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simgrammar the grammar of simulation

definition

A career is an ordered list of levels, each with a title, pay, schedule, and promotion requirements. State owned: per character, current career and level, and a job performance meter. Update rule: each work period, performance changes based on attendance and inputs such as mood, skills, or task completion; when performance and the next level's requirements are met, the character is promoted; very low performance or missed shifts cause demotion or firing. Inputs come from other mechanics (skills, relationships, needs); outputs are income, schedule, and status. Canonical form: The Sims 2, where adult careers have ten levels, teen careers three, promotion requires advances in three skills, a number of household friends, and high mood, and missing work two days in a row gets a Sim fired; The Sims 4 adds daily career tasks and branching tracks.

player experience

A long-term arc for one character. The player schedules skill-building and socializing around work, watches the performance bar before a promotion, and feels the status jump of a new title and pay. It gives sandbox life a direction.

design levers

  • number of levels and spacing of requirements
  • requirement types: skills, relationships, mood, or task completion
  • performance meter rate and decay
  • branching tracks at upper levels
  • random work events with choices, such as The Sims chance cards
  • pay and schedule curve across levels

failure modes

  • Requirements become a checklist that drains spontaneity from life simulation.
  • Rabbit-hole careers where the Sim leaves the lot make the career invisible to play.
  • Pay grows faster than costs, so money stops mattering by mid-career.

dynamics

  • Career requirements route characters' free time into skill and friend grinding, coupling work to social and needs systems.
  • Schedule conflicts between household members' careers create household logistics problems.
  • Promotions raise income and enable home upgrades, a reinforcing loop toward comfort.

open questions

  • Can generated workplaces with colleagues, tasks, and politics replace authored rabbit-hole careers without large writing costs?
  • Does requirement opacity, like a real workplace, make careers more engaging than explicit checklists?

backlinks

computed from other records

claims

1 with sources
c01medium

In The Sims 2 adult careers have ten levels and teen careers three; promotion requires advancing three skills, enough household friends, and high mood, and missing work two days in a row causes firing.

src-strategywiki-2026-sims-2-careers

sources

1
StrategyWiki contributors (2026). The Sims 2/Careers. StrategyWiki

provenance

runs in log/runs
2026-10-24
created2026-10-24-taxonomy-m6taxonomy