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Archaeology makes it too easy to make money

Comments

  • CheekybitsCheekybits Posts: 1,030 Member
    To be fair not all of us play the same. I love the fact you can make big $$$ my sims are on a normal life age rate so they don't really have all that much time to complete there goals. It really depends what your buying. My sim had 3 kids 2 twin girls and a boy so in order to buy them there own place this was a good job.

    I see it as there is nothing to do with the money as being the main concern. I love the way the game is so ill assume they'll add stuff to buy in the future. OP the problem is if they do add lets say the ability to buy cars, boats, more bills to pay more vacations to take the ability to buy vacation homes ect. The amount you get from treasure hunting wont be enough to gain this stuff and live on it on a single visit. Of course you can go there many times but sims have other things going in there life for example kids, pets and jobs. If you spend more time looking for treasures because they are worth less $ you miss out on that stuff.

    My sim barley has time to get married and have kids because there always looking for treasure to buy a better house or pay the high bills from the treasures I keep. Dogs and cats... My sims don't even have time to care for them. Most simmers will not revisit the jungle to dig up treasure if it isn't worth it. Once you have all the collectibles if its not worth the trip money wise why go back? You can just paint at home for and earn money and not even spend as much. You might go back for a honeymoon or 2 but other then that why bother?

    OP I do think you bring up a good point but instead of nerfing jobs they should just give our sims more stuff to spend money on and more bills.
  • pepperjax1230pepperjax1230 Posts: 7,950 Member
    edited March 2018
    itslouis wrote: »
    > @Evoke said:
    > Yeah, when you weigh up the pros/cons it's actually quite dangerous way of making money lol. I mean my household has a lot of money now, but little Destiny will never get her Grandma back.

    This.

    The pack isn't even dangerous though. Poison seems to have a one week timer, fire and electricity gates can be avoided by....not...walking through them? Any curse or affliction your sim gets can pretty much be cured by interacting with the locals.
    Do you even have the game it's not a week timer it's only a day.

    Let it run out. You've only seen the first of four moodlets.
    I did and he recovered when the timer ended. I am not a idiot when I said its not a week timer its only a day. My sim was poisoned in one of the temple traps and I made them go through the entire temple while he was poisoned. When they got back to the market area no one was there to give him a cure so I had to let it expire but he lived.

    tenor.gif?itemid=5228641
  • DeservedCriticismDeservedCriticism Posts: 2,251 Member
    itslouis wrote: »
    > @Evoke said:
    > Yeah, when you weigh up the pros/cons it's actually quite dangerous way of making money lol. I mean my household has a lot of money now, but little Destiny will never get her Grandma back.

    This.

    The pack isn't even dangerous though. Poison seems to have a one week timer, fire and electricity gates can be avoided by....not...walking through them? Any curse or affliction your sim gets can pretty much be cured by interacting with the locals.
    Do you even have the game it's not a week timer it's only a day.

    Let it run out. You've only seen the first of four moodlets.
    I did and he recovered when the timer ended. I am not a plum when I said its not a week timer its only a day. My sim was poisoned in one of the temple traps and I made them go through the entire temple while he was poisoned. When they got back to the market area no one was there to give him a cure so I had to let it expire but he lived.

    Right, and what I'm saying is each time the timer runs out, there seems to be a chance to just survive it. I have no idea if there's a chance to resist the poison each time a moodlet expires, but there's four seperate moodlets for poison and in total, together they take one week to kill a sim.
    "Who are you, that do not know your history?"
  • ShadowmarkedShadowmarked Posts: 1,054 Member
    edited March 2018
    I must say every version of the sims has a way to just spam money like crazy if you want to exploit the system. In ts3 I was getting just shy of 50 000 a day from one resort (that family owned like five others on top of that) so I kind of just expect this and have decided it's on me to decide when and if I use such high pay out options.

    However, I do think it takes away a lot of the challenge, I could maybe see rare items drop amount being decreased since finding two rare artifacts in a week or even a month in irl is seen as extremely lucky (real life archaeology is so slow). Anyways not saying it should be that long in game, but getting two on the same trip seems high.
  • pepperjax1230pepperjax1230 Posts: 7,950 Member
    itslouis wrote: »
    > @Evoke said:
    > Yeah, when you weigh up the pros/cons it's actually quite dangerous way of making money lol. I mean my household has a lot of money now, but little Destiny will never get her Grandma back.

    This.

    The pack isn't even dangerous though. Poison seems to have a one week timer, fire and electricity gates can be avoided by....not...walking through them? Any curse or affliction your sim gets can pretty much be cured by interacting with the locals.
    Do you even have the game it's not a week timer it's only a day.

    Let it run out. You've only seen the first of four moodlets.
    I did and he recovered when the timer ended. I am not a plum when I said its not a week timer its only a day. My sim was poisoned in one of the temple traps and I made them go through the entire temple while he was poisoned. When they got back to the market area no one was there to give him a cure so I had to let it expire but he lived.

    Right, and what I'm saying is each time the timer runs out, there seems to be a chance to just survive it. I have no idea if there's a chance to resist the poison each time a moodlet expires, but there's four seperate moodlets for poison and in total, together they take one week to kill a sim.

    If it does take a week then how come I haven't experienced it?
    tenor.gif?itemid=5228641
  • ShadowmarkedShadowmarked Posts: 1,054 Member
    @DeservedCriticism @pepperjax1230
    Regarding poison death this is from Karlsguide
    In the Sims 4, you start off with a simple bite or get hit by a poison dart, or go against my advice and try to walk through gas like a fool (which seems to be the highest chance of being afflicted thus far). Your Sim starts with a dazed feeling, and maybe this goes away and no harm done. However, you should get a notice that it DIDN'T go away. That's a sign you have just a few days before the Sim dies. You've got about 72 hours. If you don't notice moodlets, look for your Sim to do a lot of belching and be covered in green splotches. Only a percentage of cases are fatal, so don't freak out. Just hold on to some money just in case.
    link

    So the moodlet gos away if it's not deadly otherwise you have 3 days (with a new moodlet) before it is deadly (I don't know how long the initial dazed moodlet is so I can't account for it)
    So about half a week is how long it would take in game for a sim to die.
  • DeservedCriticismDeservedCriticism Posts: 2,251 Member
    BeJaWa wrote: »
    @DeservedCriticism @pepperjax1230
    Regarding poison death this is from Karlsguide
    In the Sims 4, you start off with a simple bite or get hit by a poison dart, or go against my advice and try to walk through gas like a fool (which seems to be the highest chance of being afflicted thus far). Your Sim starts with a dazed feeling, and maybe this goes away and no harm done. However, you should get a notice that it DIDN'T go away. That's a sign you have just a few days before the Sim dies. You've got about 72 hours. If you don't notice moodlets, look for your Sim to do a lot of belching and be covered in green splotches. Only a percentage of cases are fatal, so don't freak out. Just hold on to some money just in case.
    link

    So the moodlet gos away if it's not deadly otherwise you have 3 days (with a new moodlet) before it is deadly (I don't know how long the initial dazed moodlet is so I can't account for it)
    So about half a week is how long it would take in game for a sim to die.

    Interesting, my mistake.

    Now I wanna find the guide where I saw the four, because I know I distinctly saw four seperate poison moodlets in a screenshot somewhere.
    "Who are you, that do not know your history?"
  • pepperjax1230pepperjax1230 Posts: 7,950 Member
    BeJaWa wrote: »
    @DeservedCriticism @pepperjax1230
    Regarding poison death this is from Karlsguide
    In the Sims 4, you start off with a simple bite or get hit by a poison dart, or go against my advice and try to walk through gas like a fool (which seems to be the highest chance of being afflicted thus far). Your Sim starts with a dazed feeling, and maybe this goes away and no harm done. However, you should get a notice that it DIDN'T go away. That's a sign you have just a few days before the Sim dies. You've got about 72 hours. If you don't notice moodlets, look for your Sim to do a lot of belching and be covered in green splotches. Only a percentage of cases are fatal, so don't freak out. Just hold on to some money just in case.
    link

    So the moodlet gos away if it's not deadly otherwise you have 3 days (with a new moodlet) before it is deadly (I don't know how long the initial dazed moodlet is so I can't account for it)
    So about half a week is how long it would take in game for a sim to die.

    I haven't seen it my sim had a timer for a day and after it expired he lived then the next time they came his wife got poisoned but I cured her with the bone dust.
    tenor.gif?itemid=5228641
  • ShadowmarkedShadowmarked Posts: 1,054 Member
    BeJaWa wrote: »
    @DeservedCriticism @pepperjax1230
    Regarding poison death this is from Karlsguide
    In the Sims 4, you start off with a simple bite or get hit by a poison dart, or go against my advice and try to walk through gas like a fool (which seems to be the highest chance of being afflicted thus far). Your Sim starts with a dazed feeling, and maybe this goes away and no harm done. However, you should get a notice that it DIDN'T go away. That's a sign you have just a few days before the Sim dies. You've got about 72 hours. If you don't notice moodlets, look for your Sim to do a lot of belching and be covered in green splotches. Only a percentage of cases are fatal, so don't freak out. Just hold on to some money just in case.
    link

    So the moodlet gos away if it's not deadly otherwise you have 3 days (with a new moodlet) before it is deadly (I don't know how long the initial dazed moodlet is so I can't account for it)
    So about half a week is how long it would take in game for a sim to die.

    I haven't seen it my sim had a timer for a day and after it expired he lived then the next time they came his wife got poisoned but I cured her with the bone dust.

    So maybe it's 4 days including the initial dazed moodlet? Like I said I don't know about that one, but in theory if that initial moodlet goes away and it's not deadly you wouldn't see any others. Guess you have been lucky :)
  • MidnightAuraMidnightAura Posts: 5,808 Member
    Writin_Reg wrote: »
    Well I do not sell the valuable and excellent quality items - my sims collects them - so they only sell the poor, common items. They do not make tons of money. In fact my sims trips/ expenses costs 2-3 times what she earns on the trips. She has also already mastered archeology, culture, and the dance as well. I don't use cheats at all or mods either. So for me it is like real life - vacation to the jungle cost my sims at least 2 times what she earns - like a real vacation does real people.

    My sim is a collector as her hobby and has a career as an astronaut which she also uses to collect things. My sim always has to save her money to go on trips to further her hobbies as I do not let her cheat money. So perhaps in order to fix the game so things are not so easy to earn money - Maxis needs to remove the ability for the game to use mods and cheats. So with those removed then you all might perhaps see - played as designed with out cheats and mods (as a collector of the expensive items (as a collector and archeologist would actually do in real life) - your sims may not have it quite so easy.

    Also I think splicing plant should only be usable to make a new plant - period, not to make dozens of the same plant to make money. They could slow down the grow time these rarer, high price plants take to grow - like in real life there are rare, exotic plants that literally take years to grow a single flower to produce a single seed.. They also do have the price way too high on many common plants as well - like blackberries. Those things in real life grow and spread like wildfire - and self plant themselves - they are way over priced. So perhaps they could re-figure the gardening some what. Most berries are easy to grow and should have a very cheap payout. So yes - I could see them making gardening a lot more difficult - like with staggered and varied growing times. Have the big money makers on produce something to harvest very rarely.

    The game itself would be a lot more balanced just removing the abilty to use mods and cheats - or debug items period. I know as I play as if they are not there.

    I don't use mods or cheats. My sims earned nearly 13,000 simoleans on a three day trip without completing the temple. All from archaeology. She had 84 simoleans going into the jungle after supply purchases and has went home considerably richer.

    Cheating money is not always the answer, it's just incredibly easy to make money.
  • Writin_RegWritin_Reg Posts: 28,907 Member
    edited March 2018
    Writin_Reg wrote: »
    Well I do not sell the valuable and excellent quality items - my sims collects them - so they only sell the poor, common items. They do not make tons of money. In fact my sims trips/ expenses costs 2-3 times what she earns on the trips. She has also already mastered archeology, culture, and the dance as well. I don't use cheats at all or mods either. So for me it is like real life - vacation to the jungle cost my sims at least 2 times what she earns - like a real vacation does real people.

    My sim is a collector as her hobby and has a career as an astronaut which she also uses to collect things. My sim always has to save her money to go on trips to further her hobbies as I do not let her cheat money. So perhaps in order to fix the game so things are not so easy to earn money - Maxis needs to remove the ability for the game to use mods and cheats. So with those removed then you all might perhaps see - played as designed with out cheats and mods (as a collector of the expensive items (as a collector and archeologist would actually do in real life) - your sims may not have it quite so easy.

    Also I think splicing plant should only be usable to make a new plant - period, not to make dozens of the same plant to make money. They could slow down the grow time these rarer, high price plants take to grow - like in real life there are rare, exotic plants that literally take years to grow a single flower to produce a single seed.. They also do have the price way too high on many common plants as well - like blackberries. Those things in real life grow and spread like wildfire - and self plant themselves - they are way over priced. So perhaps they could re-figure the gardening some what. Most berries are easy to grow and should have a very cheap payout. So yes - I could see them making gardening a lot more difficult - like with staggered and varied growing times. Have the big money makers on produce something to harvest very rarely.

    The game itself would be a lot more balanced just removing the abilty to use mods and cheats - or debug items period. I know as I play as if they are not there.

    I don't use mods or cheats. My sims earned nearly 13,000 simoleans on a three day trip without completing the temple. All from archaeology. She had 84 simoleans going into the jungle after supply purchases and has went home considerably richer.

    Cheating money is not always the answer, it's just incredibly easy to make money.

    Actually to see what your sim really earned is you first need to deduct all the money the trip cost the sim - not start with the amount of money they had left before they ventured into the jungle - You need to deduct all the money they spent while they were there - including rent, food they ate and cooked, drinks, anything they spent money on. As I said my sim does not sell the good quality or rare pieces at all - she collects them as well as all the the fossils, the gems, etc she finds. My sim technically just about emptied her savings between the cost of a 7 day stay in a house there, plus purchasing a new tent, cooler, and all the gear for the trip. She spent money even cooking her own food for breakfast, and eating out for lunch and dinner the first four days there just making friends, learning the culture and dances - and mastering both of those and all the food and drink recipes (she got all but 1 secret recipe by the time she had to leave. She also purchase sprays and gear several times a day those first 4 days - so by then even her bank account was really low. When she got home she had less than 1000 simoleons in her savings and household bills waiting for her of 7600. On top of it - she had work in 5 hours and was in an exhausted state - so all she could do was go to bed a few hours and then go to work.

    My sim spent the next couple days just trying to get to zero finances by cleaning up all the stuff she found. As I said all the rare and good quality relics she placed in display cases. All the copies and poorer relics she sold - and believe me - she did not make money off of them like that - in fact she came no where near even breaking even for the trip for all she spent.

    Perhaps if she was not a collector with future plans for her rare collectibles - she may have made money - I don't know as I did not add up the value of those things she did not sell. As they were not for sell in my mind or hers. Sort of like real archeologists think of their discoveries - I guess.

    So in my view - it is how you play the game. Like you starting off how you figure the money made - not from the money spent to start the trip - you totally erased the cost of the trip, money spent on the trip etc and did not deduct any of that from the money made from selling relics. So I can see how you think it is easy to make money if you over look the thousands spent before the sim even starts exploring.

    (by the way that Villa you rented for 340 simoleons - that is per day of your stay there - so you stayed 3 days, then the villa cost alone is 340 x 3 days = 1020 simoleons. If you cooked food there or bought food anywhere - it cost your sim money. Everything your sim gets cost money and needs to be deducted from the money made. Also all collectibles you don't sell adds to your bills at home as assets and costs you money just to have your sim own them. Believe me - the money can be an issue and not always easy money. )
    Post edited by Writin_Reg on

    "Games Are Not The Place To Tell Stories, Games Are Meant To Let People Tell Their Own Stories"...Will Wright.

    In dreams - I LIVE!
    In REALITY, I simply exist.....

  • FelicityFelicity Posts: 4,979 Member
    edited March 2018
    So, I started a new game and had my sim go to Selvadorada. Since I knew what to do this time, here's how it went. I got to level 5 Selvadoradian culture the first day. Got enough of the liquid energy cans that I was able to finish the temple that day as well. All said and done: 6 nights there (my Sim didn't build a house before going), completing the temple 3 times, doing a bit of excavating as well, then selling the stuff at the flea market. I now have a rich Sim. I'm about 20k off from completing the Fabulously Wealthy aspiration. It will take one more trip to finish it, and I won't have to sell at the flea market again to get there.

    I think this is a good thing. Most characters I would not play this way at all. But it's nice to have this for an option.
    Post edited by Felicity on
  • MidnightAuraMidnightAura Posts: 5,808 Member
    Writin_Reg wrote: »
    Writin_Reg wrote: »
    Well I do not sell the valuable and excellent quality items - my sims collects them - so they only sell the poor, common items. They do not make tons of money. In fact my sims trips/ expenses costs 2-3 times what she earns on the trips. She has also already mastered archeology, culture, and the dance as well. I don't use cheats at all or mods either. So for me it is like real life - vacation to the jungle cost my sims at least 2 times what she earns - like a real vacation does real people.

    My sim is a collector as her hobby and has a career as an astronaut which she also uses to collect things. My sim always has to save her money to go on trips to further her hobbies as I do not let her cheat money. So perhaps in order to fix the game so things are not so easy to earn money - Maxis needs to remove the ability for the game to use mods and cheats. So with those removed then you all might perhaps see - played as designed with out cheats and mods (as a collector of the expensive items (as a collector and archeologist would actually do in real life) - your sims may not have it quite so easy.

    Also I think splicing plant should only be usable to make a new plant - period, not to make dozens of the same plant to make money. They could slow down the grow time these rarer, high price plants take to grow - like in real life there are rare, exotic plants that literally take years to grow a single flower to produce a single seed.. They also do have the price way too high on many common plants as well - like blackberries. Those things in real life grow and spread like wildfire - and self plant themselves - they are way over priced. So perhaps they could re-figure the gardening some what. Most berries are easy to grow and should have a very cheap payout. So yes - I could see them making gardening a lot more difficult - like with staggered and varied growing times. Have the big money makers on produce something to harvest very rarely.

    The game itself would be a lot more balanced just removing the abilty to use mods and cheats - or debug items period. I know as I play as if they are not there.

    I don't use mods or cheats. My sims earned nearly 13,000 simoleans on a three day trip without completing the temple. All from archaeology. She had 84 simoleans going into the jungle after supply purchases and has went home considerably richer.

    Cheating money is not always the answer, it's just incredibly easy to make money.

    Actually to see what your sim really earned is you first need to deduct all the money the trip cost the sim - not start with the amount of money they had left before they ventured into the jungle - You need to deduct all the money they spent while they were there - including rent, food they ate and cooked, drinks, anything they spent money on. As I said my sim does not sell the good quality or rare pieces at all - she collects them as well as all the the fossils, the gems, etc she finds. My sim technically just about emptied her savings between the cost of a 7 day stay in a house there, plus purchasing a new tent, cooler, and all the gear for the trip. She spent money even cooking her own food for breakfast, and eating out for lunch and dinner the first four days there just making friends, learning the culture and dances - and mastering both of those and all the food and drink recipes (she got all but 1 secret recipe by the time she had to leave. She also purchase sprays and gear several times a day those first 4 days - so by then even her bank account was really low. When she got home she had less than 1000 simoleons in her savings and household bills waiting for her of 7600. On top of it - she had work in 5 hours and was in an exhausted state - so all she could do was go to bed a few hours and then go to work.

    My sim spent the next couple days just trying to get to zero finances by cleaning up all the stuff she found. As I said all the rare and good quality relics she placed in display cases. All the copies and poorer relics she sold - and believe me - she did not make money off of them like that - in fact she came no where near even breaking even for the trip for all she spent.

    Perhaps if she was not a collector with future plans for her rare collectibles - she may have made money - I don't know as I did not add up the value of those things she did not sell. As they were not for sell in my mind or hers. Sort of like real archeologists think of their discoveries - I guess.

    So in my view - it is how you play the game. Like you starting off how you figure the money made - not from the money spent to start the trip - you totally erased the cost of the trip, money spent on the trip etc and did not deduct any of that from the money made from selling relics. So I can see how you think it is easy to make money if you over look the thousands spent before the sim even starts exploring.

    (by the way that Villa you rented for 340 simoleons - that is per day of your stay there - so you stayed 3 days, then the villa cost alone is 340 x 3 days = 1020 simoleons. If you cooked food there or bought food anywhere - it cost your sim money. Everything your sim gets cost money and needs to be deducted from the money made. Also all collectibles you don't sell adds to your bills at home as assets and costs you money just to have your sim own them. Believe me - the money can be an issue and not always easy money. )

    I see your point but I still disagree to a point. My sim stayed for three days, she went into the jungle with 3 grilled cheeses ready to eat and food she already ad her in her inventory. She bought one drink.

    She still made way more than the cost of her trip and then some. Even without cheating it's very easy to make money.

    Now she has maxed out her archaeological skill and is getting sent items to uncover she has the pontentiak to make more. But there is no need. From selling her finds she had 36,000 in the bank, her rent is just over a 1000.

    I don't use money cheats. I definitely don't need too. My sim has a large supply of artificats waiting to be uncovered when the funds do drop. The biggest reward from your adventures is financial gain. She has kept two or three relics but like you only the excellent ones. Not keeping them all as her house is pretty small.

    With poor artificats selling for over 350 simoleans she is making a tidy profit of them alone.
  • Sim2SporeSim2Spore Posts: 284 Member
    edited March 2018
    Pouring over everything that both sides of this argument are saying, I think I understand where everyone is coming from.

    However, I think it depends on the mentality you take when approaching the subject of making money, or technically anything, in The Sims. Does it need to be balanced? Like, does it actually matter whether or not archaeology makes a ton of money from very minimal effort? The Sims 4, however more goal-oriented it may be over its predecessors, is not a traditional RPG. You don't have to min-max everything since you're not competing with anyone.

    It's probably just me, but I can't see an objective reason as to why archaeology needs to make less money. Just like painting or writing, it's just one of many easy ways to get money that nobody has to choose.

    As @Writin_Reg put it, it's how you play the game. I mean I suppose that if you wanted to tell the story of a struggling archaeologist who is barely making ends meet by selling his/her finds, then yeah it's pretty difficult to do that when everything is worth so much. Still, that's only one way to play. If you don't sell any of the things you find, then the value of these objects is going to jack up your bills back home.

    Perhaps it's just a simple matter of whether the game should be easy or difficult, but then I don't think that archaeology is the problem there. That's more of the design philosophy of the game in general. The game isn't hard because not everyone wants it to be, so they kind of gave players the choice. Do you pick the careers/professions that make you rich easily, or not?

    Maybe they should just make traps and chance cards more likely to fail so that there's more risk involved with exploring.
  • Writin_RegWritin_Reg Posts: 28,907 Member
    Sim2Spore wrote: »
    Pouring over everything that both sides of this argument are saying, I think I understand where everyone is coming from.

    However, I think it depends on the mentality you take when approaching the subject of making money, or technically anything, in The Sims. Does it need to be balanced? Like, does it actually matter whether or not archaeology makes a ton of money from very minimal effort? The Sims 4, however more goal-oriented it may be over its predecessors, is not a traditional RPG. You don't have to min-max everything since you're not competing with anyone.

    It's probably just me, but I can't see an objective reason as to why archaeology needs to make less money. Just like painting or writing, it's just one of many easy ways to get money that nobody has to choose.

    As @Writin_Reg put it, it's how you play the game. I mean I suppose that if you wanted to tell the story of a struggling archaeologist who is barely making ends meet by selling his/her finds, then yeah it's pretty difficult to do that when everything is worth so much. Still, that's only one way to play. If you don't sell any of the things you find, then the value of these objects is going to jack up your bills back home.

    Perhaps it's just a simple matter of whether the game should be easy or difficult, but then I don't think that archaeology is the problem there. That's more of the design philosophy of the game in general. The game isn't hard because not everyone wants it to be, so they kind of gave players the choice. Do you pick the careers/professions that make you rich easily, or not?

    Maybe they should just make traps and chance cards more likely to fail so that there's more risk involved with exploring.

    Excellent idea.

    "Games Are Not The Place To Tell Stories, Games Are Meant To Let People Tell Their Own Stories"...Will Wright.

    In dreams - I LIVE!
    In REALITY, I simply exist.....

  • Ravager619Ravager619 Posts: 3,738 Member
    I love how you can make money off archaeology. I just completed a four-day vacation in my current save. Did the temple in a half day and spent the other days excavating sites in the daytime, authenticating a relic or two before sunset, and then hang out in the cantina at night. I spent about $2k for the trip and made about a $28k profit from selling the items I didn't collect. I probably could have made more if I didn't send half the stuff away in the mail to be authenticated to save time. I only have one display case to hold a few items, but I love having the vases as decor pieces around the home.

    I can't wait for the next vacation trip. I'll likely forego the temple visit and concentrate on excavating and relaxing with the locals. My sim has more than enough money to pay the $3k weekly bills.
    "That person who helps others simply because it should or must be done, and because it is the right thing to do, is indeed without a doubt, a real superhero." - Stan Lee
  • JoAnne65JoAnne65 Posts: 22,959 Member
    Sim2Spore wrote: »
    Pouring over everything that both sides of this argument are saying, I think I understand where everyone is coming from.

    However, I think it depends on the mentality you take when approaching the subject of making money, or technically anything, in The Sims. Does it need to be balanced? Like, does it actually matter whether or not archaeology makes a ton of money from very minimal effort? The Sims 4, however more goal-oriented it may be over its predecessors, is not a traditional RPG. You don't have to min-max everything since you're not competing with anyone.

    It's probably just me, but I can't see an objective reason as to why archaeology needs to make less money. Just like painting or writing, it's just one of many easy ways to get money that nobody has to choose.

    As @Writin_Reg put it, it's how you play the game. I mean I suppose that if you wanted to tell the story of a struggling archaeologist who is barely making ends meet by selling his/her finds, then yeah it's pretty difficult to do that when everything is worth so much. Still, that's only one way to play. If you don't sell any of the things you find, then the value of these objects is going to jack up your bills back home.

    Perhaps it's just a simple matter of whether the game should be easy or difficult, but then I don't think that archaeology is the problem there. That's more of the design philosophy of the game in general. The game isn't hard because not everyone wants it to be, so they kind of gave players the choice. Do you pick the careers/professions that make you rich easily, or not?

    Maybe they should just make traps and chance cards more likely to fail so that there's more risk involved with exploring.
    What kind of playing style supports sims earning crazy amounts of money? What kind of player does this cater? One thing’s for sure, the playing style you’re describing there (a playing style/challenge that’s popular among simmers and the archeologist would be suited for it perfectly) is left in the lurch. While it could have been perfect for it.
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  • Sim2SporeSim2Spore Posts: 284 Member
    JoAnne65 wrote: »
    What kind of playing style supports sims earning crazy amounts of money? What kind of player does this cater? One thing’s for sure, the playing style you’re describing there (a playing style/challenge that’s popular among simmers and the archeologist would be suited for it perfectly) is left in the lurch. While it could have been perfect for it.

    I can't speak for everyone, but whenever I download player-built homes off the gallery, they're priced way too high for any of my sims to afford without cheats. Earning crazy amounts of money through legitimate means would actually allow some of my sim families to move up in terms of homes within a single lifetime. So, to answer your question briefly, people who don't like to cheat have another avenue to earning the big bucks.
  • HermitgirlHermitgirl Posts: 8,825 Member
    edited March 2018
    I absolutely don't mind being able to earn crazy amounts of money either. If you keep the relics.. it will make your household bills much higher, and I would think that would be a good offset for people that can't take making too much money too easy. If you sold "priceless" relics it makes sense to me that they would sell for a bunch. It's role play of a sorts. Not all my sims are going to do it. It adds a nice variety for those that do. I know all my sims aren't going to be adventurers. More variety, more ways to go about it.
    I'm like you too @Sim2Spore.. very rarely do I cheat in money so I like a way to earn it for my sims. Now and then I will though if I have them ready made in my mind and they are rich to start with.
    I do agree it might suck if you want to tell a story of a struggling architect archaeologist.. or a struggling artist for that matter. So how do we get it both ways? One of us is going to have to mod the game or use cheats.
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  • HermitgirlHermitgirl Posts: 8,825 Member
    It might even be nice to have a story line where you hoard your finds.. cause you want to keep them, but are forced to sell them off to make ends meet now and then. Cool I'm ready for my adventurer story now.
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  • TheGoodOldGamerTheGoodOldGamer Posts: 3,559 Member
    Hermitgirl wrote: »
    It might even be nice to have a story line where you hoard your finds.. cause you want to keep them, but are forced to sell them off to make ends meet now and then. Cool I'm ready for my adventurer story now.

    It's creative ideas like this, turning a potential problem around into a fun gameplay element, that makes me happy to be a Simmer. :)
    Live, laugh and love. Life's too short not to.
  • Ravager619Ravager619 Posts: 3,738 Member
    I love finding all of these items in the temple and entering other areas. I have a display case at my Sim's place that displays several gold items. Others were sold off. She's now in the process of finding more items so I can build a new museum for them in Oasis Springs. It would be neat to design one that looks like a mini-temple.
    "That person who helps others simply because it should or must be done, and because it is the right thing to do, is indeed without a doubt, a real superhero." - Stan Lee
  • fullspiralfullspiral Posts: 14,717 Member
    JoAnne65 wrote: »
    What kind of playing style supports sims earning crazy amounts of money? What kind of player does this cater? One thing’s for sure, the playing style you’re describing there (a playing style/challenge that’s popular among simmers and the archeologist would be suited for it perfectly) is left in the lurch. While it could have been perfect for it.


    Mine. I have never cared about money or how much my sims have in this game. Not in 1. Not in 2. Not in 3, and certainly not in 4. I motherlode each and every sim I create. This is a game. This is how I play it.
  • Ravager619Ravager619 Posts: 3,738 Member
    I created a museum specifically to display the items I don't want to keep at home. Sims can view items or paint, and I have three totems on display in the middle of the floor in the event I want to use one of them on a visitor. The only bad part is the relics on display are still considered owned by my Sim, so I'm paying about $4500 in weekly bills. There's one reason why I still need to make temple runs every weekend.
    "That person who helps others simply because it should or must be done, and because it is the right thing to do, is indeed without a doubt, a real superhero." - Stan Lee
  • FurSimsOfficialFurSimsOfficial Posts: 2,362 Member
    I am trying to find ways for my sim who is an archeologist to make some money. I went to the jungle once for his 'job' and another time just as a holiday, so I came home with maybe 7 items after spending around 3 days in the jungle. I do not want to sell these, cause I see them as trophees. I did sell the fake ones, but I am now in need of money and some good earning from this job.

    I was wondering: Is there a way to make this an official job? Or are you just going to the jungle, collecting valuable items and sell them?
    Is there any money advantage if you skill your sim up? Mine is at 7, but I have no idea what to do other then using the table and checking items.
    Anyone with some tips to make this more of a real job for my sim?
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