The Sims 2: Nightlife/New Socials

The Sims 2 Nightlife comes with several new socials to help with dates and outings and several new romantic interactions. This article reviews them all.

Interaction Availability
Except where noted the interactions can not be done by children or younger. Romantic interactions or interactions that require romance can only be done between two teens or between young adults, adults and elders. Generally if an interaction isn't listed as romantic, it can be done between teens and older. In the following directory, Sim A is the initiator and Sim B is the recipient.

About Interests
Availablity In this interaction, Sim B flashes the icon of his or her top three interests. If Sim B has the Grilled Cheese Aspiration, he or she will flash the grilled cheese icon.
 * Daily above -10 and lifetime above 0

Outcomes
 * Both sims daily rise by 1

Do You Want a Ride Home?
Availability This interaction ends a date before time runs out. This is only available during a date and on a community lot. It is always accepted
 * Sims on community lot during date.

Do You Want to Go Back To My Place?
Availability If accepted a taxi is summoned or the car is taken and the date continues at the sims house. Acceptance is based on the table below. The values given count for Sim B. 🇨🇴 🇨🇴 Outcomes 🇨🇴 🇨🇴
 * On Dates and on community lots.
 * Accepted
 * Sim As daily rises by 14
 * Sim As lifetime rises by 2
 * Sim Bs daily rises by 10
 * Sim Bs lifetime rises by 1
 * Rejected
 * Both sims daily fall by 10
 * Sim As lifetime falls by 1
 * Sim Bs lifetime falls by 2

Do You Like What You See?
This social reveals Sim Bs attraction for Sim A. For details on reaction see Attraction and Chemistry

How Much Money Do You Have?
Availability Acceptance is based upon these rules. If accepted than the sim will respond. One simoleon symbol means low wealth, two simoleon symbols mean medium wealth and three simoleon symbols mean high wealth.
 * Daily above 25 and lifetime above 15

Outcomes 🇨🇴 🇨🇴 🇨🇴
 * Accepted
 * Sim As daily rises by 13
 * Sim Bs daily rises by 6
 * Both sims lifetime rise by 1
 * Rejected
 * Sim As daily falls by 7
 * Sim Bs daily falls by 10
 * Both sims lifetime fall by 1

On Date
Availability This interaction is romantic. Acceptance is based on these rules.
 * Daily and Lifetime above 0

Outcomes
 * Accepted
 * Date begins.
 * Sim As daily rises by 6
 * Sim Bs daily rises by 4
 * Rejected
 * Both sims daily fall by 5

To Form/Join Casual Group
🇨🇴 Availablity Acceptance is based on these rules. 🇨🇴 Outcomes 🇨🇴 🇨🇴
 * Daily and lifetime above 0
 * Daily >5 and Mood >10
 * Daily <5 and Lifetime >0
 * Accepted
 * Outing begins.
 * Sim As daily increases by 1
 * Sim As lifetime increases by 1
 * Sim Bs daily increases by 4
 * Sim Bs lifetime increases by 2
 * Rejected
 * Sim As daily decreases by 10
 * Sim As lifetime decreases by 1
 * Sim Bs daily decreases by 7
 * Sim Bs lifetime decreases by 2

What Are Your Skills?
Availability Acceptance is based on these rules. Outcomes
 * Daily above -20 and lifetime above -10
 * Accepted
 * Both sims daily increase by 1
 * Rejected
 * Both sims daily decrease by 1

If accepted than the sim will react will react in either one of these ways.
 * 'I'm pretty good at...' Skill 1-3
 * 'I'm very good at...' Skill 4-7
 * 'I'm an expert at...' Skill 8-10

What Do You Fear/Want?
Availability Actually two separate interactions, however they availability, acceptance mechanics and relationship points are the same. Acceptance is based on these conditions.
 * Daily above 15 and lifetime above 5.

Outcomes 🇨🇴 🇨🇴 🇨🇴
 * Accepted
 * Sim B flashes icon of want or fear
 * Sim As daily rises by 9
 * Sim Bs daily rises by 13
 * Rejected
 * Both sims daily fall by 4

What Turns You Off/On?
Availability Actually two separate interactions, however they availability, acceptance mechanics and relationship points are the same.
 * Daily above 5 and lifetime above 0.

Outcomes 🇨🇴 🇨🇴 🇨🇴
 * Accepted
 * Turn On or Off icon displayed
 * Both sims daily rise by 4
 * Rejected
 * Sim As daily falls by 2
 * Sim Bs daily falls by 1

What's Your Job?
Availablity Acceptance is based on these rules.
 * Daily is above 7 and lifetime above 0.

Outcomes 🇨🇴 🇨🇴 🇨🇴
 * Accepted
 * Job icon and title displayed
 * Both sims daily rise by 5
 * Rejected
 * Both sims daily fall by 3

What's Your Sign?
Always available. Acceptance is based on these rules. Outcomes 🇨🇴 🇨🇴 🇨🇴
 * Acceped
 * Zodiac Sign displayed
 * Both sims daily rise by 1
 * Rejected
 * Both sims daily fall by 1

Buy Off
Availability It is always accepted. For more details see New Relationship Types. Because romance is required to initiate rivalry, sims can only perform this interaction with sims that can be romantic between each other.
 * Sim Bs is a romantic rival.

Bite Neck
Availability This interaction is autonomous and turns sims into vampires Acceptance is based on these rules If the sim has knowledge aspiration then this interaction will always be accepted.
 * Sim As is a vampire, daily above 40 and lifetime above 30.

Outcomes 🇨🇴 🇨🇴 🇨🇴
 * Accepted
 * Sim B turns into vampire
 * Sim As daily rises by 6
 * Sim Bs daily rises by 13
 * Both sims lifetime rise by 2
 * Rejected
 * Both sims daily fall by 4
 * Both sims lifetime fall by 2

Check Sim Out
This acts like a romantic social but there is no relationship effect. All it does is tell you your sims attraction score for Sim B. For details see Attraction and Chemistry

Kiss Hand
Availability Playful sims are more likely to do this autonomously Acceptance is based on these rules.
 * Daily above 30 and lifetime above 15

Outcomes 🇨🇴 🇨🇴 🇨🇴
 * Accepted
 * Sets love and/or crush
 * Both sims daily increase by 9
 * Both sims lifetime increase by 1
 * Rejected
 * Both sims daily fall by 6
 * Both sims lifetime fall by 1

Bleh!!!
Availability The outcome depends on whether Sim B is a vampire. If he or she isn't, they will react in the same way as seeing a ghost, if they are, they will Bleh back
 * Sim A is a vampire.

Throw Drink
Availability This interaction only has one outcome.
 * Daily under 15 and lifetime under 10

Outcome
 * Sim As daily falls by 7
 * Sim As lifetime falls by 3.
 * Sim Bs daily falls by 13
 * Sim Bs lifetime falls by 4.

Slow Dance Interactions
This section covers both the slow dance interaction and each subinteraction. Slow Dance and its subinteractions are autonomous.

Slow Dance
Availability Acceptance is based on these rules. If a number of subinteractions fail, the other sim may decide to end the dance. The way he or she does it depends on personality.
 * Daily above 30 and lifetime above 15
 * Grouchy: Slap
 * Nice: Cry
 * Serious: Yell At
 * Playful: Poke

Outcomes
 * Accepted
 * Both sims daily rise by 8
 * Rejected
 * Sim As daily falls by 4
 * Sim Bs daily falls by 3

Dance Close
Available only during Slow Dance and if lifetime is above 20. Acceptance is based on these rules. Outcomes
 * Accepted
 * Sets love and/or crush
 * Both sms daily rise by 8
 * Rejected
 * Sim As daily falls by 4
 * Sim Bs daily falls by 1

Head On Shoulder
Availability Acceptance is based on these rules. Outcomes
 * Sims are engaged in slow dance and lifetime above 20
 * Accepted
 * Sets love and or crush
 * Sim As daily rises by 5
 * Sim Bs daily rises by 6
 * Both sims lifetime rise by 1
 * Rejected
 * Sim As daily falls by 5
 * Sim Bs daily falls by 7
 * Both sims lifetime fall by 1

Lower Hands
Availability Acceptance is based on these rules. Outcomes
 * Sims are slow dancing, daily above 45 and lifetime above 35
 * Accepted
 * Crush and/or love set
 * Both sims daily rise by 10
 * Both sims lifetime rise by 2
 * Rejected
 * Both sims daily fall by 8
 * Sim As lifetime falls by 2
 * Sim Bs lifetime falls by 3

Smooch
Availability Acceptance is based on these conditions. Outcomes
 * Sims are slow dancing, daily above 65, lifetime above 45 and crush established
 * Accepted
 * Love set
 * Sim As daily increases by 13
 * Sim Bs daily increases by 11
 * Both sims lifetime increase by 2
 * Rejected
 * Sim As daily falls by 11
 * Sim As lifetime falls by 2
 * Sim Bs daily falls by 12
 * Sim Bs lifetime falls by 3

About Grilled Cheese
Availability Only accepted if: Outcomes
 * Sim A has Grilled Cheese aspiration
 * Sim B has Grilled Cheese aspiration or
 * Sim Bs Nice rating >5
 * Accepted
 * Sim As daily rises by 5
 * Sim As lifetime rises by 1
 * Sim Bs daily rises by 4
 * Sim Bs lifetime rises by 2
 * Rejected
 * Sim As daily falls by 10
 * Sim As lifetime falls by 1
 * Sim Bs daily falls by 7
 * Sim Bs lifetime falls by 2

Bad Mouth
Availability Acceptance is based on these conditions. Outcomes
 * Sim A is furious at a third-party sim
 * Accepted
 * Sim B loses points with Sim C
 * Both sims daily rise by 5
 * Rejected
 * Sim As daily falls by 3
 * Sim Bs daily falls by 6

Object-based Interactions
The following interactions are socials that require two sims to be using to access these interactions.

Booths
Booth interactions are marked as normal sub-interactions. Most of the following interactions are also available on dining tables and barstools. If they aren't, a note will be made of it.

Cuddle
This romantic social is also available on sofas but not on dining chairs. For it to be available, daily must be above 35 and lifetime must be above 25. It can set crush and love relationships. It will be accepted if Sim Bs daily is above 45 or if the following conditions are met. If accepted, Sim As daily will rise by 6, Sim Bs daily will rise by 10 and both sims lifetime will rise by 2. If rejected both sims daily will decrease by 10, Sim As lifetime will decrease by 3 and SIm Bs lifetime will decrease by 2.
 * Daily<45, Lifetime>35, Mood>50, Nice>7

Entertain...Toast
In this interaction, it is Sim C(any third sim sitting down) that must accept. For this interaction to be available daily must be above 20 and lifetime must be above 10. Acceptance is based on these rules. If accepted Sim As daily will rise by 6 and Sim Cs daily will rise by 10. If rejected Sim C won't join in but there will be no relationship penalty.

Flirt...Caress Hands
This romantic interaction is available if daily is above 55 and lifetime is above 30. Nice sims may do this autonomously. Acceptance is based on these rules If accepted than Sim As daily will rise by 9, Sim Bs daily will rise by 10 and both sims lifetime will rise by 1. If rejected, than Sim As daily will decrease by 9, Sim Bs lifetime will decrease by 8 and both sims lifetime will decrease by 2.

Flirt...Feed a Bite
This interaction is available if there is food on the table, daily is above 35 and lifetime is above 25. Acceptance is based on these rules. If accepted than Sim As daily rises by 10, Sim Bs daily rises by 9 and both sims lifetime rise by 1. If rejected, Sim As daily decreases by 8, Sim Bs daily decreases by 6 and both sims lifetime decrease by 1.

Hot Smooch
This booth-exclusive interaction is available if daily is above 60, lifetime is above 45 and Sim A has a crush on Sim B. Acceptance is based on these conditions. If accepted, Sim As daily will increase by 13, Sim Bs daily will increases by 11 and both sims lifetime will increase by 2. If rejected than Sim As daily and lifetime decrease by 11 and 2 and Sim Bs daily and lifetime decrease by 12 and 3.

Irritate...Throw Drink
See above under Irritate interactions.

Kiss...Blow Kiss
This romantic interaction is available if daily is above 25 and lifetime is above 15. Accpetance is based on these rules. If accepted, both sims daily and lifetime will rise by 8 and 1 respectively. If rejected both sims daily and lifetime will decrease by 6 and 1 respectively.

Love Talk
This interaction is available if daily is above 40 and lifetime is above 25. Acceptance is based on these rules. If accepted then Sim As daily increases by 6, Sim Bs daily increases by 8 and both sims lifetime increases by 1. If rejected Sim As daily decreases by 7, Sim Bs daily decreases by 8 and both sims lifetime decreases by 1.

Play...Steal a Bite
For this interaction to be available, there must be food on the table. It is autonomous and not romantic. Acceptance is based on these rules. If accepted than Sim As daily increases by 5 and Sim Bs daily increases by 3. If rejected, Sim As daily decreases by 3 and Sim Bs lifetime decreases by 4.

Play...Throw Food
This interaction is available if there is food on the table. Acceptance is based on the same rules on Play...Steal a Bite. If accepted both sims daily and lifetime increase by 8 and 1 respectively. If rejected, both sims daily and lifetime decrease by 6 and 1 respectively. If the other sim is playful then he or she might throw food back.

Propose...Surprise Engagement
This interaction is available if daily is above 75 and lifetime is above 70. It functions exactly like Propose...Engagement. The only difference is that this is done at a dining table. Acceptance is based on these rules. If accepted, then both sims will become engaged, Sim As daily increases by 6, Sims Bs daily increases by 9 and both sims lifetime increase by 3. If rejected then Sim As daily and lifetime decrease by 15 and 5 respectively and Sim Bs daily and lifetime decrease by 8 and 4 respectively.

Cars
Cars contain many subinteractions. They include: They have the same acceptance and relationship conditions as these interactions in The Sims 2.
 * Kiss
 * Make Out
 * WooHoo
 * Try for Baby

Dining Chairs/Barstool
All subinteractions are marked by a chair-shaped icon. These socials are profiled above.

Espresso Bars
If you own The Sims 2: University then you will have access to a new interaction

Buy Espresso For
This interaction is available on the espresso bar itself. This will invite the sim you select for coffee. Acceptance is based on these rules. This interaction has no effect on relationship.

Dare to Peek
You can click on the coffin to dare another sim to peek. Outgoing sims may do this autonomously. Acceptance is based on these rules. If accepted than Sim As daily and lifetime will increase by 9 and 1 respectively and Sim Bs daily will increase by 4. If rejected than Sim As daily and lifetime will decrease by 10 and 3 respectively and Sim Bs daily and lifetime decrease by 7 and 2 respectively. If accepted than Sim B will peek in the coffin, the vampire may scare Sim B. The following reaction depends on his or her needs. If they are too low, he or she might die of fright.

Other
The following objects allow two sims to use at once.
 * Stereos: Sim may now do the Dance Smustle interaction with other sims in the room.
 * Karaoke Machine: Sims may sing duets with the machine.
 * Dance Sphere: Sims can watch other sims use the dance sphere.
 * Card Table: Up to four sims can play poker at once.
 * Bowling Alley: Up to four sims can play a full game of bowling.
 * Photo Booth: Two sims can take their photo together. They can also perform the WooHoo/Try for Baby interaction in the photo booth