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

core loop

pick traits and a lifetime wish -> moodlets from events stack into mood -> wishes and opportunities appear -> act across the open town -> earn Lifetime Happiness for rewards -> story progression advances other households

design notes

Neighborhoods are seamless worlds, so Sims walk between lots without loading screens on PC, and Story Progression keeps households the player is not controlling aging, working, and forming relationships. Personality is a set of up to five discrete traits that unlock and bias interactions, and mood is the sum of moodlets, timed modifiers with named causes. Fulfilled wishes pay Lifetime Happiness points spent on Lifetime Rewards, replacing the wants and fears of The Sims 2. Off-screen story progression and wish generation are captured by the offscreen-life-progression and aspiration-wants mechanics.

relations

20 stored edges
influenced by
uses

Memories and thoughts

Moodlets are named, timed mood modifiers (for example Nauseous during pregnancy) whose sum sets mood, which affects performance at work and school.

core
uses

Needs decay

Six motives (Hunger, Bladder, Energy, Social, Hygiene, Fun) decay and spawn negative moodlets when low.

core
uses

Personality traits

Adult Sims hold up to five traits chosen from a list, replacing the point sliders of earlier games; traits add exclusive interactions and bias autonomous choices.

core
uses

Agent skills

Ten-level skills such as Logic, Cooking, Painting, Gardening, Writing, Guitar, Athletic, Handiness, Charisma, and Fishing feed careers and opportunities.

supporting
uses

Aspirations and wants

A Lifetime Wish is chosen at creation and short-term wishes appear from traits and events; fulfilled wishes pay Lifetime Happiness points spent on Lifetime Rewards.

supporting
uses

Career ladder

Twelve base careers that branch around level 6, plus part-time jobs; a performance style (Work Hard, Take It Easy, Suck Up to Boss) trades mood against promotion speed.

supporting
uses

Daily schedules

Jobs and school run on fixed hours at rabbit-hole buildings, structuring each household's day.

supporting
uses

Building placement

Build and Buy modes with Create-a-Style, which recolors walls, floors, objects, and clothing with any pattern and material.

supporting
uses

Lifecycle and aging

Seven life stages with an adjustable lifespan setting.

supporting
uses

Modding API

Script mods load as packages, with frameworks such as NRaas, alongside custom content.

supporting
uses

Off-screen life progression

Story Progression keeps households the player is not controlling aging, working, forming relationships, and moving around the open neighborhood; it can be switched off in the options.

supporting
uses

Permadeath

Sims die of old age or of fire, starvation, drowning, or electrocution.

supporting
uses
supporting
uses
supporting
uses

Smart objects

Objects advertise motive, skill, and fun gains; traits bias which advertisements a Sim picks.

supporting
uses

Social exchanges

Conversation menus offer trait- and mood-gated interactions whose acceptance depends on relationship state.

supporting
uses

Villager requests

Opportunities arrive from neighbors, community lots, and jobs, such as skill requests or overtime, and pay cash, raises, or relationship gains.

supporting

backlinks

computed from other records
influenced
1

sources

2
Wikipedia contributors (2026). The Sims 3. Wikipedia
The Sims Wiki contributors (2026). Motive. The Sims Wiki (Fandom)

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