So, enough rambling, what do you suggest I do/download to make HONEST money,
no cheat objects or things that give outrageous amounts of money. (The
forgers easle is about the limit of what I'll use). Oh, and I only have up
to unleashed installed at the moment.
--
With my foot in the door since 1988
My other half has a typewriter from somewhere - I'll ask her where she got
it - that lets you write a novel. Makes 10 simoleons every little while.
From www.cheapfrills.org, apparently.
Beans and tomatoes grow back on the plant, saving you going to Old Town to
get more and more seeds. I understand that you can sell your veggies too.
There's a plot of earth that I got from somewhere (maybe cheapfrills again)
that lets you plant crops without having to buy seeds at all. I believe it
keeps the pests away too.
I've also got a blackboard which also seems to originate at cheapfrills -
maybe you should just have a look there? - which lets you solve maths
problems for money. ISTR that the although the solutions take a while, they
pay reasonably well. I don't know what the payout is like compared to other
activities.
HTH.
CK
Hi
If you've got Unleashed, you could try growing vegetables, buying Plant
tonic (In old town from Gardener Bob, you get 150 simoleans for each giant
vege!)
You could also use the Jam making machine, which also gives you cooking
points - the more cooking points you have, the more you earn...
Hope this helps
Julia
>I have got a family (well, a sim) that I'd love to try to make fairly self
>sufficent homebody. So, at the moment I'm selling beans, trying to raise
>money (only 100 simoleans to his name) before I marry in another sim I chose
>for him.
Nothing beats a good wine producer.
"Ephphatha" <soo...@hotmail.com> wrote in message
news:410cd70e$0$27217$61ce...@news.syd.swiftdsl.com.au...
This bears posting again:
Newsgroups: alt.games.the-sims
Date: 2002-03-11 22:53:40 PST
Here's my guide to money...
Money making in the Sims (without a job)
I. Make things to sell.
Making things to sell involves getting the object that is used to create the
thing, and then selling the thing.
A. Canning and Preserves (HD)
Skill = Cooking. Purchase the Boggs Home Canning Center (Under Miscellaneous
+ - §815), and have a sim start making preserves. The sim gains cooking
skill while making money. The preserves take about 1 sim-hour to make, and
sell for §6*cooking skill per batch. A beginner (no cooking skill at all)
will sell the preserves for 1 simoleon each batch. Not a whole lot of cash.
When the sim gets better at cooking, the amount can rise to 60 simoleons
(approximately §360 per day). A few days of preserve making will pay off
the price of the canning station, and from then on, it's all gravy (so to
speak).
To sell the preserves, click on the canning center when the sim is through
making the preserves.
B. Garden Gnomes (LL)
Note: a lot of this information was gleaned from the strategy guide by Dan
Simpson at GameFAQs
(http://www.gamefaqs.com/computer/doswin/game/25322.html), just changed to
match what I have found during game play. Any mistakes are mine, not his.
Skill = Mechanical. Purchase the KraftMatic Woodworking Table (Under
Miscellaneous - §720), and have your sim start carving lawn gnomes. The sim
increases mechanical skill while creating yard Gnomes. Once a Gnome is
completed it can be sold (in buy mode, by dragging it off the screen, just
like selling other objects) and the more Gnomes you make, the more money you
get per Gnome.
The rate at which Gnomes are produced is a little slow at first, but as you
progress and your Mechanical Skill gets higher they take less and less time.
Also the later Gnomes sell for more money. So, your first Gnome will sell
for a measly §1, while your last Gnome will sell for §100. At every
Mechanical Skill Increase the price rises by §10.
The max price per Gnome is §100, which you will get when your Mechanical
Skill gets maxed out. Once that happens you are making a Gnome every 20
minutes (from the time the Block of Wood is put on the table, to the time
that the Gnome is put on the ground). Therefore you can make 3 Gnomes an
hour, for §300/hr. If you were to have your Sim work at the table for 8
hours you could make §2400 a day. Of course, the table is very stressful
for your Sim, and their Needs will drop while working on it.
C. Paintings (all)
Skill = Creative. Purchase a Dimanche Easel (§250, under Miscellaneous), and
have your sim start painting. Painting increases fun and creativity, while
your sims are able to sell paintings. A sim can complete a painting in
about one hour, and make about 6 paintings a day. Paintings sell for about
§16*skill. A very creative sim can make §1600 per day selling paintings.
Paintings can be sold by clicking on the easel after a sim has completed the
painting.
II. Cheat
Cheats are ways of getting something for nothing.
A. Rosebud (all)
Ah, rosebud. What could we do without her? Originally this cheat was known
as Klapaucius (in the original game), but a patch changed it to Rosebud. To
start using the rosebud cheat, first you have to enter into cheat mode.
Press ctrl+shift+C, and a gray box will appear in the upper left of the
screen. Type in rosebud and press enter. Voila! §1000 is put into your
money.
Normally, you want to have more money than just §1000, so there is an
expansion on the cheat. The exclamation mark (!) means "repeat the last
command" and the semicolon (;) means there is another command after the
semicolon. So use the cheat code (ctrl+shift+C) and string together a bunch
of these, like "!;!;!;!;!;!;!;!;!", and get a bunch more. If the last
command in a string of commands is invalid, then the string stays up in the
gray box. So, if you make the last command invalid, like
"!;!;!;!;!;!;!;!;!;X" (X is not a valid command), you will get a large
number of simoleons just by pressing enter. As long as you keep your finger
on the enter key, you will rake in the dough. You can end the money string
by hitting the backspace key to erase the X.
One thing that you have to be careful of, though. There is a limitation on
the total amount a household can have, and going past that amount can send
your cash balances into the negatives. The amount that you must not pass is
§9,999,999. I suggest that you stay under §6,000,000, just to make certain
that your sims don't make enough money through other means to send your
balance into an inverse spiral.
B. The real estate scam (all) or, how to make money buying and selling land.
Note you should have Winzip installed for this. It really makes things
easier. There are other ways to work this scam, but they are a bit more
complex.
This is one of my favorites, since it gets the sims a home for free, and
makes lots of money quickly, besides. The first thing you have to realize
is that you can place a house into an empty lot that the sims have bought,
and that the house will not cost them one red simoleon. It can be used even
if your sims are poor, and you haven't downloaded or built any expensive
homes.
As a matter of fact, let's use the Newbie family as an example. They have a
modest home, and a net worth of about §30,000. The net worth counts
available cash, and the cost of the home and furnishings. If we assume that
the Newbies have §5,000 cash on hand, that makes the home + furnishings
worth §25,000.
So, first things first. Step out of the game and go to the neighborhood
where the Newbies are currently residing. The neighborhood folders are
labeled UserData, with a number that denotes which neighborhood it is.
UserData is neighborhood 1; UserData2 is neighborhood 2, etc. The Newbies
live in House 7 of Neighborhood 1, so let's start by saving the house. Use
Windows explorer to go to the C:\Program Files\Maxis\The
Sims\UserData\Houses folder, and right-click on House07.IFF. An option
should come up saying, "Add to Zip File", which you should select. Save the
file to house07.zip. Do not close Windows Explorer at this time. Just
leave it open to the neighborhood houses directory
Now we are ready to start the scam. Go back to the game, and move the
Newbies out of the lot. Then, bulldoze the house. I can hear cries of
"Eeek! Not the house I spent three days redecorating!" but that's why we
made a backup zip file.
Next, have the Newbies move into the empty lot. They should have plenty of
cash to do this with, since they just sold the house, and now they are only
buying an empty lot. Once the Newbies are in, go back to the neighborhood
screen. It should display an empty lot on 7 Sim Lane. Tab out of windows,
and go back to the Windows Explorer window. Unzip the house07.IFF file back
to the \Houses folder. There will be an existing House07, but remember that
that's only an empty lot, which is OK to replace with your saved house.
Now you can alt+tab back to the game. You should still be in the
neighborhood screen, and lot 7 will still display as empty. Don't worry
about that. The display doesn't update until you come back to it from play.
Click on lot 7. The house will be there, but the family won't be. They
will have strange red markings on the icons. However, clicking on the
Newbie's icons will bring them right back. And, they will be §25,000
richer. (The cost of the house + the furnishings, remember?). This
procedure can be done as many times as you want. Of course, it generates
more money when used with more expensive homes.
C. Jimbo's Gold Bars (all)
Jimbo's Gold Bars are a class of third-party objects that are designed to
generate money. It could be Jimbo's Gold Bars, Jenny's Gold Bars, The Money
Tree, The Omega Machine, or just plain furniture, but the object is not to
have something that acts as decoration, but something that will provide
filthy lucre for your sims to spend.
There are actually two classes of objects designed to make money. The first
is furniture with a negative cost. Some sites designed the furniture for
poor sim families with very little wealth, but the main thing is that the
furniture puts money into the Sim's account at the time of purchase.
The second class is the Gold Bars themselves (or similar objects). These
cost very little, and put money into the account when your sim interacts
with the object (which is then used up).
I can hear some one saying "URLs, please. Tell us where to get these
fabulous items!" Well, I'm not going to provide URLs, since the rate at
which sites are changing, becoming pay sites, and switching ISPs, this
document would probably become obsolete within a month. Check the
newsgroups and forums. People there are always glad to tell you where to
go.
D. Gambling (LL)
(From the Maxis web site) The downloadable slot machine is a money cheat. If
your Fun motive is low, your odds of winning simoleons are very high.
III. Sell items that were purchased
Buy low, sell high. This is the phrase that brings tears to a trader's eye.
It takes a lot of guts to start a new trading scheme, since not all items
appreciate in value. Buy items late in the day; sell them when your sims
wake up in the morning. In some cases, you need to wait a few days, because
some items have a small initial appreciation, and a larger daily
appreciation, until they reach a preset limit. The trading area is where
you need to do a bit of experimentation, to find the best items to buy and
sell.
A. Artwork (all)
In general, Art is a safe bet. Most art and statuary appreciates in value.
In most cases, the appreciation is small, compared to other more esoteric
items. However, having a sim who is an art dealer allows you a bit of
background to play your sim. An art dealer is certainly not going to dress
quite like a hog farmer.
B. Items that appreciate (all)
This is the area where you can have fun searching for the elusive El Dorado
of sim objects. It could be something mundane - an umbrella that you buy
for §200, and sell for §3000, or Christmas lights that you buy for §5, and
sell for §350. It could be a pet hog that you sell at bacon prices, or an
automobile. Experiment,, experiment. Once you locate the item, you can
base your sim's personality around his "business". A friend calls one of
her sims "the umbrella farmer", because there are always a few neat rows of
those umbrellas in the back yard.
One of my sims decided to open a Christmas tree lot after I discovered that
Christmas lights appreciate tremendously. He doesn't sell any trees (which
depreciate), but he sells those lights whenever he's low on ready cash, and
always buys new ones to replace the expensive ones that were sold.
When it was discovered that one car appreciated by §9,000 in one day, I had
a sim become a used car salesman. I dressed him appropriate to the task,
and gave him a personality to match. There is a lot of game playing to be
done just from finding an item that appreciates in value.
Who knows, maybe your sim could become a nurseryman, or a botanist. He
might sell appliances, or furniture. Even a plumber can make money by
selling the right toilets. I consider this one of the fun ways to make
money.
C. Maxis thingies
Maxis has also made things that appreciate greatly in value, and they are
things that show up without asking for them. Some you buy, and some just
appear.
1. Cockroaches (LL) and Flies (HP)
These are the critters we love to hate. Some people spray the roaches, some
stomp them. Others get a patched IFF file to get rid of them. One of the
things that few people realize id that roaches and flies within the game
have platinum visas. You can sell them to terrorists, fishermen, the
police, or whatever a twisted mind can device as a reason for selling the
critters. The fact of the matter is that at the stroke of midnight, flies
and cockroaches are worth §460 per bunch. You have to use the "move_objects
on" cheat to sell them.
2. Magazines (HD)
As with the bugs, magazines are items that can be sold for a large amount of
cold, hard simoleons. However, you can buy them downtown. Have you ever
wanted to play a character that was working his way through college by
selling subscriptions? Here's your chance. Buy the magazines downtown get
one of each. When you get home, wait until midnight. Each of them will be
worth §460. Five magazines are worth §2300. That's a lot easier than
making gnomes all day long.
3. Explosives (the rocket from the fireworks) (LL)
This one is a bit tricky, but is lucrative. It's also dangerous, since
toasted sim is a delicacy in some parts of the sim world. You have to be
fast on the pause button to become an explosives salesman. Find a nice
outdoor area for the fireworks, and set it off (DO NOT TRY THIS INDOORS,
unless you are a professional hit man). When the rocket starts coming down,
hit the pause key. Make sure that "move_objects on" is available, go into
buy mode, and grab the rocket to move it off screen. The rocket is worth
§1000.
IV. Serial Killing (Black Widowhood)
A. Give your sim a personality.
Decide what type of serial killer your sim is going to be. Yes, you marry
for the money, but still there are possibilities. Is it a spy, killing for
secrets? Perhaps your sim is a contract killer, and the §20,000 is the
payoff. Is the sim sadistic, or does death come quietly? Does your sim
plan to stop the killing spree when enough cash is garnered? These are part
of making the game play enjoyable.
B. Pre-HD
Before Hot Date it was easy to become a serial killer for the insurance
money. It was relatively simple to create a sim of the opposite sex, woo,
marry, and perform a bloody sacrifice to the god of filthy lucre. If you
were very good, you could sometimes even do two in a day. Basically, the
routine went invite in, feed, allow the sim to go potty, talk,, compliment,,
flirt,, dance, hot tub, marriage, death - collect §20,000
C. HD
Now that Hot Date is here, being a serial killer is slightly less lucrative,
but still better than most day jobs. Even if it takes you three days to get
another sim to say yes (and it shouldn't), the money is over §6,666 per day.
D. Kill wealth.
Does your serial killer need a lot of money in a hurry? Create a new sim,
and rosebud to high wealth. Then go to the serial killer's house and
teleport the vict\\\\prospective spouse in.
E. How shall I kill thee? Let me count the ways.
There are certainly more ways to kill than those listed below. These are
the basics. Be inventive.
1. Drowning. A pool with no ladders is a handy tool. Lifeguards need not
apply. Drop the spouse in with "move_objects on".
2. A cask of Amontillado. Build walls around the victim. If you want to do
this cheaply, a picket fence will do. On the other hand, a nicely built
dungeon with a number of small oubliettes is very handy, and you can move
your victims into the enclosed space with the "move_objects on" cheat.
Starvation will kill in a few days. While that one is starving, your serial
killer can be wooing another one.
3. Fire. Similar to #2, but put a rug and a fireplace in the small doorless
room, a rug and the fireworks is a good alternative. Have the victim turn
light the fireplace, or set off the fireworks.
4. The "Death Set" (get the URL from your friendly newsgroup or forum).
These third party objects allow you to kill your sim through fire,
electrocution, starvation, poison, brain sucking, and shooting. They are
quick and relatively painless (usually not to the victim, but that is not
your problem, is it?).
F. What do you do with the headstones and urns?
It depends on what you want from the game.
1. Does your serial killer want to keep trophies and/or have the ghosts of
the dead come visiting? Then keep the trophies.
2. Is the serial killer totally mercenary, or want to hide his crimes? Sell
the gravestones and urns. They fetch §5 apiece.
--
--- Mike --- http://www.livin-it-up.net
Member of eKoOK (evil Kult of Object Kreators)
"The ultimate goal is load time of 24 hours!"
"The ultimate goal is filling every hard drive in the world!"
Mwahahaha!