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{{Header Nav|game=The Sims 2}}
{{cleanup|things don't seem to line up properly}}
{{Header Nav|game=The Sims 2: Nightlife}}
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.  
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==
==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 reciprient.
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.
==Ask Interactions==
==Ask Interactions==
===About Interests===
===About Interests===
[[File:TS2N AskInterest.jpg|thumb|right|Ask About Interests Social]]
Availablity
*Daily above -10 and lifetime above 0
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.  
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.  
This interaction is available if daily is above -10 and lifetime is above 0. This interaction is always accepted and boosts both sims daily by 1.
 
Outcomes
*Both sims daily rise by 1
===Do You Want a Ride Home?===
===Do You Want a Ride Home?===
Availability
*Sims on community lot during date.
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
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
===Do You Want to Go Back To My Place?===
===Do You Want to Go Back To My Place?===
This interaction is only available during dates and on community lots. If rejected the date ends. 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.
Availability
{|{{prettytable}}
*On Dates and on community lots.
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.
{{col|3|begin}}
{|{{prettytable|float=left}}
!Mood!!Daily!!Lifetime!!Outgoing!!Nice
!Mood!!Daily!!Lifetime!!Outgoing!!Nice
|-
|-
Line 22: Line 33:
|>-20||61-70||>30||>70||N/A
|>-20||61-70||>30||>70||N/A
|}
|}
If accepted Sims As daily and lifetime increase by 14 and 2 respectively. Sim Bs daily and lifetime increase by 10 and 1 respectively. If rejected Sim As daily and lifetime decrease by 10 and 1 respectively and Sim Bs daily and lifetime decrease by 10 and 2.
{{col|3}}
Outcomes
*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
{{col|3}}
*Rejected
*Both sims daily fall by 10
**Sim As lifetime falls by 1
**Sim Bs lifetime falls by 2  
{{col|3|end}}
===Do You Like What You See?===
===Do You Like What You See?===
[[File:TS2N AskLike.jpg|thumb|right|Sims display what they think of your sim]]
This social reveals Sim Bs attraction for Sim A. For details on reaction see [[The Sims 2: Nightlife/Attraction and Chemistry|Attraction and Chemistry]]
This social reveals Sim Bs attraction for Sim A. For details on reaction see [[The Sims 2: Nightlife/Attraction and Chemistry|Attraction and Chemistry]]
{{-}}
===How Much Money Do You Have?===
===How Much Money Do You Have?===
This interaction is available if Daily is greater than 25 and lifetime is greater than 15. Whether this interaction is accepted is based upon these rules.
Availability
{|{{prettytable}}
*Daily above 25 and lifetime above 15
Acceptance is based upon these rules.
{|{{prettytable|float=left}}
!Mood!!Daily!!Lifetime!!Nice!!Outgoing
!Mood!!Daily!!Lifetime!!Nice!!Outgoing
|-
|-
Line 40: Line 67:
|>40||31-45||>25||<7||>6
|>40||31-45||>25||<7||>6
|}
|}
[[File:TS2N AskMoney.jpg|thumb|right|This sim has low income]]
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.
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.
If accepted than Sim As daily increases by 13, Sim Bs increases by 6 and both lifetimes increase by 1. If rejected Sim As daily and lifetime decrease by 7 and 1 respectively and Sim Bs daily and lifetime decrease by 10 and 1 respectively.
{{-}}
Outcomes
{{col|2|begin}}
*Accepted
**Sim As daily rises by 13
**Sim Bs daily rises by 6
**Both sims lifetime rise by 1
{{col|2}}
*Rejected
**Sim As daily falls by 7
**Sim Bs daily falls by 10
**Both sims lifetime fall by 1
{{col|2|end}}
===On Date===
===On Date===
This interaction is romantic and is available if relationship is above neutral. Whether it's accepted is based upon these rules.  
Availability
{|{{prettytable}}
*Daily and Lifetime above 0
This interaction is romantic. Acceptance is based on these rules.  
{|{{prettytable|float=left}}
!Mood!!Daily!!Lifetime!!Outgoing!!Nice
!Mood!!Daily!!Lifetime!!Outgoing!!Nice
|-
|-
Line 55: Line 97:
|>-20||8-15||>5||>7||N/A
|>-20||8-15||>5||>7||N/A
|}
|}
If accepted than a [[The Sims 2: Nightlife/Dates|date]] will begin, Sim As daily increases by 6 and Sim Bs daily increases by 4. If rejected both sims daily decrease by 5.
 
Outcomes
*Accepted
**[[The Sims 2: Nightlife/Dates|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===
===To Form/Join Casual Group===
Available as long as relationship is above neutral.
{{col|3|begin}}
Availablity
*Daily and lifetime above 0
Acceptance is based on these rules.
Acceptance is based on these rules.
*Daily >5 and Mood >10
*Daily >5 and Mood >10
*Daily <5 and Lifetime >0
*Daily <5 and Lifetime >0
If accepted an [[The Sims 2: Nightlife/Groups|outing]] will begin, Sim As daily and lifetime will both increase by 1 and Sim Bs daily and lifetime increase by 4 and 2 respectively. If rejected Sim As daily and lifetime decrease by 10 and 1 respectively and SIm Bs daily and lifetime decrease by 7 and 2.
{{col|3}}
Outcomes
*Accepted
**[[The Sims 2: Nightlife/Groups|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
{{col|3}}
*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
{{col|3|end}}
===What Are Your Skills?===
===What Are Your Skills?===
Available if daily is above negative 20 and lifetime is above negative 10.
Availability
*Daily above -20 and lifetime above -10
Acceptance is based on these rules.
Acceptance is based on these rules.
{|{{prettytable}}
{|{{prettytable|float=left}}
!Mood!!Daily!!Lifetime!!Outgoing!!Nice
!Mood!!Daily!!Lifetime!!Outgoing!!Nice
|-
|-
Line 76: Line 143:
|>-20||-5-5||>-2||>7||N/A
|>-20||-5-5||>-2||>7||N/A
|}
|}
[[File:TS2N AskSkills.jpg|thumb|right|No speech bubble, just some text in the upper right corner]]
Outcomes
*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.
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 pretty good at...' Skill 1-3
*'I'm very good at...' Skill 4-7
*'I'm very good at...' Skill 4-7
*'I'm an expert at...' Skill 8-10
*'I'm an expert at...' Skill 8-10
If accepted then both sims daily increase by 1. If rejected both sims lifetime decrease by 1.
 
===What Do You Fear/Want?===
===What Do You Fear/Want?===
Actually two seperate interactions, however they availability, acceptance mechanics and relationship points are the same.
Availability
Available if daily is above 15 and lifetime is above 5.
*Daily  above 15 and lifetime above 5.
Actually two separate interactions, however they availability, acceptance mechanics and relationship points are the same.
Acceptance is based on these conditions.
Acceptance is based on these conditions.
{|{{prettytable}}
{|{{prettytable|float=left}}
!Mood!!Daily!!Lifetime!!Outgoing!!Nice
!Mood!!Daily!!Lifetime!!Outgoing!!Nice
|-
|-
Line 96: Line 171:
|>-20||5-20||>0||>7||N/A
|>-20||5-20||>0||>7||N/A
|}
|}
If accpeted than the symbol of one of the wants or fears will be displayed, Sim As daily increases by 9, Sim Bs daily increses by 13. If rejected both sims daily decrease by 4.
[[File:TS2N AskFears.jpg|thumb|right|Sims can reveal their deepest fears...]]
{{-}}
[[File:TS2N AskWant.jpg|thumb|right|or their highest wants]]
Outcomes
{{col|2|begin}}
*Accepted
**Sim B flashes icon of want or fear
**Sim As daily rises by 9
**Sim Bs daily rises by 13
{{col|2}}
*Rejected
**Both sims daily fall by 4
{{col|2|end}}
===What Turns You Off/On?===
===What Turns You Off/On?===
Actually two seperate interactions, however they availability, acceptance mechanics and relationship points are the same.
Availability
Available if daily is above 5 and lifetime is above neutral.
*Daily above 5 and lifetime above 0.
{|{{prettytable}}
Actually two separate interactions, however they availability, acceptance mechanics and relationship points are the same.
{|{{prettytable|float=left}}
!Mood!!Daily!!Lifetime!!Outgoing!!Nice
!Mood!!Daily!!Lifetime!!Outgoing!!Nice
|-
|-
Line 111: Line 199:
|>-20||26-30||>12||>7
|>-20||26-30||>12||>7
|}
|}
If accpeted than the symbol of one of the turn ons and turn offs will be displayed, both sims daily increase by 4. If rejected Sim As daily decrease by 2 and Sim Bs daily decreases by 1.
[[File:TS2N AskTurnOn.jpg|thumb|right|Sims can have some weird turn ons]]
{{-}}
[[File:TS2N AskTurnOff.jpg|thumb|right|As well as some strange turn offs]]
Outcomes
{{col|2|begin}}
*Accepted
**Turn On or Off icon displayed
**Both sims daily rise by 4
{{col|2}}
*Rejected
**Sim As daily falls by 2
**Sim Bs daily falls by 1
{{col|2|end}}
===What's Your Job?===
===What's Your Job?===
Available if daily is above 7 and lifetime is above neutral.
Availablity
*Daily is above 7 and lifetime above 0.
Acceptance is based on these rules.
Acceptance is based on these rules.
{|{{prettytable}}
{|{{prettytable|float=left}}
!Mood!!Daily!!Lifetime!!Outgoing!!Nice
!Mood!!Daily!!Lifetime!!Outgoing!!Nice
|-
|-
Line 126: Line 227:
|>-20||11-13||>0||>7||N/A
|>-20||11-13||>0||>7||N/A
|}
|}
If accepted, the career symbol and job title are revealed and both sims daily increase by 5. If rejected both sims lifetime decrease by 3.
[[File:TS2N AskJob.jpg|thumb|right|Some sims are unemployed]]
{{-}}
Outcomes
{{col|2|begin}}
*Accepted
**Job icon and title displayed
**Both sims daily rise by 5
{{col|2}}
*Rejected
**Both sims daily fall by 3
{{col|2|end}}
===What's Your Sign?===
===What's Your Sign?===
Always available. Acceptance is based on these rules.
Always available. Acceptance is based on these rules.
{|{{prettytable}}
{|{{prettytable|float=left}}
!Mood!!Daily!!Outgoing!!Nive
!Mood!!Daily!!Outgoing!!Nice
|-
|-
|>-20||>10||>6||N/A
|>-20||>10||>6||N/A
Line 138: Line 249:
|>0||<-20||<6||>6
|>0||<-20||<6||>6
|}
|}
If accpeted, Sim B reveals the icon for his zodiac sign and both sims daily increase by 1. If rejected both sims lifetime decrease by 1.
[[File:TS2N AskZodiac.jpg|thumb|right|Sims can have one of the twelve zodiac signs]]
Outcomes
{{col|2|begin}}
*Acceped
**Zodiac Sign displayed
**Both sims daily rise by 1
{{col|2}}
*Rejected
**Both sims daily fall by 1
{{col|2|end}}
==Buy Off==
==Buy Off==
This interaction is only available on rivals. It is always accpeted. For more details see [[The Sims 2: Nightlife/New Relationship Types|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.
Availability
*Sim Bs is a romantic rival.  
It is always accepted. For more details see [[The Sims 2: Nightlife/New Relationship Types|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.
==Bite Neck==
==Bite Neck==
For this interaction to work Sim A must be a vampire, Daily must be above 40 and lifetime must be above 30. Accpetance is based on these rules
[[File:TS2 Bite Neck.jpg|thumb|right|Turn other sims into vampires with this interaction]]
{|{{prettytable}}
Availability
!!Daily!!Logic
*Sim As is a vampire, daily above 40 and lifetime above 30.
This interaction is autonomous and turns sims into [[The Sims 2: Nightlife/Vampirism|vampires]]
Acceptance is based on these rules
{|{{prettytable|float=left}}
!Daily!!Logic
|-
|>95||N/A
|>95||N/A
|-
|-
Line 153: Line 280:
|41-60||>3
|41-60||>3
|}
|}
If the sim has knowledge aspiration then this interaction will always be accpeted. If accepted Sim B will turn into a vampire, Sim As daily increases by 6, Sim Bs daily increases by 13 and both sim's lifetime increase by 2. If rejected, both sims daily and lifetime decrease by 4 and 2 respectively. This interaction is autonomous. For information on being a vampire, see [[The Sims 2: Nightlife/Vampirism|Vampirism]]
If the sim has knowledge aspiration then this interaction will always be accepted.  
{{-}}
Outcomes
{{col|2|begin}}
*Accepted
**Sim B turns into vampire
**Sim As daily rises by 6
**Sim Bs daily rises by 13
**Both sims lifetime rise by 2
{{col|2}}
*Rejected
**Both sims daily fall by 4
**Both sims lifetime fall by 2
{{col|2|end}}
==Flirt Interactions==
==Flirt Interactions==
===Check Sim Out===
===Check Sim Out===
[[File:TS2N CheckSim.jpg|thumb|right|Sims can tell you what they think of other sims]]
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 [[The Sims 2: Nightlife/Attraction and Chemistry|Attraction and Chemistry]]
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 [[The Sims 2: Nightlife/Attraction and Chemistry|Attraction and Chemistry]]
{{-}}
==Kiss Interactions==
==Kiss Interactions==
===Kiss Hand===
===Kiss Hand===
This self explanotory interaction is romantic and a daily of 30 and lifetime of 15 is required to make it available. If done without a crush or love relationship, it will set those relationship types.
Availability
*Daily above 30 and lifetime above 15
Playful sims are more likely to do this autonomously
Acceptance is based on these rules.
Acceptance is based on these rules.
{|{{prettytable}}
{|{{prettytable|float=left}}
!Mood!!Daily!!Lifetime!!Playful!!Nice
!Mood!!Daily!!Lifetime!!Playful!!Nice
|-
|-
Line 172: Line 316:
|>-40||7-35||>5||>7||N/A
|>-40||7-35||>5||>7||N/A
|}
|}
Playful sims may do this interaction autonomously.
[[File:TS2N KissHand.jpg|thumb|right|A new kiss subinteraction]]
If accepted, both sims daily and lifetime will increase by 9 and 1 respectively. If rejected both sims daily and lifetime decrease by 6 and 1 respectively.
{{-}}
Outcomes
{{col|2|begin}}
*Accepted
**Sets love and/or crush
**Both sims daily increase by 9
**Both sims lifetime increase by 1
{{col|2}}
*Rejected
**Both sims daily fall by 6
**Both sims lifetime fall by 1
{{col|2|end}}
==Irritate Interactions==
==Irritate Interactions==
===Bleh!!!===
===Bleh!!!===
This interaction is availavle if Sim A is a vampire. The reaction 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
[[File:TS2N Bleh.jpg|thumb|right|Vampires can freak normal sims out]]
Availability
*Sim A is a vampire.
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
{{-}}
===Throw Drink===
===Throw Drink===
This interaction is the same whether seated or standing up. Daily must be under 15 and lifetime must be under 10. There is only one reaction. Sim As daily decreases by 7 and lifetime decreases by 3. Sim Bs dauly decreases by 13 and lifetime decreases by 4.
[[File:TS2N ThrowDrink.jpg|thumb|right|Sims can annoy other sims by throwing their drink at them]]
Availability
*Daily under 15 and lifetime under 10
This interaction only has one outcome.
 
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
*Daily above 30 and lifetime above 15
Acceptance is based on these rules.
[[File:TS2N SlowDance.jpg|thumb|right|Slow dances are a new romantic social]]
{|{{prettytable|float=left}}
!Mood!!Daily!!Lifetime!!Outgoing!!Nice
|-
|>-60||>35||>20||N/A||N/A
|-
|>30||>35||11-20||>7||N/A
|-
|>30||>35||11-20||<7||>7
|-
|>-60||26-35||>20||>7||N/A
|}
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.
*Grouchy: Slap
*Nice: Cry
*Serious: Yell At
*Playful: Poke
{{-}}
{{col|2|begin}}
Outcomes
*Accepted
**Both sims daily rise by 8
{{col|2}}
*Rejected
**Sim As daily falls by 4
**Sim Bs daily falls by 3
{{col|2|end}}
===Dance Close===
Available only during Slow Dance and if lifetime is above 20. Acceptance is based on these rules.
{|{{prettytable|float=left}}
!Mood!!Daily!!Lifetime!!Outgoing!!Nice
|-
|>-30||>35||>25||N/A||N/A
|-
|>40||>35||11-25||>7||N/A
|-
|>40||>35||11-25||<7||>7
|-
|>-30||31-35||>20||>7||N/A
|}
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
*Sims are engaged in slow dance and lifetime above 20
Acceptance is based on these rules.
[[File:TS2N SlowDance2.jpg|thumb|right|Put your head on my shoulders]]
{|{{prettytable|float=left}}
!Mood!!Daily!!Lifetime!!Outgoing!!Nice
|-
|>-20||>40||>25||N/A||N/A
|-
|>30||>40||16-25||>7||N/A
|-
|>30||>40||16-25||<7||>7
|-
|>-20||31-40||>25||>7||N/A
|}
Outcomes
*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
*Sims are slow dancing, daily above 45 and lifetime above 35
Acceptance is based on these rules.
[[File:TS2N SlowDance3.jpg|thumb|right|Go that one step further]]
{|{{prettytable|float=left}}
!Mood!!Daily!!Lifetime!!Outgoing!!Playful
|-
|>-20||>55||>35||N/A||N/A
|-
|>40||>55||21-35||>8||N/A
|-
|>40||>55||21-35||<8||>9
|-
|>-20||36-55||>35||>9||N/A
|}
Outcomes
*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
*Sims are slow dancing, daily above 65, lifetime above 45 and crush established
Acceptance is based on these conditions.
[[File:TS2N SlowDance4.jpg|thumb|right|Now we're really getting romantic]]
{|{{prettytable|float=left}}
!Mood!!Daily!!Lifetime!!Outgoing!!Playful
|-
|>-20||>70||>45||N/A||N/A
|-
|>30||>70||25-45||>8||N/A
|-
|>30||>70||25-45||<8||N/A
|-
|>-20||56-70||>35||>8||N/A
|}
Outcomes
*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
{{-}}
==Talk Interactions==
===About Grilled Cheese===
[[File:TS2N TalkGrilledCheese.jpg|thumb|right|Some sims can be so obsessed with grilled cheese sandwhiches]]
{{col|3|begin}}
Availability
*Sim A has [[The Sims 2: Nightlife/Aspirations#Grilled Cheese Aspiration|Grilled Cheese]] aspiration
Only accepted if:
*Sim B has Grilled Cheese aspiration or
*Sim Bs Nice rating >5
{{col|3}}
Outcomes
*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
{{col|3}}
*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
{{col|3|end}}
===Bad Mouth===
Availability
*Sim A is furious at a third-party sim
Acceptance is based on these conditions.
[[File:TS2N BadMouth.jpg|thumb|right|Sims remember some events grudgingly]]
{|{{prettytable|float=left}}
!Mood!!Daily!!Lifetime!!Nice
|-
|N/A||>15||>10||>7
|-
|>-10||>15||<10||>7
|}
Outcomes
*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====
Availability
*Sims are using a dining booth, daily above 35 and lifetime above 25
It will be accepted if Sim Bs daily is above 45 or if the following conditions are met.
*Daily<45, Lifetime>35, Mood>50, Nice>7
{{col|2|begin}}
Outcomes
*Accepted
**Crush and/or Love set
**Sim As daily rises by 6
**Sim Bs daily rises by 10
**Both sims lifetime rise by 2
{{col|2}}
*Rejected
**Both sims daily fall by 10
**Sim As lifetime falls by 3
**Sim Bs lifetime falls by 2
{{col|2|end}}
====Entertain...Toast====
Availability
*Daily above 20 and lifetime above 10
In this interaction, it is Sim C(any third sim sitting down) that must accept. Acceptance is based on these rules.
[[File:TS2N Toast.jpg|thumb|right|Toasting is a social that can fulfull wants]]
{|{{prettytable|float=left}}
!Mood!!Daily (Sim A)!!Daily (Sim B)!!Nice
|-
|>0||>20||>20||N/A
|-
|<0||>20||>20||>5
|-
|>20||-9-20||>20||N/A
|-
|<20||-9-20||>20||>7
|-
|>60||>40||>30||N/A
|-
|<60||>40||>30||>8
|-
|>60||>40||-10-30||N/A
|-
|<60||>40||-10-30||>8
|}
Outcomes
*Accepted
**Sim As daily rises by 6
**Sim Bs daily rises by 10
*Rejected
**No penalty
{{-}}
====Flirt...Caress Hands====
Availability
*Daily above 55 and lifetime above 30
Nice sims may do this autonomously. Acceptance is based on these rules
[[File:TS2N DiningFlirt.jpg|thumb|right|The night can get very romantic]]
{|{{prettytable|float=left}}
!Mood!!Daily!!Lifetime!!Outgoing!!Nice
|-
|>-40||>50||>35||N/A||N/A
|-
|>30||>50||6-35||>7||N/A
|-
|>30||>50||6-35||<7||>7
|-
|>-40||26-50||>25||>7||N/A
|}
{{-}}
{{col|2|begin}}
Outcomes
*Accepted
**Love and/or crush set
**Sim As daily rises by 9
**Sim Bs daily rises by 10
**Both sims lifetime rise by 1
{{col|2}}
*Rejected
**Sim As daily falls by 9
**Sim Bs daily falls by 8
**Both sims lifetime fall by 2
{{col|2|end}}
====Flirt...Feed a Bite====
Availability
*Food on the table, daily above 35 and lifetime above 25
Acceptance is based on these rules.
[[File:TS2N FeedBite.jpg|thumb|right|A new food-based interaction in the game]]
{|{{prettytable|float=left}}
!Mood!!Daily!!Lifetime!!Outgoing!!Nice
|-
|>-40||>40||>30||N/A||N/A
|-
|>20||>40||6-30||>7||N/A
|-
|>20||>4-||6-30||<7||>7
|-
|>-40||6-40||>20||>7||N/A
|}
{{-}}
{{col|2|begin}}
Outcomes
*Accepted
**Love and/or crush set
**Sim As daily rises by 10
**Sim Bs daily rises by 9
**Both sims lifetime rise by 1
{{col|2}}
*Rejected
**Sim As daily falls by 8
**Sim Bs daily falls by 6
**Both sims lifetime dcrease by 1
{{col|2|end}}
====Hot Smooch====
Availability
*Sims are using booth, daily above 60, lifetime above 45 and crush set.
[[File:TS2N HotSmooch.jpg|thumb|right|A form a kissing, unique to dining booths]]
Acceptance is based on these conditions.
{|{{prettytable|float=left}}
!Mood!!Daily!!Lifetime!!Outgoing!!Playful
|-
|>-20||>70||>45||N/A||N/A
|-
|>30||>70||25-45||>8||N/A
|-
|>30||>70||25-45||<8||>9
|-
|>-20||56-70||>35||>8||N/A
|}
{{-}}
{{col|2|begin}}
Outcomes
*Accepted
**Love and/or crush set
**Sim As daily rises by 13
**Sim Bs daily rises by 11
**Both sims lifetime rise by 2
{{col|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
{{col|2|end}}
====Irritate...Throw Drink====
See above under Irritate interactions.
====Kiss...Blow Kiss====
Availability
*Daily above 25 and lifetime above 15
Accpetance is based on these rules.
[[File:TS2N DiningKiss.jpg|thumb|right|Sims can blow kisses to one-another]]
{|{{prettytable|float=left}}
!Mood!!Daily!!Lifetime!!Outgoing!!Nice
|-
|>-40||>30||>20||N/A||N/A
|-
|>20||>30||6-20||>7||N/A
|-
|<20||>30||6-20||<7||>7
|-
|>-40||6-30||>20||>7||N/A
|}
{{-}}
{{col|2|begin}}
Outcomes
*Accepted
**Both sims daily rise by 8
**Both sims lifetime rise by 1
{{col|2}}
*Rejected
**Both sims daily fall by 6
**Both sims lifetime fall by 1
{{col|2|end}}
====Love Talk====
Availability
*Daily above 40 and lifetime above 25
Acceptance is based on these rules.
[[File:TS2N LoveTalk.jpg|thumb|right|Ignore the icon above the sims. It's the result of a previous interaction]]
{|{{prettytable|float=left}}
!Mood!!Daily!!Lifetime!!Outgoing!!Playful
|-
|>-30||>50||>35||N/A||N/A
|-
|>30||>50||20-35||>8||N/A
|-
|>30||>50||20-35||<8||>9
|-
|>-30||36-50||>25||>8||N/A
|}
{{-}}
{{col|2|begin}}
Outcomes
*Accepted
**Sim As daily rises by 6
**Sim Bs daily rises by 8
**Both sims lifetime rise by 1
{{col|2}}
*Rejected
**Sim As daily falls by 7
**Sim Bs daily falls by 8
**Both sims lifetime fall by 1
{{col|2|end}}
====Play...Steal a Bite====
[[File:TS2N StealBite.jpg|thumb|right|Another food based social]]
Availability
*Food on the table
Acceptance is based on these rules.
{|{{prettytable|float=left}}
!Mood!!Daily!!Nice
|-
|>-10||>55||N/A
|-
|>-10||36-55||>6
|-
|>-10||1-35||>4
|}
Outcomes
*Accepted
**Sim As daily increases by 5
**Sim Bs daily increases by 3
*Rejected
**Sim As daily falls by 3
**Sim Bs daily falls by 4
====Play...Throw Food====
[[File:TS2N ThrowFood.jpg|thumb|right|Some sims get very playful on the dining table, even in public]]
{{col|3|begin}}
Availability
*Food on the table
Acceptance is based on the same rules on ''Play...Steal a Bite''.  If the other sim is playful then he or she might throw food back.
{{col|3}}
Outcomes
*Accepted
**Both sims daily rise by 8
**Bith sims lifetime rise by 1
{{col|3}}
*Rejected
**Both sims daily fall by 6
**Both sims lifetime fall by 1
{{col|3|end}}
====Propose...Surprise Engagement====
Availability
*Daily above 75 and lifetime above 70
[[File:TS2N DiningEngagement.jpg|thumb|right|Sims can now propose on the dining table]]
This interaction functions exactly like ''Propose...Engagement''. The only difference is that this is done at a dining table. Acceptance is based on these rules.
{|{{prettytable|float=left}}
!Mood!!Daily!!Lifetime!!Nice
|-
|>0||>75||>75||N/A
|-
|>0||N/A||71-75||>9
|-
|>0||<75||>75||>7
|}
{{-}}
{{col|2|begin}}
Outcomes
*Accepted
**Both sims become engaged
**Sim As daily rises by 6
**Sim Bs daily rises by 9
**Both sims lifetime rise by 3
{{col|2}}
*Rejected
**Sim As daily rises by 15
**Sim As lifetime rises by 5
**Sim Bs daily rises by 8
**Sim Bs lifetime rises by 4
{{col|2|end}}
===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====
[[File:TS2N BuyCoffee.jpg|thumb|right|It all starts with the question "Do You Want Coffee?"]]
This interaction is available on the espresso bar itself. This will invite the sim you select for coffee. Acceptance is based on these rules.
{|{{prettytable|float=left}}
!Mood!!Daily!!Outgoing
|-
|>-35||>-10||>6
|-
|>-35||>10||<6
|}
This interaction has no effect on relationship.
{{-}}
===Vampire Coffin===
====Dare to Peek====
Availability
*Coffin on the lot
Outgoing sims may do this autonomously. Acceptance is based on these rules.
{|{{prettytable|float=left}}
!Mood!!Daily!!Lifetime!!Nice
|-
|>-20||>30||>20||>7
|-
|>70||>70||1-20||>7
|-
|>-20||>40||>50||<7
|-
|>70||>70||20-50||<7
|}
{{-}}
{{col|3|begin}}
Outcomes
*Accepted
**Sim B performs peek interaction on the coffin.
***If Sim B is creeped out, then Sim A gets fun.
***If Sim B is frightened, he or she may get bladder faliure and Sim A gets more fun
***If Sim B is scared to death then Sim A gets no fun
{{col|3}}
**Sim As daily rises by 9
**Sim As lifetime rises by 1
**Sim Bs daily rises by 4.
{{col|3}}
*Rejected
**Sim As daily falls by 10
**Sim As lifetime falls by 3
**Sim Bs daily falls by 7
**Sim Bs lifetime falls by 2
{{col|3|end}}
===Other===
[[File:TS2N DanceSmustle.jpg|thumb|right|Sims can smustle with each 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
*Cars:Cars contain many subinteractions. They include: Kiss, Make Out and WooHoo/Try for Baby. They have the same acceptance and relationship conditions as these interactions in The Sims 2.
{{Footer Nav|game=The Sims 2: Nightlife|prevpage=New Relationship Types|nextpage=New Build Mode Features}}

Latest revision as of 18:32, 21 October 2023

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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[edit]

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.

Ask Interactions[edit]

About Interests[edit]

Ask About Interests Social

Availablity

  • Daily above -10 and lifetime above 0

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.

Outcomes

  • Both sims daily rise by 1

Do You Want a Ride Home?[edit]

Availability

  • Sims on community lot during date.

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

Do You Want to Go Back To My Place?[edit]

Availability

  • On Dates and on community lots.

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.

Mood Daily Lifetime Outgoing Nice
>-20 >70 >40 N/A N/A
>40 >70 36-40 >7 N/A
>40 >70 36-40 N/A >7
>-20 61-70 >30 >70 N/A

Outcomes

  • 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?[edit]

Sims display what they think of your sim

This social reveals Sim Bs attraction for Sim A. For details on reaction see Attraction and Chemistry

How Much Money Do You Have?[edit]

Availability

  • Daily above 25 and lifetime above 15

Acceptance is based upon these rules.

Mood Daily Lifetime Nice Outgoing
>-20 >50 <25 <7 N/A
>-20 30 21-25 >7 N/A
>-20 >45 >25 N/A N/A
>40 31-45 >25 >7 N/A
>40 31-45 >25 <7 >6
This sim has low income

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.

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[edit]

Availability

  • Daily and Lifetime above 0

This interaction is romantic. Acceptance is based on these rules.

Mood Daily Lifetime Outgoing Nice
>-20 >15 >7 N/A N/A
>40 >15 1-6 >7 N/A
>40 >15 1-6 <7 >7
>-20 8-15 >5 >7 N/A

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[edit]

Availablity

  • Daily and lifetime above 0

Acceptance is based on these rules.

  • Daily >5 and Mood >10
  • Daily <5 and Lifetime >0

Outcomes

  • 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?[edit]

Availability

  • Daily above -20 and lifetime above -10

Acceptance is based on these rules.

Mood Daily Lifetime Outgoing Nice
>-20 >5 >0 N/A N/A
>30 >5 -4-0 >7 N/A
>30 >5 -4-0 <7 >7
>-20 -5-5 >-2 >7 N/A
No speech bubble, just some text in the upper right corner

Outcomes

  • 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?[edit]

Availability

  • Daily above 15 and lifetime above 5.

Actually two separate interactions, however they availability, acceptance mechanics and relationship points are the same. Acceptance is based on these conditions.

Mood Daily Lifetime Outgoing Nice
>-20 >20 >8 N/A N/A
>20 >20 1-8 >7 N/A
>20 >20 1-8 <7 >7
>-20 5-20 >0 >7 N/A
Sims can reveal their deepest fears...
or their highest wants

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?[edit]

Availability

  • Daily above 5 and lifetime above 0.

Actually two separate interactions, however they availability, acceptance mechanics and relationship points are the same.

Mood Daily Lifetime Outgoing Nice
>-20 >30 >20 N/A N/A
>40 >30 16-20 >7 N/A
>40 >30 16-20 <7 >7
>-20 26-30 >12 >7
Sims can have some weird turn ons
As well as some strange turn offs

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?[edit]

Availablity

  • Daily is above 7 and lifetime above 0.

Acceptance is based on these rules.

Mood Daily Lifetime Outgoing Nice
>-20 >13 >5 N/A N/A
>30 >13 -4-5 >5 N/A
>30 >13 -4-5 <5 >5
>-20 11-13 >0 >7 N/A
Some sims are unemployed

Outcomes

  • Accepted
    • Job icon and title displayed
    • Both sims daily rise by 5
  • Rejected
    • Both sims daily fall by 3

What's Your Sign?[edit]

Always available. Acceptance is based on these rules.

Mood Daily Outgoing Nice
>-20 >10 >6 N/A
>-20 >-20 <6 N/A
>0 <-20 <6 >6
Sims can have one of the twelve zodiac signs

Outcomes

  • Acceped
    • Zodiac Sign displayed
    • Both sims daily rise by 1
  • Rejected
    • Both sims daily fall by 1

Buy Off[edit]

Availability

  • Sim Bs is a romantic rival.

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.

Bite Neck[edit]

Turn other sims into vampires with this interaction

Availability

  • Sim As is a vampire, daily above 40 and lifetime above 30.

This interaction is autonomous and turns sims into vampires Acceptance is based on these rules

Daily Logic
>95 N/A
81-95 >9
61-80 >6
41-60 >3

If the sim has knowledge aspiration then this interaction will always be accepted.

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

Flirt Interactions[edit]

Check Sim Out[edit]

Sims can tell you what they think of other sims

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 Interactions[edit]

Kiss Hand[edit]

Availability

  • Daily above 30 and lifetime above 15

Playful sims are more likely to do this autonomously Acceptance is based on these rules.

Mood Daily Lifetime Playful Nice
>-40 >35 >20 N/A
>25 >35 4-20 >7 N/A
>25 >35 4-20 <7 >7
>-40 7-35 >5 >7 N/A
A new kiss subinteraction

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

Irritate Interactions[edit]

Bleh!!![edit]

Vampires can freak normal sims out

Availability

  • Sim A is a vampire.

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

Throw Drink[edit]

Sims can annoy other sims by throwing their drink at them

Availability

  • Daily under 15 and lifetime under 10

This interaction only has one outcome.

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[edit]

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

Slow Dance[edit]

Availability

  • Daily above 30 and lifetime above 15

Acceptance is based on these rules.

Slow dances are a new romantic social
Mood Daily Lifetime Outgoing Nice
>-60 >35 >20 N/A N/A
>30 >35 11-20 >7 N/A
>30 >35 11-20 <7 >7
>-60 26-35 >20 >7 N/A

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.

  • 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[edit]

Available only during Slow Dance and if lifetime is above 20. Acceptance is based on these rules.

Mood Daily Lifetime Outgoing Nice
>-30 >35 >25 N/A N/A
>40 >35 11-25 >7 N/A
>40 >35 11-25 <7 >7
>-30 31-35 >20 >7 N/A

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[edit]

Availability

  • Sims are engaged in slow dance and lifetime above 20

Acceptance is based on these rules.

Put your head on my shoulders
Mood Daily Lifetime Outgoing Nice
>-20 >40 >25 N/A N/A
>30 >40 16-25 >7 N/A
>30 >40 16-25 <7 >7
>-20 31-40 >25 >7 N/A

Outcomes

  • 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[edit]

Availability

  • Sims are slow dancing, daily above 45 and lifetime above 35

Acceptance is based on these rules.

Go that one step further
Mood Daily Lifetime Outgoing Playful
>-20 >55 >35 N/A N/A
>40 >55 21-35 >8 N/A
>40 >55 21-35 <8 >9
>-20 36-55 >35 >9 N/A

Outcomes

  • 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[edit]

Availability

  • Sims are slow dancing, daily above 65, lifetime above 45 and crush established

Acceptance is based on these conditions.

Now we're really getting romantic
Mood Daily Lifetime Outgoing Playful
>-20 >70 >45 N/A N/A
>30 >70 25-45 >8 N/A
>30 >70 25-45 <8 N/A
>-20 56-70 >35 >8 N/A

Outcomes

  • 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

Talk Interactions[edit]

About Grilled Cheese[edit]

Some sims can be so obsessed with grilled cheese sandwhiches

Availability

Only accepted if:

  • Sim B has Grilled Cheese aspiration or
  • Sim Bs Nice rating >5

Outcomes

  • 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[edit]

Availability

  • Sim A is furious at a third-party sim

Acceptance is based on these conditions.

Sims remember some events grudgingly
Mood Daily Lifetime Nice
N/A >15 >10 >7
>-10 >15 <10 >7

Outcomes

  • 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[edit]

The following interactions are socials that require two sims to be using to access these interactions.

Booths[edit]

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[edit]

Availability

  • Sims are using a dining booth, daily above 35 and lifetime above 25

It will be accepted if Sim Bs daily is above 45 or if the following conditions are met.

  • Daily<45, Lifetime>35, Mood>50, Nice>7

Outcomes

  • Accepted
    • Crush and/or Love set
    • Sim As daily rises by 6
    • Sim Bs daily rises by 10
    • Both sims lifetime rise by 2
  • Rejected
    • Both sims daily fall by 10
    • Sim As lifetime falls by 3
    • Sim Bs lifetime falls by 2

Entertain...Toast[edit]

Availability

  • Daily above 20 and lifetime above 10

In this interaction, it is Sim C(any third sim sitting down) that must accept. Acceptance is based on these rules.

Toasting is a social that can fulfull wants
Mood Daily (Sim A) Daily (Sim B) Nice
>0 >20 >20 N/A
<0 >20 >20 >5
>20 -9-20 >20 N/A
<20 -9-20 >20 >7
>60 >40 >30 N/A
<60 >40 >30 >8
>60 >40 -10-30 N/A
<60 >40 -10-30 >8

Outcomes

  • Accepted
    • Sim As daily rises by 6
    • Sim Bs daily rises by 10
  • Rejected
    • No penalty

Flirt...Caress Hands[edit]

Availability

  • Daily above 55 and lifetime above 30

Nice sims may do this autonomously. Acceptance is based on these rules

The night can get very romantic
Mood Daily Lifetime Outgoing Nice
>-40 >50 >35 N/A N/A
>30 >50 6-35 >7 N/A
>30 >50 6-35 <7 >7
>-40 26-50 >25 >7 N/A

Outcomes

  • Accepted
    • Love and/or crush set
    • Sim As daily rises by 9
    • Sim Bs daily rises by 10
    • Both sims lifetime rise by 1
  • Rejected
    • Sim As daily falls by 9
    • Sim Bs daily falls by 8
    • Both sims lifetime fall by 2

Flirt...Feed a Bite[edit]

Availability

  • Food on the table, daily above 35 and lifetime above 25

Acceptance is based on these rules.

A new food-based interaction in the game
Mood Daily Lifetime Outgoing Nice
>-40 >40 >30 N/A N/A
>20 >40 6-30 >7 N/A
>20 >4- 6-30 <7 >7
>-40 6-40 >20 >7 N/A

Outcomes

  • Accepted
    • Love and/or crush set
    • Sim As daily rises by 10
    • Sim Bs daily rises by 9
    • Both sims lifetime rise by 1
  • Rejected
    • Sim As daily falls by 8
    • Sim Bs daily falls by 6
    • Both sims lifetime dcrease by 1

Hot Smooch[edit]

Availability

  • Sims are using booth, daily above 60, lifetime above 45 and crush set.
A form a kissing, unique to dining booths

Acceptance is based on these conditions.

Mood Daily Lifetime Outgoing Playful
>-20 >70 >45 N/A N/A
>30 >70 25-45 >8 N/A
>30 >70 25-45 <8 >9
>-20 56-70 >35 >8 N/A

Outcomes

  • Accepted
    • Love and/or crush set
    • Sim As daily rises by 13
    • Sim Bs daily rises by 11
    • Both sims lifetime rise 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

Irritate...Throw Drink[edit]

See above under Irritate interactions.

Kiss...Blow Kiss[edit]

Availability

  • Daily above 25 and lifetime above 15

Accpetance is based on these rules.

Sims can blow kisses to one-another
Mood Daily Lifetime Outgoing Nice
>-40 >30 >20 N/A N/A
>20 >30 6-20 >7 N/A
<20 >30 6-20 <7 >7
>-40 6-30 >20 >7 N/A

Outcomes

  • Accepted
    • Both sims daily rise by 8
    • Both sims lifetime rise by 1
  • Rejected
    • Both sims daily fall by 6
    • Both sims lifetime fall by 1

Love Talk[edit]

Availability

  • Daily above 40 and lifetime above 25

Acceptance is based on these rules.

Ignore the icon above the sims. It's the result of a previous interaction
Mood Daily Lifetime Outgoing Playful
>-30 >50 >35 N/A N/A
>30 >50 20-35 >8 N/A
>30 >50 20-35 <8 >9
>-30 36-50 >25 >8 N/A

Outcomes

  • Accepted
    • Sim As daily rises by 6
    • Sim Bs daily rises by 8
    • Both sims lifetime rise by 1
  • Rejected
    • Sim As daily falls by 7
    • Sim Bs daily falls by 8
    • Both sims lifetime fall by 1

Play...Steal a Bite[edit]

Another food based social

Availability

  • Food on the table

Acceptance is based on these rules.

Mood Daily Nice
>-10 >55 N/A
>-10 36-55 >6
>-10 1-35 >4

Outcomes

  • Accepted
    • Sim As daily increases by 5
    • Sim Bs daily increases by 3
  • Rejected
    • Sim As daily falls by 3
    • Sim Bs daily falls by 4

Play...Throw Food[edit]

Some sims get very playful on the dining table, even in public

Availability

  • Food on the table

Acceptance is based on the same rules on Play...Steal a Bite. If the other sim is playful then he or she might throw food back.

Outcomes

  • Accepted
    • Both sims daily rise by 8
    • Bith sims lifetime rise by 1
  • Rejected
    • Both sims daily fall by 6
    • Both sims lifetime fall by 1

Propose...Surprise Engagement[edit]

Availability

  • Daily above 75 and lifetime above 70
Sims can now propose on the dining table

This interaction functions exactly like Propose...Engagement. The only difference is that this is done at a dining table. Acceptance is based on these rules.

Mood Daily Lifetime Nice
>0 >75 >75 N/A
>0 N/A 71-75 >9
>0 <75 >75 >7

Outcomes

  • Accepted
    • Both sims become engaged
    • Sim As daily rises by 6
    • Sim Bs daily rises by 9
    • Both sims lifetime rise by 3
  • Rejected
    • Sim As daily rises by 15
    • Sim As lifetime rises by 5
    • Sim Bs daily rises by 8
    • Sim Bs lifetime rises by 4

Dining Chairs/Barstool[edit]

All subinteractions are marked by a chair-shaped icon. These socials are profiled above.

Espresso Bars[edit]

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

Buy Espresso For[edit]

It all starts with the question "Do You Want Coffee?"

This interaction is available on the espresso bar itself. This will invite the sim you select for coffee. Acceptance is based on these rules.

Mood Daily Outgoing
>-35 >-10 >6
>-35 >10 <6

This interaction has no effect on relationship.

Vampire Coffin[edit]

Dare to Peek[edit]

Availability

  • Coffin on the lot

Outgoing sims may do this autonomously. Acceptance is based on these rules.

Mood Daily Lifetime Nice
>-20 >30 >20 >7
>70 >70 1-20 >7
>-20 >40 >50 <7
>70 >70 20-50 <7

Outcomes

  • Accepted
    • Sim B performs peek interaction on the coffin.
      • If Sim B is creeped out, then Sim A gets fun.
      • If Sim B is frightened, he or she may get bladder faliure and Sim A gets more fun
      • If Sim B is scared to death then Sim A gets no fun
    • Sim As daily rises by 9
    • Sim As lifetime rises by 1
    • Sim Bs daily rises by 4.
  • Rejected
    • Sim As daily falls by 10
    • Sim As lifetime falls by 3
    • Sim Bs daily falls by 7
    • Sim Bs lifetime falls by 2

Other[edit]

Sims can smustle with each 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
  • Cars:Cars contain many subinteractions. They include: Kiss, Make Out and WooHoo/Try for Baby. They have the same acceptance and relationship conditions as these interactions in The Sims 2.