lab Assistant
Cleaning rat cages, fixing delicate lab equipment for minimum wage--how's your mood today? A lot of logic-skill-building time is needed at home to advance. And guess what? You're on the graveyard shift. Work all night, sleep all day. Skill Cooking 0 Skill Mechanical 0 Skill Charisma 0
Skill Body 0 Skill Logic 0 Skill Creativity 0
23:00 - 05:00
23000500
Friend 0
§230/day
3) Field Researcher
This job takes you into the field, working on far-flung projects. However, your pay increases. Develop your charisma and logic and maybe you can actually teach about this stuff in the classroom, instead of doing it in remote, inhospitable places. Skill Cooking 0 Skill Mechanical 0 Skill Charisma 0
Skill Body 0 Skill Logic 2 Skill Creativity 0
09:00 - 15:00
09001500
Friend 0
§320/day
4) Science Teacher
No amount of field research could have prepared you for the naked savagery of teaching a high-school science class. (At least it's a job with regular hours.) A creative approach with the kids can sometimes yield positive results, and more logic skill might aid you in getting a different job. Skill Cooking 0 Skill Mechanical 0 Skill Charisma 1
Skill Body 0 Skill Logic 3 Skill Creativity 0
09:00 - 16:00
09001600
Friend 1
§375/day
5) Project Leader
It is up to you to manage a team of researchers in the quest for an important scientific breakthrough. Creative inspiration is absolutely necessary and mechanical know-how doesn't hurt either. If you really shine here, you may be on your way to becoming an inventor. Skill Cooking 0 Skill Mechanical 0 Skill Charisma 2
Skill Body 0 Skill Logic 4 Skill Creativity 1
10:00 - 17:00
10001700
Friend 3
§450/day
6) Inventor
Income has climbed, but to succeed as an inventor you'll need to put in long hard hours at the lab. Maintaining your home relationships may be harder now--there will be little time for socializing as you create the auto-recycling newspaper. Skill Cooking 0 Skill Mechanical 2 Skill Charisma 2
Skill Body 0 Skill Logic 4 Skill Creativity 3
10:00 - 19:00
10001900
Friend 4
§540/day
7) Scholar
You have been named Chairman of the Science Department at Sim University. The regents are depending on your leadership and logical thinking to invigorate the school's science curriculum. This is a high-paying, well-respected position with good hours and more time at home, but it takes a well-rounded skill set to guarantee success and promotion. Skill Cooking 0 Skill Mechanical 4 Skill Charisma 2
Skill Body 0 Skill Logic 6 Skill Creativity 4
10:00 - 15:00
10001500
Friend 5
§640/day
8) Top Secret Researcher
Your expertise with auto-recycling has led to a position on a highly classified, very demanding government project. The money is excellent, but you may be called to the lab at anytime. Special care should be taken to stay happy and rested--a tired, cranky scientist might pose a security risk. If exceptional creativity is demonstrated, a promotion to theorist may be in the cards. Skill Cooking 1 Skill Mechanical 6 Skill Charisma 4
Skill Body 0 Skill Logic 7 Skill Creativity 4
10:00 - 15:00
10001500
Friend 7
§740/day
9) Theorist
The accolades from your research have earned you the highly paid position of theorist. You enjoy a higher salary-to-work-hours ratio than the one you had as an inventor. You must work hard to keep a high state of happiness and health. And only a successful theory can lead to the status and rewards you seek. Skill Cooking 1 Skill Mechanical 7 Skill Charisma 4
Skill Body 0 Skill Logic 9 Skill Creativity 7
10:00 - 14:00
10001400
Friend 8
§870/day
10) Mad Scientist
With lecture fees and book advances, you're able to purchase the big house on the hill. The big question is, what experiments will you be conducting in its big cellar? Skill Cooking 2 Skill Mechanical 8 Skill Charisma 5
Skill Body 0 Skill Logic 10 Skill Creativity 10
10:00 - 14:00
10001400
Friend 10
§1,000/day

A Mad Scientist will eventually change careers and become a Criminal Mastermind in the Life of Crime career track. This is the only case in which a Sim will be moved from the top of one career track to the top of another.

Chance CardsEdit

Science Chance Cards
1) Test Subject
No chance cards for this level
2) Lab Assistant
No chance cards for this level
3) Field Researcher
Sorry, it turned out to be a clever hoax. The newspaper canceled the check.

Negative: ?

4) Science eacher
No chance cards for this level
5) Project Leader
No chance cards for this level
6) Inventor
Your latest invention is a huge success! You receive a $5000 bonus for selling the patent, and your Mechanical skill increases.

Positive: Earned Money +§5000 , Skill Mechanical +1

7) Scholar
No chance cards for this level
8) Top Secret Researcher
A spy has breached security and stolen your secret llama formula. A trial clears your name--but not before your spend $4000 in legal fees.

Negative: Got Fined -§4000

9) Theorist
No chance cards for this level
10) Mad Scientist
The secret formula you developed (and drank) today at the lab had some unintended side effects. Along with a rather maniacal laugh you now have become a criminal.

Positive: Change to the Life of Crime career track as a Criminal Mastermind.

The Sims 2Edit

In The Sims 2, the career reward object is the SimSanto Inc. Biotech Station. If The Sims 2: Apartment Life is installed, Techs are likely to work in this career. College majors associated with this career are Physics and Mathematics.

Adult Promotion Levels Edit

Science career Science Career Levels
1) Test Subject
While earning a science degree, you're picking up a mediocre salary as a "human guinea pig" at a local kinetics lab. It's a way to introduce yourself to the scientific community, but it's tough to be charming after several hours in a wind tunnel. S M T W T F S Skill Cooking 0
11:00 - 17:00
11001700
Skill Cleaning 0
Skill Logic 0
§217/day Friend 0
No bonus
2) Lab Assistant
Cleaning rat cages, fixing delicate lab equipment for minimum wage--how's your mood today? A lot of logic-skill-building time is needed at home to advance. And guess what? You're on the graveyard shift. Work all night, sleep all day. S M T W T F S Skill Cooking 1
16:00 - 22:00
16002200
Skill Cleaning 1
Skill Logic 0
§322/day Friend 0
Bonus: §644
3) Field Researcher
This job takes you into the field, working on far-flung projects. However, your pay increases. Develop your logic skill and maybe you can actually teach about this stuff in the classroom, instead of doing it in remote, inhospitable places. S M T W T F S Skill Cooking 1
09:00 - 15:00
09001500
Skill Cleaning 3
Skill Logic 1
§448/day Friend 0
Bonus: §896
4) Science Teacher
No amount of field research could have prepared you for the naked savagery of teaching a high-school science class. (At least it's a job with regular hours.) Keep those lab messes clean, and build logic skill to aid you in getting a different job. S M T W T F S Skill Cooking 2
08:00 - 15:00
08001500
Skill Cleaning 5
Skill Logic 1
§525/day Friend 1
Bonus: §1,050
5) Project Leader
It is up to you to manage a team of researchers in the quest for an important scientific breakthrough. Devise innovative experiments using your newly developed cooking and cleaning skills. If you really shine here, you may be on your way to becoming an inventor. S M T W T F S Skill Cooking 3
10:00 - 17:00
10001700
Skill Cleaning 6
Skill Logic 3
§630/day Friend 2
Bonus: §1,260
6) Inventor
Income has climbed, but to succeed as an inventor you'll need to put in long hard hours at the lab. Maintaining your home relationships may be harder now--there will be little time for socializing as you create the auto-recycling newspaper. S M T W T F S Skill Cooking 4
10:00 - 19:00
10001900
Skill Cleaning 6
Skill Logic 4
§756/day Friend 3
Bonus: §1,512
7) Scholar
You have been named Chairman of the Science Department at Sim University. The regents are depending on your leadership and logical thinking to invigorate the school's science curriculum. This is a high-paying, well-respected position with good hours and more time at home, but it takes a well-rounded skill set to guarantee success and promotion. S M T W T F S Skill Cooking 5
08:00 - 13:00
08001300
Skill Cleaning 7
Skill Logic 5
§896/day Friend 3
Bonus: §1,792
8) Top Secret Researcher
Your expertise with auto-recycling has led to a position on a highly classified, very demanding government project. The money is excellent, but you may be called to the lab at any time. Special care should be taken to stay happy and rested--a tired, cranky scientist might pose a security risk. If exceptional logic is demonstrated, a promotion to theorist may be in the cards. S M T W T F S Skill Cooking 6
10:00 - 15:00
10001500
Skill Cleaning 7
Skill Logic 8
§1,036/day Friend 3
Bonus: §2,072
9) Theorist
The accolades from your research have earned you the highly paid position of theorist. You enjoy a higher salary-to-work-hours ratio than the one you had as an inventor. You must work hard to keep a high state of happiness and health. And only a successful theory can lead to the status and rewards you seek. S M T W T F S Skill Cooking 7
10:00 - 14:00
10001400
Skill Cleaning 9
Skill Logic 9
§1,522/day Friend 5
Bonus: §3,044
10) Mad Scientist
With lecture fees and book advances, you're able to purchase the big house on the hill.The big question is, what experiments will you be conducting in its big cellar? S M T W T F S Skill Cooking 9
22:00 - 02:00
22000200
Skill Cleaning 10
Skill Logic 10
§2,333/day Friend 8
Bonus: §4,666

Teen/Elder Promotion Levels Edit

Science career Science Career Levels
1) Lab Glass Scrubber
What makes being a Lab Glassware Scrubber different from your ordinary everyday run of the mill dish washer? Why that's easy! The fact that neither the word dish nor washer appear anywhere in your job title, only in your job description! S M T W T F S Skill Cooking 0
15:00 - 18:00
15001800
Skill Cleaning 0
Skill Logic 0
§64/day Friend 0
No bonus
2) Test Subject
While earning a science degree, you're picking up a mediocre salary as a "human guinea pig" at a local kinetics lab. It's a way to introduce yourself to the scientific community, but it's tough to be charming after several hours in a wind tunnel. S M T W T F S Skill Cooking 0
15:00 - 18:00
15001800
Skill Cleaning 0
Skill Logic 1
§105/day Friend 1
Bonus: §210
3) Lab Assistant
Cleaning rat cages, fixing delicate lab equipment for minimum wage--how's your mood today? A lot of logic-skill-building time is needed at home to advance. And guess what? You're on the graveyard shift. Work all night, sleep all day. S M T W T F S Skill Cooking 1
15:00 - 18:00
15001800
Skill Cleaning 1
Skill Logic 1
§115/day Friend 2
Bonus: §230

Adult Chance CardsEdit

For more information on Chance Cards in The Sims 2, see Chance card.
Science career Science Chance Cards
1) Test Subject
Having grown nearly immune to the electroshock stimulus, the ESP research team is finally convinced that <Sim> has absolutely no psychic powers whatsoever. So he's/she's been moved on to the Theoretical Color Research division, where his/her first test involves nothing more than sitting in a sterile test room, selecting one of two colored lengths of licorice and ingesting it. Should <Sim> eat the red licorice or the blue licorice? Red Success:
Earned Money +§500
50% chance
Failure:
Got Fired Get Fired
49% chance
Blue Success:
Skill Charisma +1
49% chance
Failure:
Got Fined -§127
50% chance
2) Lab Assistant
<Sim>'s been given a large amount of test suites to run. Normally he's/she's used to having a bit of free rein in the lab, fixing up some of the machinery, playing with the mice and with Wiki the signing chimpanzee, but now all of a sudden the lead researcher has <Sim> running these simple and formulaic tests that even Wiki could do, and <Sim>'s not so happy about it. Then it occurs to him/her that Wiki the signing chimpanzee COULD run the test suites! After all, all they are a bunch of checkboxes, one after the other. <Sim> never pays much attention to them anyways. Should <Sim> let Wiki do the test suites, or take a stand for himself/herself and tell her boss what he/she thinks? Let Wiki Success:
Skill Logic +1
85% chance
Failure:
Got Fined -§867
14% chance
Speak Mind Success:
Got a Promotion Promoted to Field Researcher
14% chance
Failure:
Got Demoted Demoted to Test Subject
85% chance
3) Field Researcher
In a remote section of the SimCity outback <Sim> has come upon a previously undiscovered entranceway to an outcropping of ruins built into the base of a mountain and covered by dense jungle foliage. This is a major discovery, but <Sim> isn't sure how to proceed. Should he/she enter the ruins by himself/herself and attempt to ascertain their nature, or head back to the institute and inform some of the more distinguished archaeologists of the ruins' existence? Go In Success:
Earned Money +§15,000
15% chance
Failure:
Skill Logic -1
84% chance
Get Help Success:
Got a Promotion Promoted to Project Leader
84% chance
Failure:
Skill Logic -1
15% chance
4) Science Teacher
Lately, <Sim>'s students have been getting restless, but being relatively new to the field of teaching, <Sim> has been trying to stick to the textbook. Unfortunately, if there's one known constant in the universe, it's that high

school science texts are incapable of portraying the wonders of science in any way other than the most boring, convoluted, and drab. <Sim> decides that enough is enough, and that his/her job as a teacher is not to make sure his/her students have memorized the periodic table, but to get them interested in science and in learning. It's time for a field trip! All <Sim> has to do is decide whether the class should visit the mall or local video arcade, in the name of science, of course.

The Mall Success:
Skill Logic +2
50% chance
Failure:
Skill Logic -1
49% chance
Video Arcade Success:
Skill Logic +1
Skill Charisma +1
49% chance
Failure:
Got Demoted Demoted to Field Researcher
50% chance
5) Project Leader
While reading through some of his/her team's reports, <Sim> realizes that one of his/her researchers has inadvertently stumbled upon a new lithium isotope. Not only is the discovery of a major find in and of itself, but the practical applications of the isotope in devices such as atomic linear accelerators and staplers will be worth a fortune. So it is that <Sim> finds himself/herself with a bit of a conundrum. Ethics would obviously say that he/she should inform the researcher of her own discovery and advise her how to proceed, but practicality says that no one ever got ahead in the world of science by sticking to the rules, and <Sim> could easily claim the discovery himself/herself without anyone being the wiser. Inform Success:
Earned Money +§7,500
85% chance
Failure:
Got Demoted Demoted to Field Researcher
14% chance
Steal Success:
Skill Logic +2
14% chance
Failure:
Got Fired Get Fired
85% chance
6) Inventor
Locked in the basement of the institute's advanced technologies wing, <Sim> is hard at work and convinced that at any moment he'll/she'll make the breakthrough that will allow him/her to build the better mouse-trap. But amidst the confusion of his/her piles of parts and stacks of design specs, he's/she's forgotten whether to connect the Dervosian wicket receptacle to the coupled power inverter or to the focal spline reticulation intake valve. Which one should he/she connect it to? Power Inverter Success:
Earned Money +10,000
50% chance
Failure:
Got Fined -§7,000
49% chance
Intake Valve Success:
Skill Cooking +2
49% chance
Failure:
Skill Cleaning -3
50% chance
7) Scholar
Lately <Sim>'s grown weary of his/her scholarly life, and weary of the charade that so many university academics must be part of in order to weather the "publish or perish" phenomenon so common in today's collegiate environs. He/She misses the hands-on aspects of being a scientist and is tired of having to spend such a large part of his/her career lecturing and writing, when what he/she should be doing is discovering. It's high time that he/she did something about it. The only tough part is figuring out what to do without risking his/her cushy position as an "Academic." <Sim> mulls it over for a bit and decides that he/she should either spend the day working on his/her old theory of extra special relativity or look into finishing his/her field work in the ancestral structures of the Llama family. Theory Success:
Earned Money +5,000
Skill Logic +2
85% chance
Failure:
Skill Cleaning -3
14% chance
Field Work Success:
Skill Logic +2
Skill Charisma +2
14% chance
Failure:
Got Fired Get Fired
85% chance
8) Top Secret Researcher
Military Intelligence, otherwise known as AWXYMRAWN, has unearthed something very important in the SimCity Desert. <Sim> has received a telegram that reads: <Sim> stop top secret stop your eyes only stop have found an a stop l stop i stop e stop n stop stop s stop p stop a stop c stop e stop s stop h stop i stop p stop stop come to you know where at you know when stop this message will self destruct stop. Fascinated by the thought of a small piece of paper self destructing, <Sim> places the telegram on the table, but it just sits there, benign as ever. Well, <Sim> does manage to decipher the military's "intricate" code, but unfortunately has absolutely no clue about the time or place where he's/she's supposed to meet them and discuss the "you know what." So he/she surmises they must be either be talking about the excavation area, somewhere out in the middle of the desert, or the secret underground military installation he's/she's heard talk of, somewhere off Interstate 51. Which one should he/she try? Desert Site Success:
Got a Promotion Promoted to Theorist
85% chance
Failure:
Skill Logic -2
14% chance
Installation Success:
Got a Promotion Promoted to Theorist
14% chance
Failure:
Skill Logic -2
85% chance
9) Theorist
With the recent complications arising from such concepts as dark matter, wormhole theory, red vs. blue shift, superstring theory, <Sim>'s own extra-special relativity, not the mention the meta-spline reticulation debate, <Sim> has decided to take on a more rational approach to his/her theorizing. After all, there are so many inconsistencies and unknowns still lurking in the day to day activities of Sims across the world. For instance, what happened to all the pets in SimCity? One day they were there and the next day they were gone, vanished without a trace. Or how is it that Sims are all able to carpool, but yet not one Sim seems to own a car? Better yet, what's the deal with "inventory"? How is it that no one seems to have a problem with the seemingly infinite universe that exists within each and every Sim's pockets? But <Sim> needs to focus, and he needs a starting point. Should he/she start with the tangible or the intangible. Tangible Success:
Got a Big Bonus +§50,000
85% chance
Failure:
Got Demoted Demoted to Scholar
14% chance
Intangible Success:
Earned Money +§20,000
14% chance
Failure:
Got Demoted Demoted to Inventor
85% chance
10) Mad Scientist
The air is heavy with scientific anticipation, but more importantly, is charged with pure unbridled electricity. Somewhere in the distance a wolf howls. Even further off a bell tolls, and a baby cries. Tonight, <Sim> plans to go against the very laws of nature. Tonight <Sim> will attempt to reanimate the dead. Mwahahahahaha! His/Her life's work in the sciences has culminated in a combination of biological and chemical engineering, and since taking on the mantle of Mad Scientist his/her thoughts have turned evermore towards living up to the title. Everything is in place, but in his haste <Sim>'s assistant has misplaced the electrical schematics, so <Sim> is going to have to rely on his/her instincts and decide whether to connect the green wires or the orange wires to the energy source. The correct set will route the reanimating powers of the skies directly to the machinery, while the other could set off a chain reaction which might very well lead to the end of the world ... Green Success:
Got a Big Bonus +§55,000
85% chance
Failure:
Got Fined -§10,000
14% chance
Orange Success:
Earned Money +§30,000
14% chance
Failure:
Got Fined -§20,000
85% chance

The Sims 2 (Console)Edit

TS4 duster icon
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This article requires a cleanup to meet The Sims Wiki's quality standards.
Please improve this article if you can.

Science is a career track available in The Sims 2 (Console).

Job Level Work Hours Skill Levels Simoleons

Number

of

Friends

Lab Cleaner 11am - 5pm

Cook:1

Clean:1

§217 0
Potion Tester 4pm - 8pm

Cook:1

Logic:1

Clean:3

§322 0
Pyro 9am - 3pm

Cook:2

Logic 1

Clean:5

§ 1
Virus Breeder 9am - 3pm

Cook:3

Logic:2

Clean:6

§525 3
Chemist 10am - 5pm

Cook:4

Logic:4

Clean:6

§650 3
Vivisectionist 10am - 7pm

Cook:5

Logic:5

Clean:7

§756 3
Gene Splicer 8am - 1pm

Cook:6

Logic:8

Clean:7

§896 3
Robotechnician 8am - 1pm

Cook:6

Logic:8

Clean:8

§1 036 5
Space Time-Tinkerer 10am - 2pm

Cook:9

Logic:10

Clean:10

§1 522 8
Deathray Inventor 10am - 2pm §2 333

The Sims 3Edit

Science career icon
Science is a career track in The Sims 3. In comparison to the Science career track in previous games, this career track appears to focus more on biology than on general science. 

Work place: Science lab

How to apply: Directly at work place, Newspaper, Computer

Performance options:

Skills: Gardening, Handiness, Fishing

Promotion Levels Edit

Level Name Description Work Time Compensation Performance Factors Perks
(cumulative)
1 Test Subject It's all for the good of science, at least that's what Test Subjects should constantly repeat to themselves. A little shock here, a potentially revolutionary serum there... it's all in a day's test tube. Try to stay in good spirits, because a bad mood skews the data.
Days Off
M T W T F S S
Hours
9AM to 2:30PM 09001500
Pay
§44/hour
Promotional Bonus
N/A
Pension
§{{{pension}}}
Skills
Gardening 1-4
Other
Mood


2 Lab Tech Your commitment to the less than glamorous side of science has garnered you a position as a Lab Tech. It's time to earn that lab coat and broaden your horizons. Beware of flammable materials, radioactive mutagens, and self-aware robotics as you progress deeper into the workings of the laboratory
Days Off
M T W T F S S
Hours
9AM to 2:30PM 09001500
Pay
§53/hour
Promotional Bonus
§528
Pension
§{{{pension}}}
Skills
Gardening 2-5
Other
Mood


3 Useless Contraption Manipulator Not all departments of the science lab are profitable, or productive for that matter. Nevertheless, for every hundred duds and worthless whiz-bangs there's a hit that rocks the science community to its beaker encrusted core. You better improve your skills with a wrench, because you'll be up to your eyes with useless contraptions.
Days Off
M T W T F S S
Hours
9AM to 2:30PM 09001500
Pay
§63/hour
Promotional Bonus
§636
Pension
§{{{pension}}}
Skills
Gardening 3-6, Handiness 1-4
Other
Mood


4 Fertilizer Analyst You probably don't want to know what that smell is. Fertilizer Analysts need to be ready for some hands-on time with some stinky stuff, because the best harvests come from great, horrifically smelly fertilizers. Head outside to spend time in the garden... and don't forget to shower afterwards.
Days Off
M T W T F S S
Hours
9AM to 2:00PM 09001400
Pay
§97/hour
Promotional Bonus
§756
Pension
§{{{pension}}}
Skills
Gardening 4-7, Handiness 1-4
Other
Mood


5 Carnivorous Plant Tender The pursuit of science is not always one of safety. The Carnivorous Plant Tender is very much in harm's way, but that's no excuse for sloppy data collection and analysis. Stay on the plants' good sides, and continue developing your scientific skills. Hopefully a more appetizing position will open up... ideally before you become too appetizing yourself!
Days Off
M T W T F S S
Hours
8AM to 2:00PM 08001400
Pay
§117/hour
Promotional Bonus
§1,164
Pension
§
Skills
Gardening 4-8, Handiness 2-5
Other
Mood


6 Aquatic Ecosystem Tweaker No body of water shall be safe from the latex glove of science! Aquatic Ecosystem Tweakers add and remove fish from various habitats to test evolutionary traits of fish, survivability, and naturally refresh ecosystems as needed. Grab your rod and reel and go fishing... for great discovery!
Days Off
M T W T F S S
Hours
9AM to 2:00PM 09001400
Pay
§140/hour
Promotional Bonus
§1,404
Pension
§{{{pension}}}
Skills
Gardening 5-8, Handiness 2-6, Fishing 1-4
Other
Mood


7 Genetic Resequencer It's time to step in line as a Genetic Resequenser. Clients pay top Simoleon to discover new genes to bottle and sell to customers. It's a lucrative industry, filled with discovery, intrigue, and fashionable genes.
Days Off
M T W T F S S
Hours
9AM to 1:30PM 09001400
Pay
§208/hour
Promotional Bonus
§1,884
Pension
§{{{pension}}}
Skills
Gardening 5-9, Handiness 5-7, Fishing 2-5
Other
Mood
Receive a Death Flower.


8 Top Secret Researcher The Government has been closely following your career since your days as a Test Subject. They want you to head up their new program as a Top Secret Researcher. It's all very hush-hush, need to know. That sort of thing. All Simanity will benefit from this research... or so they claim.
Days Off
M T W T F S S
Hours
9AM to 1:30PM 09001400
Pay
§224/hour
Promotional Bonus
§2,832
Pension
§200
Skills
Gardening, Handiness, Fishing
Other
Mood


9 Creature-Robot Crossbreeder The government is happy, and when they're happy it means new toys for the laboratory. You've been tasked to create a new species, specifically one that combines the best features of living organisms and... robots. Sharks or sea bass. It makes no difference. Just don't forget the lasers.
Days Off
M T W T F S S
Hours
9AM to 1:30PM 09001400
Pay
§316/hour
Promotional Bonus
§3,276
Pension
§{{{pension}}}
Skills
Gardening, Handiness, Fishing
Other
Mood


10 Mad Scientist Without peer, [Sim name] is in charge.

Nobody really takes you as a sane individual, so the title Mad Scientist is apt. Tucked in the deepest, most secretive recesses of the laboratory, you've been tasked to create, destroy, restructure and innovate as you see fit. As the laboratory's best, you will define the future course of science for good... or evil.

Days Off
M T W T F S S
Hours
9AM to 1:30PM 09001400
Pay
§481/hour
Promotional Bonus
{{{bonus}}}
Pension
§{{{pension}}}
Skills
Gardening, Handiness, Fishing
Other
Mood
Perform Experiment



Opportunities Edit

Assassin Bug Study
The Science Facility wants to run another study on the camouflage properties of exotic insects. They've asked you to collect a few Assassin bugs for the study.
Collect 4 Red Assassin Bugs
Fix It!
Your partner from the Science Facility recently broke the all-important what's-it being touted by the lab as the thingamajig of the next decade (or so). You're known as a whiz with the wrench, so your partner hopes you can salvage the gizmo before the boss finds out. Go to the Science Facility to fix the device, and you'll improve your relationship with your co-workers and earn a cash bonus.
One Shall Fall
Dr. Inquitous has devised another nefarious plot to destroy the town! Nobody should be able to use science for the wrong reasons... except you! Quickly go to the Outstanding Citizen Warehouse Corp. to match wits with him and stop his scientific scheming before it's too late. City Hall will reward you handsomely for your services!
Global Science Fair
The Global Science Fair has stopped in town - it's time for you to compete and show off your stuff! Such incredible revelations have emerged from this; such as the discovery of the world's flatness, patents for life-extending elixirs, and even theories about ghosts! Tune up your handiness, gardening, and fishing skills, and get to the school in the right mood and you just might win a cash prize and more!
Unknown
Your boss broke his shower and needs you to fix it!- Cash reward, Improved job status

Experiments Edit

Experimentingtheshower

A Sim is performing experiment on a shower

After a Sim has attained the Mad Scientist (Science level 10) job, that Sim will be able to use the "Perform Experiment On..." action on many items around the house and on community lots. Note that this perk is kept after the Sim retires/quits. The Sim can also "Undo Science Experiment" on those objects (if the experiment didn't delete or damage the object).

Note: Some objects such as kitchen counter surfaces cannot be experimented upon in their default state, as they offer no default interaction and therefore cannot be clicked on. However, once the object becomes dirty and allows the "clean" option when clicked, you can use this opportunity to "Perform Experiment On..." them. This opportunity will disappear once you have cleaned them.

This action can have one of several outcomes:

Description Value Effect
Success! Your experiment has imbued this object with a positive effect on anyone who walks by! +9, ideal A specific positive Moodlet is applied to any Sim that later moves within range (3 squares?) of the object. The Moodlet expires as soon as the Sim leaves range. See table below for possible effects.
Success! Your experiment has imbued this object with a positive effect on anyone who uses it! +8, great A specific positive Moodlet is applied to any Sim that uses the object. The Moodlet expires after a set amount of time. See table below for possible effects.
Success! Your experiment has resulted in a giant boost to this object's aesthetic appeal! +7, nice Increases how decorated the room is. For example, applying this to a toilet changes the room's value from Decorated +10 to Beautifully Decorated +40.
Success! Who needs a repair technician when you've got science? That object is definitely better than it was before... +1, ok Applies an upgrade to the object, masking any current upgrade on that object. For example, make Unbreakable (but masked Improve Speakers or Boost Channels upgrade) or Improved Graphics (masked that the object was already Unbreakable). Using Undo Science Experiment will return the object's previous upgrade (if any).
Enjoy your newly sonorific object! -1, annoying The object makes a sound when used. No Moodlet, just annoying.
Enjoy your new sonorific object! Too bad you can't control when it is going to make noise. -2, annoying The object makes a sound at random times. No Moodlet, just annoying.
Oh no! Your experiment has gone awry! Hopefully the noise that thing makes while people use it isn't too annoying... -3, annoying The object makes a more annoying sound when used. No Moodlet, just annoying.
Oh no! Your experiment has gone awry! Hopefully the noise that thing makes randomly isn't too annoying... -4, annoying The object makes a more annoying sound at random times. No Moodlet, just annoying.
Well, that didn't work. Get that thing fixed and try again. You can't split an atom without breaking a few eggs. -5, annoying Breaks the object, requiring it to be repaired. Note that you can't use Undo Science Experiment to repair it. You can use Perform Experiment On broken objects though.
Oh no! Your experiment has gone awry! Anyone who uses this object is in for a nasty surprise! -6, bad A specific negative Moodlet is applied to any Sim that uses the object. The Moodlet expires after a set amount of time. See table below for possible effects.
Oh no! Your experiment has gone awry! Anyone who walks by this object is in for a nasty surprise! -7, bad A specific negative Moodlet is applied to any Sim that later moves within range (3 squares?) of the object. The Moodlet expires as soon as the Sim leaves range. See table below for possible effects.
Oops! Hopefully no one was too attached to that object. Ah, the dangers of science... -8, unrecoverable The object is deleted, without refund.
Ack! Call the fire department! Avoiding the shame of a failed experiment isn't worth burning down the whole house! -9, dangerous The object is set on fire.

Observed Moodlet Effects Edit

Moodlet Mood
Change
Ranged
Possible?
Duration
(if not ranged)
Winner! +25 confirmed 2h
New Stuff! +20 confirmed 2h
Cheered Up +15 confirmed 2h
Inspired +15 confirmed 2h
Oddly Powerful +15 confirmed 2h
Attractive +10 confirmed 2h
Fascinated +10 confirmed 2h
New Car Smell +10 confirmed 1h
Tranquil +10 confirmed 2h
Beautiful Vista 0 confirmed 1h
Disgusted -5 confirmed 15m
Tastes Like Fridge -10 confirmed 30m
Buzz Crashed -10 confirmed 30m
Upset -15 confirmed 15m
Offended -15 confirmed 20m
Itchy -15 confirmed 1h
Horrified -35 confirmed 15m

TriviaEdit

  • The last part of text for the Creature-Robot Crossbreeder description is a reference to a scene from Austin Powers, where Dr. Evil complains about not being able to have a tank of sharks with lasers on their heads. Number 2 offers him a mutated sea bass instead, hence the description: "Sharks or sea bass. It makes no difference. Just don't forget the lasers."

The Sims 4: Get to WorkEdit

Unlike previous games of The Sims Series, the Science career track doesn't appear in the base game. However, it does return in the first expansion pack, Get To Work. In this expansion pack, the Science career has evolved into an active career, in which Sims can go to the science lab lot, enter the building, and explore inside with other co-workers. In the building Sims, can invent new things and test new serums, as well as create a portal to the Alien Dimension.

FutureSim LabsEdit

See also: Science lab

The Active Career Lot is called the FutureSim Labs which acts as a normal Science lab, but Sims are able to enter and use Scientific Objects such as the Invention Constructor, Chemistry Lab and Chemical Analyzer. Only Sims currently in the Scientist Career can interact with the Invention Constructor and Chemistry Lab.

Work ScheduleEdit

Rank Job Wage Schedule Daily Task/Promotion Requirements Reward for Promotion
1 Lab Technician §24/hour - §216/day Mon-Fri 10AM-7PM Have 2 Breakthroughs N\A
2 Apprentice Inventor §32/hour - §288/day Mon-Fri 10AM - 7PM Have 4 Breakthroughs §192, Journey to the Stars and new clothes
3 Junior Tinkerer §39/hour - §351/day Mon-Fri 10AM - 7PM Have 6 Breakthroughs §256, Flying saucer table lamp and new clothes
4 Serum Sequencer §48/hour - §432/day Mon-Fri 10AM - 7PM Have 8 Breakthroughs §312 and a Chemistry Lab
5 Technological Innovator §72/hour - §648/day Mon-Fri 10AM - 7PM Have 10 Breakthroughs §384, SIMS-4 Test Tube Pedestal
6 Ufoloigist §102/hour - §918/day Mon-Fri 10AM - 7PM Have 12 Breakthroughs §576, Cautionary Tale Door, X-180 Shatterproof Window
7 Laboratory Leader §142/hour - §1278/day Mon-Fri 10AM - 7PM Have 14 Breakthroughs §816, Hygienic Decontamination Pod
8 Pioneer of New Technologies §187/hour - §1683/day Mon-Fri 10AM - 7PM Have 16 Breakthroughs §1136, New Clothes
9 Mad Scientist §215/hour - §1935/day Mon-Fri 10AM - 7PM Have 18 Breakthroughs §1496 and New Clothes
10 Extraterrestrial Explorer §247/hour - §2223/day Mon-Fri 10AM - 7PM Go To Work! Can discover Reapers Friend Serum, Alien Aura Serum and Age-away Serum §1720, Out of this World Desktop, New Clothes and Mystery Science Laboratory Room unlocked (§28,286)

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