The sims 2 open for business prima




















Sign up for free! What do you need help on? Cancel X. Topic Archived. Sign Up for free or Log In if you already have an account to be able to post messages, change how messages are displayed, and view media in posts. Boards The Sims 2: Open for Business promoting someone to manager. Jeni 12 years ago 2. To be promoted to manager, a Sim needs 5 points worth of badges, where gold badges are worth 3 points, silver badges are worth 2, and bronze 1.

The badges don't have to be relevant to the business, any badges will do. Just click on the employee and the option to promote them should appear. You can only have a manager at a community lot business. These feelings can be positive, neutral, or negative, depending on their experiences dealing with the business. To earn it is no simple matter, however; it requires skill, practice, and know-how.

If the customer is currently shopping on the lot, they appear at the beginning of the list with a shopping cart icon. Within each star is the number of Customer Loyalty points needed to earn it.

This number grows with each subsequent star, so getting the first star may not take much effort but snagging higher stars becomes far more difficult.

Likewise, the small point ranges mean lower-level stars will also be much easier to lose and are thus more volatile. Generally, customers gain and lose Customer Loyalty points in response to positive or negative experiences while shopping at a business. The number of plus or minus signs reveals the degree of the change for example, two plus signs is a big change.

Factors Affecting Customer Loyalty Score Customer Loyalty is affected in general by positive and negative experiences while shopping at the business. Increasing Customer Loyalty Being friendly with clients is one of the most effective ways to boost Customer Loyalty. A strong relationship also makes customers more likely to accept sales socials.

Customer loyalty is raised by: Customer purchasing an object. The better the deal the smaller the markup above wholesale cost , the more loyalty points a purchase garners. When a customer amasses enough points to earn the next Customer Loyalty star, a sparkling gold star swoops overhead. If a star is lost, the swooping star will be red with a black cloud enveloping it. High environment score. The size of the boost is proportional to the level of the Need above zero.

Gaining these relationships with staff members are worth even more Customer Loyalty. Being served at the cash register within thirty minutes of getting in line. Accepting sales socials. Customer seeing an out-of-stock sign. The more out-of-stock signs there are on a lot, the lower Customer Loyalty will be. Customer complaining about something Environment, employees, objects, etc.

Customer waiting more than thirty minutes in the cash register queue. Customer giving up waiting at cash register and leaving lot. Waiting in line too long can cause big drops in Customer Loyalty. Customer leaving without buying anything, or buying a ticket from the ticket machine. Low environment score. The size of the drop is proportional to the level of the Need below zero. Customer gaining Furious state while on the lot usually a full star drop if with non-staff or two stars if with staff.

Customer establishing negative relationships Enemy, etc. Establishing negative relationships with the owner or staff members causes a larger drop. Loyalty Decay While a customer is on a business lot, loyalty decays slowly toward zero. Decay stops for a time after a new star is won to prevent it being immediately lost. Generally, a loyal customer is more apt to buy and do so more frequently. A disgruntled customer will be a tough sell and will visit the business less frequently.

Begin browsing with a portion of their Buy Bar already filled. Customer Loyalty also affects the random raising or lowering of this starting point; the better the Customer Loyalty, the smaller the random variation. Come to the business less often. Begin browsing with a penalty to the starting level of their Buy Bar. Customer loyalty also affects the random raising or lowering of this starting point; the worse the Customer Loyalty, the larger the random variation.

Complain about negative experiences, further lowering their Customer Loyalty. Disgruntled customers will complain about rejected sales socials, negative social interactions with staff, and excessive wait times at cash register. Gaining a level in Business Ranking earns the owner a point to spend on Business Perks that make him or the business more powerful. Finally, higher Business Ranking increases the Business Value of the business.

If the Sim subsequently leaves the household, loyalty begins again at zero. Chapter 5: Anatomy of the Customer Customer Loyalty Strategy Since success in business is based on the total number of Customer Loyalty stars, it follows that getting as many stars as possible should be the focus of any business.

There are two ways to do this: building customers up to higher star levels, or gaining one or two stars from lots of customers. Which you choose depends on what kind of business you want. If you desire a low-margin, high-volume business, do just enough to keep people in positive territory and no more. A business that charges bargain basement prices below wholesale loses money every session but boasts a very loyal customer base. Follow this path if your goal is to quickly build up the Business Value of a lot, then sell it for a profit; the high Customer Loyalty factor outweighs any loses you experience during the short ownership.

You can later raise prices once the store has a loyal following. The Buying Decision Even a small purchase is a big decision for a Sim, at least in terms of the thought process that goes into it.

The Shopping Need Every Sim has a new albeit hidden Need that only comes into play when autonomously visiting a business lot: the Shopping Need. This new Need is satisfied by buying and to a lesser extent by browsing for goods or services or venue tickets, and depleted by spending time not shopping. A Sim will only keep shopping as long as the Shopping Need is not completely satisfied. When it reaches maximum, the Sim departs. This gives their Shopping Need an opportunity to decay a bit so they can get back to shopping.

In this case, you can engage the Sim in lengthy social interaction to stall them enough for the Shopping Need to decay a bit and thereby coax them into staying. Conversely, the more depleted the Shopping Need, the closer to its potential maximum the Buy Bar will be.

Step 1: To Browse or Not? Sims arrive on business lots with their Shopping Need randomly depleted, meaning they all arrive wanting to shop. Sims who opt not to browse will first select an object to desire. Handling the request promptly and politely will reduce the damage to Customer Loyalty.

Objects placed near windows have special power over customers. When an object for sale is near a window, passing Sims will stop and look at it through the window. Sims who elect to Ask for Help or exhibit Need Help behavior have a chance that this object will become their looked-for object. Chapter 5: Anatomy of the Customer If, on the other hand, they decide to directly ask for help or signal their need for help, what happens next depends on which they choose.

Once this interaction is chosen, the Sim will approach the nearest sales staff and ask to be shown a specific item shown in a thought balloon. If the staff member is an employee, how they respond depends on the level of their Sales Talent Badge, Daily Relationship with the customer, and their Mood. The higher each badge, the more likely the employee will take the inquiring Sim to the desired object. If the recipient of the inquiry is the owner or manager, immediately direct them to do a Show Item interaction on the object the customer requests.

Showing the customer the item results in raised Customer Loyalty and increased Daily Relationship which further increases Customer Loyalty. Need Help Shy Sims tend toward this more passive request for aid. If a Sim wanders around shrugging and looking confused, they are expressing Need Help.

If you see a Sim behaving like this and no sales employee is responding or none is assigned to sales , get a playable Sim over to do the May I Help You? You may direct the owner or a manager to do the May I Help You? Doing this in a timely manner gains an increase in Customer Loyalty. An employee assigned to a sale may respond autonomously to a Need For Help request but is more likely to do so if they have a high Sales Talent Badge.

Failing to respond to a Need for Help eventually results in a reduction in Customer Loyalty. Step 2: What to Browse?

If the Sim decides to search the store for something that tickles the fancy, this will be based on a number of factors: Affordability.

The wholesale cost of an object. The lower it is, the more appealing the object, regardless of its price. The quality of the display case if any containing the object. The more expensive it is, the more appealing. The quality of the vending display if any. For magazines, video games, groceries, clothing, and perfume, the quality of the accompanying display is taken into account.

This process of autonomously selecting an object can be supplanted if your Sim performs the Show Object interaction and suggests an object for browsing. Step 3: To Buy or Not to Buy? Once Sims find an object to consider, either on their own or by asking for or signaling their need for help or being shown it, the next step is to think about whether to buy it.

Shopping Bags Sims pull objects off the shelf and put them in their shopping bag. The progress of this decision is represented by the Buy Bar above their head. If the bar reaches the top, the Sim chooses to buy the object and puts it in the shopping bag.

Unless, that is, you make them wait too long to check out. If the bar stops rising, the Sim will eventually abandon the decision and move onto another item or leave the lot. Knowing when to intervene, however, requires you know how the Buy Bar functions.

The Buy Bar is. Furthermore, an object with a high wholesale cost moves the bar less than an object with a low wholesale cost. In other words, inherently expensive items—regardless of purchase price—are a harder sell than cheap items a car at Average price is harder to sell than an end table at Average price. Was the item the one the Sim wanted?

This factor only comes into play when a Sim asked for or needed help. Browsing the object they came in to find will go faster than browsing any other object. Every browsing session contains a random factor that moves the bar up or down. They trick is to intervene with sales socials just before they decide to quit. The Connections Business Perks can be a big boon to selling since they give an automatic boost to the Daily Relationship level of every Sim the owner Sim meets.

Repeating the same social twice in a row yields diminishing returns with each repetition, so vary your tactics and know when to back off entirely.

Instead, look for Sims with Buy Bars that have stalled, are rising very slowly, or not at all. These are the Sims you might be able to take over the top with some wellapplied sales socials. Just as important, however, is at what level the Buy Bar begins when browsing commences. This is a function of several factors. Healthy businesses and customers with lots of positive factors in place begin browsing mostly convinced to buy.

Chapter 5: Anatomy of the Customer Big lines at a register are Customer Loyalty traps waiting to spring. A cashier with high Register badges serves a long line more quickly than one with low or no Register badge. Looked-for Item: If a Sim has pre-chosen an item, the Buy Bar starts higher when that item is browsed. Customers with a large Browsing Bar head start are going to be the easiest to sell to, since they have the shortest distance to go while browsing. Raising Customer Loyalty and Business Rank are the fundamental routes to making every customer easier to sell.

The Look-for Mark self-interaction reveals the customer with the highest Buy Bar head start. The speed with which customers are served at the register can make a big difference. Waiting time is a factor of the number of Sims waiting in line and the Register badge level of the cashier the higher the badge, the faster they process each transaction. Serving them quickly increases Customer Loyalty.

If the line at a register is getting long, consider placing and manning a second register. Any Sims after the first two Sims in line shift to the newly opened register. The Look-for Mark interaction, granted to owners from the Perception Business Perks track, is a self-interaction that reveals the customer on the lot with the highest Buy Bar head start. Step 4: Paying When Sims decide they want an item, they put it in their bag.

If their Shopping Need is not nearly satisfied, they scan for another item to browse. After a while, Sims start to exhibit levels of impatience, their annoyance increasing as time passes. Any catalog items in the bag do not return to the shelves; instead, the wholesale cost of each item is credited to the family funds. Restoring the items to the shelves requires restocking. Once Sims have paid for their purchases, they either depart or, if their Shopping Need decayed while they stood in line, they return to shopping.

Sometimes these transactions can be a bit complex. Sim Buying Power When a townie visits a business, they come loaded.

Customers who come from your playable lots have the extra consideration of their own budget. When playable Sims spot or are shown an item, they first consider whether they have sufficient family funds to buy the item. When shown an unaffordable item by a salesperson, playable Sims flash a thought balloon to indicate that the item is out of their price range. For example, if you visited an unowned community lot with Sim A, you might see another one of your playable Sims Sim B also visiting the lot.

Sim B may buy a coffee from the barista, appearing to spend some money—money you helped them earn—without your approval. With The Sims 2 Open for Business, however, that illusion is now a reality when your playable Sims autonomously visit owned community lots or home-based businesses. When a Sim is played for the first time after a shopping outing, the last three items purchased will be ready to place.

When a Sim pays for a fourth item, the oldest of the three previous bought objects is removed from inventory and the purchase price is refunded to the purchasing Sim. Note that the selling Sim gets to keep the money earned on the transaction; this mechanism exists only for the purchaser. Once this limit is reached, the Sim will leave the lot and no member of that household will appear as a visitor to a business until you play and save their home lot.

Business Rank and Perks One of the great things about success is that it breeds more success. The more popular your business, the more people shop at it and the more abilities the owner amasses, and the more popular the business becomes, and so on.

The local business Reporter NPC can review your business and boost your number of customers, a Best of the Best Award can make your customers more likely to buy, and Business Perks can be gained and taught to others to superpower a business for generations. This chapter introduces you to all these high-end tools for the successful business owner. Without them, the stratosphere of the Sim business world will always lie just out of reach.

The higher a positive rank, or the lower the negative rank, the greater the quantity of stars needed for promotion to the next level. Business Rank 10 9 8 7 6 5 4 3 2 1 Unranked -1 -2 -3 -4 In the Business Information panel of the Business Tracker tool when the Sim is on the business lot or when viewing business information via computer.

This panel also includes the corresponding business moniker, the current total number of Customer Loyalty stars, and the number needed to reach the next Business Rank. From Neighborhood view, in the lot information box, the business moniker is displayed in lieu of numerical rank.

The Business Rank directly affects the number of customers on the lot whenever the business is open. The more renowned a business becomes, the more Sims clamor to visit and see what it has to offer. The game will automatically scale down these numbers for lower-powered computers, just as it does with the maximum number of Sims who can be invited to a party.

For example, if a business is a small retail shop that sells cheap to moderate value objects at Average price levels, the focus of the staff will be on restocking and ringing up purchases to keep the shelves full and customer waits short. What to do? At the most basic level, the choice comes down to whether you figuratively raise the bridge or lower the river: 1. Hire more staff.

This seems the most obvious solution and may be so, but you must first consider the cost of a new employee versus the increase in sales brought about by the new Rank.

If the existing staff is low in the kind of Talent Badges needed to attend to the new popularity for example, if they have trouble keeping up with restocking , you might consider replacing staff with employees who have higher badges in that job or allowing staff a bit more time to level-up in the badge.

Raise price levels. Your choice here is whether the drop in sales volume is outweighed by the increased profit margin. Once awarded, Business Perk Points are not taken away if the business drops from its Rank. Nor is a new point awarded if the business reclaims a lost, previously-attained Rank.

Note that there are only 10 possible Business Perk Points for a business, so a single business can earn its owner no more than 10 of the possible 25 Perks. Business Perks Business Perks are abilities or gifts that business owners earn each time a business they captain gains a new Rank.

The Cash track earns the owner a series of one-time infusions of cash. This track focuses on new social tools, allowing the owner to begin friendships at increasingly high levels and amass a large web of Sims they know and can call on. The primary business benefit of these Perks is that an owner who does sales socials can get them accepted after only minimal social interaction.

Level 1: Notable Reputation. Level 2: Sterling Reputation. Level 3: Network. Level 4: Head for Numbers. Level 5: Power Network. Perception The Perception track contains several secret weapons for absurdly effective salesmanship. Perks are organized into five distinct tracks, each containing five Perks that are unlocked when the Perk preceding them is claimed.

Any owner doing sales should choose all of these. Level 1: Assess Mood. Level 2: Assess Desire. Owners get a new social, Assess…Desire, that empowers them to see what a customer wants to buy. Cash The Cash track provides a business with raw purchasing power. This Perk is especially valuable for venues since they have no inventory and require only isolated salesmanship.

This especially applies to restaurants, for it cushions them against the inevitable early losses that all young eateries encounter. Level 1: LeTourneau Prize. Level 2: Valued Client Rebate. Level 3: Look-for Mark. Owner gets a new self-interaction that searches the room for the customer with the largest potential head start were they to begin browsing.

Level 4: Convincing Personality. Level 5: Shameless Manipulation. Customers with negative Customer Loyalty are immune to its effects. Good in business but there are many non-business uses too. Level 4: Owners Association Award. Level 5: Will Wright Grant. Wholesale The Wholesale track is an essential set of Perks for any retail business, especially ones that deal in low margins.

Each perk progressively lowers the wholesale cost of every object in the wholesale catalog. With these Perks in place, the owner increases the profit margin on every catalog object without raising prices.

In spite of reductions due to these Perks, customers evaluate the quality of the deal for an object by looking at its unadjusted wholesale value. Thus, they are seeing a smaller profit margin than your Sim actually gains. Level 4: Boundless Influence. Owner gets double Influence points whenever they satisfy an Influence Want. Level 2: Supplier Partnership. Level 5: Rally Forth!

Owners get a new self-interaction that boosts all Needs of every nearby Sim at the expense of all of their own Needs. Level 3: Bargain Hunter.

Level 4: Serious Negotiator. Level 5: Shark of Sharks. Motivation The Motivation track has applications far beyond the business sphere but is an extremely powerful tool in sales and for getting more work out of any staff. Level 1: Simply Influential.

If, therefore, the Sim has no friends, the Sim would be immediately and permanently promoted to level 3 Suave Stringpuller with a capacity of 6,—8, Influence points.

Level 2: Perk Up. Level 3: Motivational Speech. Pass Along Business Perks can be transferred to family members or managers through the Pass Along interaction.

The recipient can then use these Perks for the current business that is, they get the Rally Forth interaction or any they own in the future. To use Pass Along, select a family member or manager and choose the track you want to teach them. Lower-level Perks take a relatively short time to impart but each subsequent Perk take longer and longer.

This mysterious visitor can come calling any day and any time a business is open. How, then, do you recognize this character? If any of these occur, a new Reporter is spawned with a new random appearance.

Every now and then, the Reporter quietly whips out a notepad and jots down notes. This brief action and the pencil-scratching sound that comes with it will be your only clue that the Reporter is on the lot. Otherwise, the Reporter behaves like any other customer, shopping and engaging in any activity that seems appealing. Once enough Customer Loyalty points are amassed three positive events or points or lost two negative events or points to gain or drop a star, the Reporter will announce the review to the owner.

If five hours pass without gaining or losing a star, the Reporter merely walks off the lot, producing no review. Chapter 6: Business Rank and Perks Once you spot the Reporter, socialize and make sure the bulk of experiences with the business are positive and that they happen quickly enough to gain a star in the time allotted. If the Reporter produces a positive review, several things happen: The owner and Reporter rise in both Daily and Lifetime relationship.

Traffic to the lot increases for three days as if the business were ranked three levels higher than its actual Rank. New customers arrive faster after other customers leave. Buy Bar head start rises by 15 points. If the Reporter writes a negative review: Owner will react with either disappointment or anger depending on Personality. The owner and Reporter drop in both Daily and Lifetime Relationship. Traffic to the lot decreases for three days as if the business were ranked two levels below its actual Rank.

New customers arrive more slowly after other customers leave. Buy Bar head start is lowered by 15 points. If a business is operating under the influence of a good or bad review, the Business Tracker will say so. The Best of the Best Award Once a business has received several good reviews and the Reporter has amassed three Customer Loyalty stars, the owner receives a Best of the Best award. Therefore, place Best of the Best awards in places which all customers must travel past.

Getting several awards and placing them strategically around the lot is an even better, albeit difficult, strategy. Thus, knowing how to staff a business, how to improve and manage employees, and how to effectively delegate responsibility is another important piece in the puzzle of business success.

The Sim Workforce Businesses can be staffed by several different kinds of Sims: Owner: The Sim who purchased the community lot or who called to establish a home business.

Every business must have one. They are controllable, can perform managerial socials and direct employees, and have nearly all the powers of an owner.

Unlike employees, however, they require far more attention to keep their Needs satisfied. Managers: Employees who earn enough Talent Badges can be promoted to manager. Managers are controllable Sims who can run the business when the owner is not saved on the lot. Employees: Employees are the most basic hired help. Chapter 7: Workforce Relations Employees Among these various characters, the employee is the most complicated and the most important to grasp.

Still, employees can be a boon to any business. And who could blame them? Thus, unlike visitors, they can sleep and prepare food on-site on home lots if their Needs demand. Each lot may hire up to eight employees. However, it does matter when hiring playable Sims. If you hire a Sim who has a job in a career track, the new job replaces the other.

Make sure this is the result you desire. When you choose to go ahead with the hiring, the Sim immediately becomes an employee and is ready to be assigned a job and collect an hourly wage. New hires are automatically set at the Fairly Paid salary level for their skills and Talent Badges. Hiring Remotely Every day the telephone and computer feature a randomly selected pool of Sims available for hire.

Potential applicants will be drawn from both townies and playable Sims and boast different levels of Talent Badges and skills. The slate of hirable Sims changes each day at midnight. Applicants hired in this manner always accept. From their home lot, playable Sims hired by a business behave just like Sims in traditional career tracks.

Chapter 7: Workforce Relations home lots, their Mood when they depart for work will never gain them a promotion nor get them dismissed from work. Hours are presumed to be 9 to 5, Monday through Friday, with the carpool arriving at 8 in the morning. Employee Management Employees are fickle beasts, fiercely loyal and tireless one minute and lazy and uninspired the next.

The Employee Mood Ball If the employee is a teen, the hours will be the same as for adults working at a Sim-owned lot, forcing a choice between work and school. On the upside, adult wages are paid. This is because the amount must be scaled to be comparable to the wage the Sim with the same skills would get in a career track. Employee Pay and Morale Employee pay range is based on the number of skill levels and Talent Badges they hold.

Works the same, too. The money required to fairly pay an employee with one Bronze skill badge is less than that required to fairly pay one with three Silver badges. Calling In Sick The lower their wage level, the greater the chance that employees will call in sick or refuse to come in when called. Slacking Off Wages are set through the Management… Change Wage interaction on each individual employee with a mechanism very similar to the price level selector for objects for sale. In this case, however, the scale is based on fair pay.

Within the range defined by their skills and Talent Badges, employees can be: Ridiculously Underpaid. The point at which an employee slacks off is ruled by a base kickout level for each Need or Mood. The actual levels at which employees bail out will also be affected by their Talent Badges. For the sake of clarity, though, the descriptions below assume the employees have no badges to modify their basic bail out level.

A fairly paid employee will only bail out of an assignment when a Need or Mood reaches just above the base kickout point. Employees less than Fairly Paid will drop out of jobs at annoyingly high Need and Mood levels. The lower their pay level, the higher their bailout point will be. To give you a sense of scale between the different pay levels, the table below shows the change that pay level adds or subtracts from a Need or Mood.

For example, the base for Hunger is The table above shows how these modifications combine with pay level to change the base kickout points. Ordering an employee back to work is never pleasant. The less often you have to do it, the better. Use the employee Mood ball to anticipate when employees will bail out on their own, and use the Management…Take a Break interaction before they do. To avoid the damage caused by Get Back to Work, instead use the Take a Break interaction on a slacking employee and give them time to refresh their Needs.

You can also relieve an assigned employee with the Unassign interaction which takes the employee out of their assignment and sets them free to tend to their Needs. Employees instructed to take a break will leave the job to tend to their Needs and automatically return to their assignment after one hour with their Need bailout point set lower than the point normally dictated by the pay level.

Over time, the bailout point decays back to its default setting but the Sim will be more tolerant of low Needs in the meantime, out of gratitude to their thoughtful employer. If you want an employee on break to return to an assignment before an hour has elapsed, use the Management… Get Back to Work As… to send them back to the previous post.

Note, however, that this drastic interaction will cause a reduction in relationship between your Sim and the employee. A Fairly Paid employee rarely, if ever, quits and will never quit if the wage is set at Overpaid or higher. Employee Break Room To keep your employees as productive as possible, try to set up businesses with an easily accessed break room where employees can go to tend to their Needs quickly. A good break room should have a locked door accessible only to employees and household Sims with: A very comfortable couch An expensive TV for quick Fun At least one toilet A shower.

Trouble comes in the form of a chance— increasing with each hour—that an unpaid employee will quit and become furious at the owner. This chance is mitigated somewhat if the owner has a high relationship with the employee.

Fences and locked doors may be required to keep out customers. This is the amount of time it takes to replenish their Needs and show up to work bright-eyed and bushy-tailed.

This period of time bears no relation to where their Needs or Mood were when they departed work; employees always need six hours to replenish themselves. Assigning Work Employees can be assigned a variety of tasks depending on what objects are on the lot. If another Sim is already working on an assigned task, the already-assigned Sim will be relieved and the new Sim will take his or her place.

Owners, managers, and household members—all controllable Sims—have self-interactions for tidying and restocking, permitting them to assign themselves these tasks. Controllable Sims will persist in these jobs until you cancel the interaction out of their queue or they kickout due to Needs or Mood. Assigning Tasks Use the Assign… interaction menu to direct an employee to perform basic business tasks: Restock Items: Only available if there are items for sale on the lot. Sim will restock currently out-of-stock items and continue restocking as other items are removed from the shelves.

Employee will perform sales socials on customers. Sim will stand behind cash register and await customers ready to pay for their purchases. Tidy Up: Always available. Employee will clean up messes, repair broken objects, spray for roaches, mop up puddles, pull weeds, water plants.

Specify which Sim you want to man the object and the desired service begins. If you wish to save this combination of outfit pieces as a Business Outfit that can be easily applied to other employees, press the Create a Business Outfit button.

In future, you can go directly to this panel and apply the uniform in one click. If you want to give an identical combination of clothing to more than one employee, save it as a Business Outfit. The employee continues to make several of the same object until reassigned. Specify which Sim you want to man the station and the desired product to begin production.

To put the employee in the newly designed outfit, click Accept. If you want the employee to revert to their previous outfit, use the Management…Wear Casual Clothes interaction. The Management…Set Uniform interaction also works on owners.

Jettisoning an employee in this way creates hard feelings: a reduction in both Daily and 61 Protected by copyright. Lifetime relationship, and the employee becomes furious at the Sim doing the firing and either rages or cries. A more gentle method is to instead use Management…Lay Off. If the employee rejects the interaction, however, expect anger and a drop in both Daily Relationship and Customer Loyalty. To execute the promotion, use the Management…Promote to Manager interaction. With this change, something magical happens.

Managers are fully controllable, appearing on the household list and able to do most anything the owner can do. Once an employee becomes a manager, they transform into a fully controllable Sim while on the business lot, as long as the owner is present and controllable. Managers Once Sims collect several Talent Badges, they can be promoted to manager.

Given their greater professionalism, managers command a bonus to the salary as dictated by their skills and Talent Badges, so expect to have to raise pay substantially for their extra utility. If ever you want to demote a manager back to employee status, use the Management… Demote interaction, but prepare for the inevitable disappointment. Chapter 7: Workforce Relations Other Benefits of Managers In addition to giving you another controllable Sim to help run your business, managers enable three very important opportunities.

First, when a lot has a manager, the lot can operate without the owner even if the owner visits as an autonomous guest of another playable Sim. Softonic review Important update for The Sims 2 expansion pack. The Sims 2: Open for Business is a nice, game only available for Windows, that is part of the category PC games with subcategory Various Utilities more specifically Updates and has been created by Ea.

Welcome to the The Sims 2: Open for Business wiki guide. Ever since the release of the original Sims game, even prior to all its expansions, gamers have been clamoring to follow their Sims to work. The Sims 2 Open For Business download. Ladies, gentlemen, and sims! Today we are pleased to show you something extraordinary. Something, thanks to which your life will be completely different!



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