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Every Sim has basic needs. Hunger, Bladder, Energy, Comfort, Fun, Social, Hygiene, and Environment. This table gives a basic view on how to satisfy needs for your sims.

Need How It's Satisfied Personality Mood Failure
Hunger Eating food Active (Faster, Lazy (Slower) Low impact when high, Highest impact when need is low Teen or above: Death, Child or below: taken by Social Worker
Comfort Sitting down anywhere Lazy (Faster) Active (Slower) Low impact when high, High impact when low None, Sims just complain
Bladder Going to the toilet N/A High impact when low Sims pee on the floor, depletes hygiene, causes memory
Energy Sleeping, using espresso Lazy (Faster), Active (Slower) None Sims fall on the floor, causes memory
Fun Various activities Playful (Faster) Serious (Slower) High impact when high None
Social Interacting with sims Outgoing (Faster) Shy (Slower) High impact when high, low impact when low Social bunny, Social worker comes
Hygiene Taking a bath/shower Sloppy (Faster) Neat (Slower) No impact until really low None, sim emits green stink cloud

Environment functions differently to other needs so isn't recorded here.


Hunger is one of the most complex needs in The Sims 2. It is fulfilled by consuming food of any sort. However not all foods satisfy the same amount of hunger. This section shows how to get a good idea on how much hunger each food will satisfy.

Firstly, the need decays at different rates for different age groups. This is the order from slowest to fastest.

  1. Elder
  2. Child
  3. Baby
  4. Toddler
  5. Adult
  6. Teenager

Next, the hunger need is on a number plane ranging from -100-100. Each food has a different point value. When consumed it is added to the amount of hunger still remaining. If food is consumed and hunger is full, then the remainder of the points are added to fatness level. Let's take a look at the different meals in The Sims 2 and the cooking level required for it.

Cooking Level Food
0 Juice, Chips, Cookies, Instant Meal, Cereal, Toaster Pastry, TV Dinner, Mac and Cheese, Hot Dogs, Gelatin, Muffin, Toddler Mush
1 Spaghetti
2 Grilled Cheese Sandwiches,
3 Pancakes, Chef's Salad, Hamburgers
4 Omelettes, Chili Con Carne,
5 Pork Chops
6 Salmon, Turkey, Cake,
7 Grilled Ribs
8 Baked Alaska
9 N/A
10 Lobster Thermidor

Other foods that can be consumed are pizza and garbage. These are not listed because they do not influence cooking skill. Each of these foods are also available at different times of the day. Breakfast is available from 2:00am until 10:30am, lunch can be cooked from 10:30am until 4:30pm and dinner can be prepared from 4:30pm until 2:00 am.

Cooking skill is not required to make food, however your sims won't be able to cook much without it. Whenever a new cooking point is learned, new foods are unlocked and other unlocked foods are cooked faster. Cooking skill points also reduces the chances of fire and burning for previously unlocked foods.

Every food has a base amount of points when cooked, this is added to as each food is prepared. This number is invisible. Checking food supplies does not give you the base number. First of all is the fridge. It is required for almost any food. Next the food must be prepared. This can be done on the countertop or a food processor. The more expensive, the more points are added and the food is prepared faster. Next is an appliance to heat the food, there are four appliances in The Sims 2.

  • Grills: They cook hot dogs, hamburgers and ribs. They are also available on community lots. Community lot grills can't cook ribs.
  • Microwave: Only cooks TV dinners. They can't cause fires.
  • Toaster Oven: Their food range is limited. It includes toaster pastries, grilled cheese sandwiches, salmon, pork chops and TV dinners.
  • Ovens: Cooks all foods except hot dogs and ribs. The more expensive the oven the more points are added to the food.

When food cooks, there is a chance that it can burn. This is reduced when cooking skill points are unlocked. This also depends on the food been cooked. Note that it means that lobster thermidor has the same chance of burning, no matter how many times it is cooked. If food burns, it loses all the points added and only its base points add to the hunger.

Food spoils after six hours so eat it quickly unless you want your sims to get sick. There are exceptions however.

  • Cereal spoils after four hours.
  • Gelatin spoils after twenty-four hours.
  • Instant meals spoil after twelve hours.

When you check food supplies in the fridge, you will be presented with a number. This is the amount of food that is stocked in your fridge. When you make a meal, this number decreases. Eventually, it'll go down to zero. Food can be restocked through two ways.

  • Ordering over the phone or computer. This costs an additional $50 for delivery
  • Buying groceries. No extra cost.

There is another food source that your sims don't need a fridge for. Pizza can be ordered over the phone. However it does cost $40 so you must decide whether this is better than cooking food from a fridge.

If this need fails then your sim dies of hunger. If the sim is a child or younger then the social worker takes them away.


Comfort is the need for relaxation. It decays differently for different age groups. This list shows the decay rate from slowest to fastest.

  1. Child
  2. Teenager
  3. Adult
  4. Elder

Toddlers and babies don't have the comfort need. Comfort can be decreased in the following ways

  • Any object that requires your sims to stand up
  • Dancing
  • Exercising
  • Electrocution
  • Sleeping on the floor.

Comfort is increased through the following methods.

  • Any object in the comfort category
  • Using the hot tub
  • Looking at the fireplace
  • Stargazing/Watch Clouds interaction
  • Taking a bath or bubble bath

Each object has a rate of satisfaction. Some of them do not satisfy the need to maximum.

When this need gets to the bottom, the sim will waste a lot of time complaining.


Bladder is the need to go to the toilet. Its rate of decay for age groups goes as follows.

  1. Child
  2. Adult
  3. Teenager
  4. Baby
  5. Toddler
  6. Elder

Elders also take longer to satisfy this need. This need decays regularly. This process speeds up when consuming coffee or drinks at the bar. The most obvious satisfaction is going to the toilet. However their are other ways.

  • Sloppy sims will relieve themselves while using the shower.
  • Sloppy, Outgoing or Lazy sims will relieve themselves on a shrub.

If this need reaches the bottom, the sim pees on the floor. This causes a bad memory. An even worse memory is if the sim does it during the party.


Energy is the need for relaxation. The decay rate is as follows.

  • Teenager
  • Adult
  • Elder
  • Child
  • Baby
  • Toddler

Energy is depleted any time your sim isn't sleeping, however some interactions accelerate the decay.

  • Exercising
  • Gardening
  • WooHoo/Try for Baby

Energy is generally satisfied by sleeping in a bed. The more expensive the bed, the faster the satisfaction rate. There are other ways to gain energy.

  • Couches: Sims can nap on them. They won't, however completely satisfy energy.
  • Recliners: See above
  • The floor: If energy hits the bottom, then the sim will collapse and sleep on the floor. This causes a bad memory and decreases comfort.
  • Coffee or espresso: Adds a small amount of energy to your sims but decreases bladder.

Energy has no effect on mood.


Need decay for fun for each age group from slowest to fastest is as follows.

  1. Baby
  2. Elder
  3. Toddler
  4. Adult
  5. Teenager
  6. Child

Fun is gained from interacting with any fun object. To check whether an object can satisfy fun, find it in the buy mode catalogue and select it. A detailed view will come up. If the object has a fun rating then it satisfies fun. Some examples of fun objects are.

  • Hot tubs
  • Game consoles
  • TVs
  • Computers
  • Pinball machines
  • Telescopes
  • Dartboards
  • Bookshelves
  • Chess
  • Bars

Objects are not the only way to satisfy fun. It can be satisfied by interacting with other sims too. Some fun socials are.

  • WooHoo
  • Any Play... social


Social is the need for interaction. The age decay is as follows.

  1. Baby
  2. Child
  3. Toddler
  4. Adult
  5. Elder
  6. Teenager

Social is satisfied by initiating any interaction with any sim. Social will still increase even if the interaction doesn't go right. Sims can also socialize without other sims through these methods.

  • Talking over the phone
  • Emailing
  • Chatting online.

Sims can be socialized with directly through these methods.

  • Household sims. Interactions generally available always
  • Random visitors. These people can be seen walking past your sims home. You can stop them if you like.
  • Invitation. You can select specific sims and invite them over through the phone.
  • Friends brought home. After arriving from school or work, there is a chance that your sim might bring a friend home
  • Community Lots. Always full with sims.
  • NPCs. Some of them can be socialized with, even though they have to perform specific tasks.
  • Parties. Invite groups of people over to socialize.
  • Welcome Wagon. These sims come over on the first day to give you the opportunity to socialize.

If social hits bottom then the social bunny will arrive. The bunny is only visible to the sim with the bad social and stays until your sims social reaches halfway. Even though other sims can't see it, the bunny will eat food and doors will open for him or her. If your sim socializes with the bunny, and another sim sees it, then that sim will act like the first sim is crazy.


Hygiene is the need for cleanliness. Age decay is as follows.

  1. Baby
  2. Toddler
  3. Elder
  4. Teenager
  5. Child
  6. Adult

There are several activities that decrease hygiene, these are.

  • Gardening
  • Exercising
  • WooHoo
  • Vomiting
  • Being vomited on
  • Bladder failure

Hygiene is increased by taking a bath or shower. For babies and toddlers, you can change their diaper for faster hygiene.

Teens with low hygiene can get acne. This can be remedied by clicking on a mirror and selecting Apply Acne Cream.

If hygiene gets low then your sim will produce a green stink cloud and other sims will react to him or her.


Environment differs from other needs in that it doesn't decay over time. It exists as a score on any point on any lot. This score is simply the sum of environment raising elements minus environment decreasing elements.

Most objects raise environment. If you are unsure, select it in the buy mode catalogue and check whether it has an environment rating. Other not so obvious elements are wallpaper and flooring. If these are not applied to a room then they will decrease environment. Lighting is also important for environment. Daytime lighting can be gained by adding windows and doors to a room. Nighttime lighting can be gained from the lighting category in the buy mode catalogue. You will need to make sure that lighting is applied to the whole lot for environment score to be large.

Messy objects subtract environment score. Messy objects include.

  • Bad food
  • Trash piles
  • Dirty objects. (Objects with the Clean interaction)
  • Uncovered walls and floors
  • Weeds
  • Untrimmed shrubs
  • Unwatered, over watered or dead flowers
  • Ringing alarm clocks.
  • Broken objects
  • Ash
  • Fire
  • Puddles

Some dirty objects can create roaches. Unlike flies, they will still be there after the object is removed. Roaches can be removed by an exterminator or the Spray interaction.

Children and younger do not have the environment need.