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Archaeology makes it too easy to make money
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With the archaeology aspiration finished (and it's very easy to finish), you can donate things to a museum for a buff. This is a good way of getting rid of inventory without getting paid for it.
I went back and read every response. The only thing I saw were helpful simmers making suggestions on how to use the collected items or money earned from selling them.
I can easily make 20k a day painting and with the club system. Just carious have you played the new GP? If you have you should tell us your experience. I’m not trying to be rude I’m just really carious what your doing different to find the high $$$ relics. All I ever find is fakes an poor quality items 1 or 2 rares and I spend like so much just going on vacation and cureing curses and such. Not to say I don’t make $ but it’s a take home of like half.
I also have a tenk plate, though I only sold one of the frogs while the rest are on displayed I think it's more of a gamer management thing when it comes to making money I don't spam work on writing and painting so I wouldn't spam just going on digs and selling everything.
Just depends on the player I guess.
Also that second pic was without going to a temple this was an account from the little popups.
All the sims err'day
Where in this thread did anyone say anything like that? Either I'm simply missing it or you're calling out an imaginary argument.. as for what reason, I have no idea.
Second, this isn't the feedback section. This is the pack discussion section. It's not anyone's responsibility here to leave "good feedback" because that isn't the purpose of the thread.
I don't get why being "instantaneous" matters at all. It takes at most two or three days to max any given skill, so it's really not all that much of an inconvenience. Even if I didn't want to max a skill out, though, I would still just choose a retail store or a sales table over archaeology. You can make a sim a millionaire with those in under a week without any skill at all.
Like I said, I can relate to the idea that it's way too easy to make money in the game. But of all the money making methods I've used personally, archaeology barely passes "above average", so I'm not seeing a reason to nerf archaeology specifically when it's much more involved and much more dangerous than anything else.
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I don't know what I'm doing wrong, lol. But my sims are far from rich, and always have been.
I created a single Sim and then fresh from CAS I sent him to Selvadorada, he had about 4k when he went and then, after a 3-day travel, he came back with 26k in his account and Level 7 Archaelogy, I did spend a lot on equipment, but then I found two of those 10k frogs which was a major contributing factor.
Mind you, this is not minmaxing gameplay, I didn't use cheaty aspects of the game, I simply played the expansion's content normally, lost my Machete once and had to go back to get another, went back to my house to take care of necessities, chatted with locals and learned their culture...
It's one thing if you minmax your way through skills like Painting and Writing using cheaty things like Club rewards and Enviromental items and make your Sim spend their entire day doing that skill, it's another if you just play the content normally and end up like this.
Oh, good to know that after going to Selvadorada once I have no reason to ever come back.
Not what I intended, but that’s one way to look at it, I guess. I like the world and will take several of my sims there. I also love the content. My point was that it allows you to make a lot of money without tons of effort and time and without risking your sim’s life. I was skilling my sim up to take him there and is how I discovered it was possible.
But when you're an expert in the skill, then you should be earning high $$. It isn't like something you're being forced to do in order to live.
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Agreed, my sim’s story is that he is a leading archeologist that freelances with the archeology socitey and will go on excavation trips to build up a museums collection of Omiscan artifacts. In this one Archeology is his job, so I’m happy he can make money this way. I view his reading books as course work and love that he can write a book about his work as “continued studies”.
All the sims err'day
I agree.
My sim went for three days on her second trip. She maximised the archaeology skill, got through the jungle with only a tent and grilled cheese and was happy/flirty/focused/confident throughout despite the negative buffs. She came home with 36,000 simoleans. Doesn’t matter that many of her artifacts are fake. They are selling for over 300 simoleans. She hasn’t bothered to go through all of her loot as quite frankly she doesn’t need to.
I’m sorry but it shouldn’t be that easy. She’s now getting artifaxts sent to her every day. Now I see why they didn’t bother giving us an actual archaeological career, there is no need. Your sim will make more money pretending. Making money is so easy in general. What is the point of there even being fake treasures if they are going to sell for a decent profit. A day of selling fake artifacts will earn your sim more money than an entry level job.
And I know, I know. Cheat the money away, donate it to charity. But should the player have to resort to cheating to give the game consequence? I’m not convinced.
The best-paying career in the base game pays 15k per week. An explorer can make that in a single day. This is absolutely obscene amounts of money in terms of balance. A Sim using archaeology can make the amount of money that the best-paying career in the game can make in an entire week with just one temple visit. There even seems to be a mailing system where your sim is mailed relics back home and they make money that way. The one I saw received 5k for one analyzed relic and had another one waiting the next day.
There is a difference between being self-sufficient and being broken in terms of balancing game elements. I had worries money would be the main reward of the pack since money is a lazy, easy-to-execute reward, and sure enough here we are. I personally think it tends to be harder to keep Sims poor than it is to become rich, so packs like this bother me. Packs like this welcome elements of "power creep" where each new pack can't think of a new way to be special, so they just opt to do what the last pack did, except even better. This pack seemed to fall flat on rewards, and here we are with Sims earning more than they've ever earned before. What happens with the next pack...?
In reality, if you sold a priceless artifact youd get a plumload of money...
I know this is a game, and personally i pick and choose what id want to be realistic or not in this game (I want sims to sleep at night=realistic. I also like males impregnated by aliens=unrealistic). But i think that's what they were going for here.
I personally don't mind it but I get the objection. I donate a lot of things for the buff, but my Sims are so crazy rich after a few weeks that there's no point in doing anything but playing and then going on an overnight to the jungle every once in awhile just because.
Hm like 6/10 counterfeit and 8/10 poor quality
That violin is a rare drop competing with about 20 other potential catches in the same pool. The 15k from archaeology/exploring is a 100% guarentee every single temple run.
Not that I expect it's especially difficult to get that violin (though I'm sure you'll go ahead and protest it anyway), but ok, you can start up a store (which requires little more than buying the smallest empty lot possible and the few things like the register to get it going) and then sell that violin for 300% markup the very same day. Then you can use that 45k to sell three more violins, then 9 more, ...
You can eventually write books so well (in less than a week) that you can get $5k-10k EVERY SINGLE DAY through royalties, at which point you don't have to do anything but maybe write one more book per week.
You can just go around collecting stuff from neighborhoods and sell it for more than $15k a week.
You can go get a random Sim to move in with you in a matter of minutes, just by talking to them. They bring in $20k with them. Then you can kick them out. They don't take that money when they go.
There are dozens of ways to make more than 15k a week. Careers in this game are probably the slowest ways to make money. Be a painter. Be a writer. Be a gardener. Be a retail shop runner. Be a crafter and sell stuff using that yard sale table thing.
I'm sorry but 'making money' in this game has never been difficult. The idea that JA somehow makes it even easier is ridiculous. Why? Because it takes longer there almost any time than just to use any method I've mentioned. And everyone seems to forget JA is a vacation world. It's meant to go there once in awhile, not to stay there, lol.
Go fish. That violin (if even in the pool and assuming you're not confusing it with the cheaper one, which is caught in the exact same pool) is competing with Pirahnas, Captain Bones, Gummy fish, Angelfish, Red-Tailed Sharks, the cheaper violin, lemons, voodoo dolls, Cowplant Berries, Sturgeons, Rainbow fish, Bass, Catfish, Beta fish, Anglerfish, Salmons, and any other number of pack content such as Cichlids. It is not a common drop, and yes there's a lot of things that can be caught in it's place.
You're also not comparing the effort going into this stuff. Writing books to make 15k a week demands your Sim basically do nothing but write for two solid weeks. After two weeks pass, that 15k is back to zero and demands you repeat the process. Archaeology comparitively hits a point where for one hour per day, you can make 5k. It's one initial time sink to level the skill, then a permanent 5k per day (seemingly, can't confirm but from what I saw it absolutely seemed daily) alongside any other profits made. Music for example can only hope to achieve 2k a day or so. Painting would demand more time for the same cost, as does writing.
And you're not even accounting for the fact there's a reward aspiration to increase rewards from exploring. I have not seen how much of a boost that reward trait gives, but seeing as how we're STARTING with a 15k minimum, I suspect it's gonna be at least 30k per day. It also doesn't account for the artifact whose power is "I give money lol."
This is hands down the easiest way to make money in the game and slaughters the competition in terms of time/cost effectiveness. As I said, for myself I hate this kind of stuff because the game is already easy enough as it is. It also makes me worry we'll see more of this in the future, because as I said, I feel cash is one of the most dull and boring rewards there is, but also the easiest to develop.
The most profitable thing to fish are, well, fish -- sturgeon. And you can't sell them at the flea market.