From StrategyWiki, the video game walkthrough and strategy guide wiki
Jump to navigation Jump to search
(adding social bunny content from User:Simsfour2015, adding footer nav)
m (remove some layers of subpaging)
 
(2 intermediate revisions by one other user not shown)
Line 2: Line 2:


The social need has so many ways to fill it and their all rewarding in their own right. In fact, one page alone can't describe all the social interactions. That's why they've been split up into three pages.  
The social need has so many ways to fill it and their all rewarding in their own right. In fact, one page alone can't describe all the social interactions. That's why they've been split up into three pages.  
*[[The Sims 2/Social Interactions/Romantic Interactions|Romantic]]
*[[The Sims 2/Romantic Interactions|Romantic]]
*[[The Sims 2/Social Interactions/Family Interactions|Family]]
*[[The Sims 2/Family Interactions|Family]]
*[[The Sims 2/Social Interactions/Normal Interactions|Normal]]
*[[The Sims 2/Normal Interactions|Normal]]
Normal interactions can be performed to any sim. Romantic interactions can't be performed to family members and family interactions can only be performed to family members.
Normal interactions can be performed to any sim. Romantic interactions can't be performed to family members and family interactions can only be performed to family members.
Now for some basic information on the relationship score.
Now for some basic information on the relationship score.
==Relationship Scores==
==Relationship Scores==
Relationships are split up into two scores: Daily and Lifetime. Daily represents short-term relationships and is volatile. Lifetime represents long-term relationships and is not as volatile as daily. This is because only a few interactions can increase or decrease it. Both relationship types can change numbers without any influence, however the way they do so is different.
Relationships are split up into two scores: Daily and Lifetime. Daily represents short-term relationships and is volatile. Lifetime represents long-term relationships and is not as volatile as daily. This is because only a few interactions can increase or decrease it. Both relationship types can change numbers without any influence, however the way they do so is different.
===Daily Relationship===
===Daily Relationship===
Daily relationship is an extremely volatile score. It's easy to build up but is just as easy to decrease. It can also decay over time. Every day at 4pm, each sims daily will drop by two points. This can also break friendships as they must be mutual. At that time, you may be pestered with phone calls from other sims your sim knows asking to be socialized with. If you want to keep relationship high, this should be taken as a wake-up call
Daily relationship is an extremely volatile score. It's easy to build up but is just as easy to decrease. It can also decay over time. Every day at 4pm, each sims daily will drop by two points. This can also break friendships as they must be mutual. At that time, you may be pestered with phone calls from other sims your sim knows asking to be socialized with. If you want to keep relationship high, this should be taken as a wake-up call.
 
===Lifetime Relationship===
===Lifetime Relationship===
Lifetime relationship is more stable than daily. Instead of decaying, it normalizes. Three times a day, the lifetime will shift towards daily score by three. There are few interactions that raise lifetime and most of them are romantic.  
Lifetime relationship is more stable than daily. Instead of decaying, it normalizes. Three times a day, the lifetime will shift towards daily score by three. There are few interactions that raise lifetime and most of them are romantic.  
==Availability and Acceptance==
==Availability and Acceptance==
On the other pages you may see the terms availability and acceptance. For clarity these terms are defined here. Availability refers to whether a social interaction can be initiated on a sim. Think of it as an unlockable system of sorts where increasing score gives you more interactions.  
On the other pages you may see the terms availability and acceptance. For clarity these terms are defined here. Availability refers to whether a social interaction can be initiated on a sim. Think of it as an unlockable system of sorts where increasing score gives you more interactions.  


Acceptance is whether a social interaction goes right. When you initiate an interaction, certain criteria must be met for it to be accepted. This is why newly unlocked interactions may go wrong when initiated.
Acceptance is whether a social interaction goes right. When you initiate an interaction, certain criteria must be met for it to be accepted. This is why newly unlocked interactions may go wrong when initiated.
===Exceptions===
===Exceptions===
There are plenty of exceptions to these rules for social interactions. The list is as follows.
There are plenty of exceptions to these rules for social interactions. The list is as follows.
====Aspiration Rewards====
====Aspiration Rewards====
The following aspiration rewards make it easier to perform social interactions.  
The following aspiration rewards make it easier to perform social interactions.  
*Cool Shades. The shades amplify the outcome of the first social interaction performed after the shades are worn
*Cool Shades. The shades amplify the outcome of the first social interaction performed after the shades are worn
*Love Tub. The Love Tub seems like a normal hot tub but lowers requirements for all social interactions performed within it. This only applies until the candles included with it burn out.  
*Love Tub. The Love Tub seems like a normal hot tub but lowers requirements for all social interactions performed within it. This only applies until the candles included with it burn out.  
====Chemistry (Nightlife)====
====Chemistry (Nightlife)====
Chemistry, like the Love Tub, reduces requirements for various socials. For more information see [[The Sims 2: Nightlife/Attraction and Chemistry|Attraction and Chemistry]]
Chemistry, like the Love Tub, reduces requirements for various socials. For more information see [[The Sims 2: Nightlife/Attraction and Chemistry|Attraction and Chemistry]]/
 
====Seasons (Seasons)====
====Seasons (Seasons)====
Various seasons amplify types of social interactions.
Various seasons amplify types of social interactions.
Line 30: Line 38:
*Spring. Spring amplifies romantic interactions.
*Spring. Spring amplifies romantic interactions.
*Winter. Winter amplifies normal interactions between household and family members.
*Winter. Winter amplifies normal interactions between household and family members.
====Vacation Destinations (Bon Voyage)====
====Vacation Destinations (Bon Voyage)====
Some vacation destination types amplify social interactions.  
Some vacation destination types amplify social interactions.  
Line 35: Line 44:
*Mountains. Mountains amplify normal interactions. This is why, if you have Seasons installed, the relationship boost sign shows the summer boost icon, even though the preset seasons are Autumn and Winter.
*Mountains. Mountains amplify normal interactions. This is why, if you have Seasons installed, the relationship boost sign shows the summer boost icon, even though the preset seasons are Autumn and Winter.


==Social Bunny==
{{Footer Nav|game=The Sims 2|prevpage=Death|nextpage=Romantic Interactions}}
The bunny is an imaginary enemy. True to it's name, you must never socialize. Have your sims make enemies with each other. You really can't have social interactions, so you must have negative interactions. Then the need for social imagination kinda cries... For example, a lonely Sim can poke and shove it. Most Sims are in the mood to work on Body skill before the bunny arrives. Reach the skill to level 10. If the bunny arrives, a few players would delete the bunny. It is possible to let the Social Bunny die by hail (Seasons is needed).<blockquote>
The Social Bunny sometimes cannot be added to the family. However, it can be created with CAS debugging mode.
</blockquote><blockquote>
Adding Social Bunny to the family, making it pregnant, or interacting with it some other way outside the game can all cause game corruption.
</blockquote><blockquote>
The Social Bunny cannot talk, however. It jumps and follows you.
</blockquote><blockquote>
If there are any objects or walls that are blocking it, it would teleport. Please shoo it.
</blockquote><blockquote>
If there are children, it will instead take them away.
</blockquote>
 
{{Footer Nav|game=The Sims 2|prevpage=Death|nextpage=Social Interactions/Romantic Interactions|nextname=Romantic Interactions}}

Latest revision as of 21:50, 26 September 2020

The social need has so many ways to fill it and their all rewarding in their own right. In fact, one page alone can't describe all the social interactions. That's why they've been split up into three pages.

Normal interactions can be performed to any sim. Romantic interactions can't be performed to family members and family interactions can only be performed to family members. Now for some basic information on the relationship score.

Relationship Scores[edit | edit source]

Relationships are split up into two scores: Daily and Lifetime. Daily represents short-term relationships and is volatile. Lifetime represents long-term relationships and is not as volatile as daily. This is because only a few interactions can increase or decrease it. Both relationship types can change numbers without any influence, however the way they do so is different.

Daily Relationship[edit | edit source]

Daily relationship is an extremely volatile score. It's easy to build up but is just as easy to decrease. It can also decay over time. Every day at 4pm, each sims daily will drop by two points. This can also break friendships as they must be mutual. At that time, you may be pestered with phone calls from other sims your sim knows asking to be socialized with. If you want to keep relationship high, this should be taken as a wake-up call.

Lifetime Relationship[edit | edit source]

Lifetime relationship is more stable than daily. Instead of decaying, it normalizes. Three times a day, the lifetime will shift towards daily score by three. There are few interactions that raise lifetime and most of them are romantic.

Availability and Acceptance[edit | edit source]

On the other pages you may see the terms availability and acceptance. For clarity these terms are defined here. Availability refers to whether a social interaction can be initiated on a sim. Think of it as an unlockable system of sorts where increasing score gives you more interactions.

Acceptance is whether a social interaction goes right. When you initiate an interaction, certain criteria must be met for it to be accepted. This is why newly unlocked interactions may go wrong when initiated.

Exceptions[edit | edit source]

There are plenty of exceptions to these rules for social interactions. The list is as follows.

Aspiration Rewards[edit | edit source]

The following aspiration rewards make it easier to perform social interactions.

  • Cool Shades. The shades amplify the outcome of the first social interaction performed after the shades are worn
  • Love Tub. The Love Tub seems like a normal hot tub but lowers requirements for all social interactions performed within it. This only applies until the candles included with it burn out.

Chemistry (Nightlife)[edit | edit source]

Chemistry, like the Love Tub, reduces requirements for various socials. For more information see Attraction and Chemistry/

Seasons (Seasons)[edit | edit source]

Various seasons amplify types of social interactions.

  • Summer. Summer amplifies normal interactions.
  • Spring. Spring amplifies romantic interactions.
  • Winter. Winter amplifies normal interactions between household and family members.

Vacation Destinations (Bon Voyage)[edit | edit source]

Some vacation destination types amplify social interactions.

  • Island. Island destinations amplify romantic socials.
  • Mountains. Mountains amplify normal interactions. This is why, if you have Seasons installed, the relationship boost sign shows the summer boost icon, even though the preset seasons are Autumn and Winter.