one dataset · paper, tables, graph, wiki
simgrammar the grammar of simulation

core loop

create a household with aspirations -> wants and fears roll -> direct Sims to meet motives and wants -> aspiration meter and memories shift -> Sims age, marry, and have children who inherit genes -> continue with the next generation

design notes

The Sims 2 turns the household sandbox into a generational one: babies become toddlers after 3 days, toddlers children after 4, children teens after 8, teens adults after 15, and adults elders after 29, and an elder's remaining life depends on the aspiration meter at the time of aging. Children inherit appearance and personality from both parents through dominant and recessive genes, and each Sim's aspiration (one of eight, such as Romance, Family, Knowledge, or Popularity) biases which wants and fears appear. The wants-and-fears panel is a short-horizon goal generator with no mechanic id yet (proposed as aspiration-wants). SimPE and Body Shop made behavior hacks and custom genetics routine in its mod community.

relations

18 stored edges
influenced by
uses

Aspirations and wants

Each Sim's aspiration (one of eight, such as Romance, Family, Knowledge, or Popularity) biases which wants and fears roll; fulfilled wants fill the aspiration meter, realized fears drain it, and an elder's remaining life depends on the meter.

core
uses

Lifecycle and aging

Seven life stages (baby, toddler, child, teen, young adult with University, adult, elder) advance on fixed day counts; a birthday cake or Grow Up interaction ages a Sim early.

core
uses

Needs decay

Eight motives (Hunger, Comfort, Bladder, Energy, Fun, Social, Hygiene, Environment) decay and push Sims toward objects; failing motives cause refusals and, at the extreme, death.

core
uses

Smart objects

Objects advertise motive and skill gains that autonomous Sims weigh against their current motive levels.

core
uses

Trait inheritance

Children inherit eye color, hair color, facial structure, and personality from both parents through dominant and recessive genes; pregnancy lasts 3 Sim days.

core
uses
supporting
uses

Career ladder

Careers have ten levels (25 tracks counting expansions); promotions need skills and a number of family friends, and chance cards can reward or cost the job.

supporting
uses

Building placement

Build and Buy modes in a free 3D camera; neighborhood terrain can be imported from SimCity 4.

supporting
uses

Memories and thoughts

Events such as a first kiss, a promotion, or a death are stored as memories that later shape wants and fears.

supporting
uses

Modding API

No official API; tools such as SimPE edit package files and community hacks change behavior.

supporting
uses

Permadeath

Elders die of old age and other Sims of accidents or neglect; deaths become memories for survivors.

supporting
uses

Personality traits

Twenty-five points are spread over five opposed pairs (Neat/Sloppy, Outgoing/Shy, Active/Lazy, Playful/Serious, Nice/Grouchy); twelve zodiac presets give starting allocations.

supporting
uses

Relationship values

Each pair holds a daily and a lifetime relationship score that move with interactions.

supporting
uses

Romance and family

Sims court, marry, and try for babies; Nightlife adds turn-ons and turn-offs shown as up to three chemistry bolts.

supporting
uses
supporting

backlinks

computed from other records
influenced
1

sources

2
Wikipedia contributors (2026). The Sims 2. Wikipedia
StrategyWiki contributors (2026). The Sims 2/Careers. StrategyWiki

provenance

runs in log/runs
2026-10-24
created2026-10-24-catalog-gccatalog
2026-10-24
reviewed2026-10-24-review-fixesmaintenance
2026-10-25
reviewed2026-10-25-contributor-readinessmaintenance