Owning rental property ≠ owning secondary residences
I’d like to suggest adding the ability for Sims to own multiple residential properties — not just rental lots. This would let Sims have secondary homes, vacation houses, inherited family properties, or alternate residences they can freely switch between. Past Sims games already let you own multiple residential properties, so this isn’t some wild new idea. Sims 4 literally has the rental‑ownership system already built in, so expanding it to regular homes is just restoring a feature the franchise used to have.UberDrew119 hours agoNew Vanguard92Views2likes15CommentsAdjustable Physical Attraction & Repulsion System for The Sims 4
The Sims 4 has added great systems over time like Likes/Dislikes, Sexual Orientation, Social Compatibility, and First Impressions. These features make relationships feel more dynamic and believable. But one area still feels limited: how Sims perceive each other physically. Right now, Sims treat every Sim the same on a visual level. A Sim who is meant to be charming or attractive doesn’t get any special reactions. A Sim who is meant to be awkward, off‑putting, eccentric, or socially chaotic is treated exactly like everyone else. This makes it hard to tell certain stories or create characters with unique social roles. I’d like to suggest a new system: adjustable physical attraction and repulsion scores. Physical Attraction Score (0–100) This would influence things like: romantic interest flirt success positive autonomy toward the Sim first impressions social warmth Physical Repulsion Score (0–100) This would influence: avoidance awkwardness discomfort buffs negative autonomy Sims choosing not to interact “I don’t want to be near this Sim” reactions Why this would improve gameplay More realistic autonomy: Sims would naturally gravitate toward Sims they find appealing and avoid Sims they find off‑putting. Better storytelling: Players who create dramatic, comedic, chaotic, or eccentric characters would finally see other Sims react appropriately. Enhanced social dynamics: Attraction and repulsion would add depth to friendships, romances, rivalries, awkward encounters, and neighborhood interactions. Player control: These values could be adjustable in CAS or through gameplay, giving players more control over how Sims perceive each other visually. Why this fits The Sims 4 This idea aligns with the game’s existing direction: more autonomy, more personality depth, more storytelling tools, and more customization. It doesn’t judge real people or real traits. It simply gives players a way to control how Sims respond to each other visually, just like we already control personality, likes, dislikes, and lifestyles. Closing This system wouldn’t label any Sim as “good” or “bad.” It would just add realism, autonomy, and storytelling depth by letting players decide how Sims perceive each other physically.106Views2likes15CommentsWe need a "dollhouse" wall setting, please! 🙂
A tiny adjustment setting for you, EA, but a massive step for us builders. You can finally build lofts, penthouses, vaults, multi-leveled libraries and enjoy the complete view of your house and see all of your sims families at once. This is what a two-leveled house would look like. And these... oh they describe the pain of not having that setting.havsplantor1 day agoSeasoned Newcomer34Views3likes0CommentsI'm begging you.... Edit Cupid's Corner!
My young adult sim keeps getting set up on blind dates with adult-aged black sims. PLEASE! Fix it so the app recognizes which age group our sim is interested in! Race is no matter, but if you're constantly getting adult sims, who are black, you get mad. Yes, I'm that person. Only ONE option is selected in the photo. ONE, NOT ALL THREE. Please fix it so, if we choose, the game sends sims in the appropriate grouping!HillyPlays1 day agoSeasoned Ace41Views0likes1CommentAlien Expansion Pack: Sixam World, CAS Depth, and Build/Buy Identity
Aliens should have their own expansion pack. They were introduced in Get to Work, but they never received a dedicated pack that expands their culture, world, CAS options, or Build/Buy identity. I’m not saying aliens should be removed from Get to Work. They can stay exactly where they are — but they deserve a future pack that focuses entirely on them. A dedicated alien pack could include: • A full alien world, like an expanded version of Sixam • Alien‑specific CAS items (hair, clothing, anatomical features, accessories) • Alien‑themed Build/Buy items (furniture, architecture, tech, lighting, materials) • Lore, culture, and aesthetics that make aliens feel like a complete occult Right now, aliens are one of the most underdeveloped occults in the game. A standalone pack would let them grow into a fully realized species with their own identity, instead of being limited to a few outfits and a hidden lot.27Views3likes0CommentsPet Related Content
I’d love to see a Pet Grooming Kit added to The Sims 4! Some ideas in the pack could include a pet bath, as currently just using a tub in the mud room that my sims like to use, along with possibly adding in a grooming business. For all of the lizard owners out there, such as myself, it would be so cool if we could have the opportunity to have a bearded dragon added, along with other lizards such as geckos to the pets as well that the Sims can interact with. Who doesn’t love a tiny lizard? Sims could have a terrarium, feed and care for it, and build a relationship with their little scaly friend!15Views0likes0CommentsOccult Pack Sequels Focused on CAS & Build/Buy Expansion
I wouldn’t mind seeing sequels to existing occult packs like Vampires, Werewolves, or Enchanted/Nature‑based content — as long as the focus is on adding more CAS items and Build/Buy items. Occults are some of the most popular features in The Sims 4, but most of them only received one pack and then stopped getting updates. A sequel pack could expand their customization options, aesthetics, and world‑building without needing to redo the gameplay systems. More hair, accessories, anatomical features, clothing, furniture, themed clutter, and architectural styles would help each occult feel more complete and give players more creative freedom. This would let existing occults grow instead of being replaced or redesigned, and it would give long‑term players more depth for storytelling and building.11Views0likes0CommentsFairy CAS Update: Add Butterfly & Moth Antennae
The Sims 4 needs more anatomical options for fairies. Right now we only have wings, and color presets, but no actual fairy traits. I’d love to see antennae added to CAS — specifically butterfly‑style antennae and fuzzy moth‑style antennae. These would give fairies more identity and help players create different types of fae instead of relying only on wings. Butterfly antennae would work for bright, nature‑aligned fairies, while fuzzy moth antennae would fit darker, forest or night‑themed fairies. This would add a lot of depth to occult customization and make fairy Sims feel more distinct from humans.10Views0likes0CommentsHigh-Tech Burglar Prevention
I’d love to see more anti‑burglar items added to the game. Right now we only have the upgraded alarm, but burglar gameplay exists now, so expanding home security would make building and storytelling a lot more fun. Things like security cameras, laser grids, motion sensors, tripwires, pressure plates, and window‑break detectors would add depth and give players more control over protecting their homes.34Views0likes2CommentsHeight Slider Suggestion
I’d really like to see height sliders added to CAS. Right now every Sim is locked to the exact same height, which makes characters feel too similar and limits how much visual variety you can create. I know it’s probably a big ask because height affects animations, routing, and interactions, but even a small adjustable range would make a huge difference. It would let players create Sims who feel more unique without relying on CC height mods that break animations or cause clipping. Height is a basic human trait, and having a slider for it would add a lot more personality and realism to families, storytelling, and character design.21Views0likes0CommentsDifferent chair 🪑 slotting for larger round dining tables
This has been bugging me for years, I would love for the larger round tables to have the option of having 4 chairs slotting across from each other (same as a square table). I just find having 6 chairs around is too much for my gameplay and I never end up using the round tables for that reason even though I much prefer having a round table. Obviously I know I can put 4 chairs but it really bothers me that they’re not spaced out evenly around the table.Veronique14022 days agoSeasoned Newcomer13Views1like0CommentsAstronomical Total Cost
The number one complaint about the sims 4 is indeed its astronomical total cost, which exceeds $1,600 USD to own the complete game with all downloadable content at full price. Got an idea:- I've just been on the steam store and it cost £1452.86 to purchase all the expansions in the Uk, I'm not being funny when I say this, it's a computer game!!!! So on to my idea, why don't you make a bundle that cost around £50 that includes all packs, kits and expansion that over 5 years old and update this bundle each time a expansion falls into this bracket. If you purchase this bundle, you will still get the expansions when they fall into this bracket later. The sims 3 was in the Guinness World Records as a massive title in PC piracy, I'm sure the sims 4 is not that far behind, but when you see the cost to play catch up, you can see why so many, turn to the dark side. I can understand that EA need to make money, but when you think about this, if 3.2 million people have pirated the sims, you get zero money for this, the only benefit you have, many of them will keep the game active, but that does not pay your wages. So if you where to make a 5+ year bundle and if half of the 3.2 million where to invest in this bundle, that's 1.6 million X£50 that's a lot of money from old content. (Around 80 Million)47Views0likes4CommentsUpgrade Base Worlds & Starting Funds Based on DLC Collections
I think Willow Creek and Oasis Springs could gradually improve depending on how much additional Sims 4 content a player owns. Not everything has to change, and the worlds should remain recognizable. But some houses and community lots could receive upgrades as a player’s collection grows, whether I personally use those lots or not. For example, Movers & Shakers could remain the same gym but gradually improve its equipment, decor, landscaping, and other features. Starter houses could become nicer and better furnished. Other houses and community lots could receive similar, smaller upgrades. Yes, Simmers can already replace these lots with whatever they want. Builders can make their own, and other players can use the Gallery. That shouldn’t change. But not everyone enjoys building, and not everyone wants to replace EA lots with other Simmers’ creations constantly. For those players, these upgrades would make the original worlds feel like they have grown alongside the rest of The Sims 4. Starting funds could also increase as more content is owned, so upgraded starter houses remain affordable. For example: 0-5 add-ons: Standard - §20,000 Above Average - §40,000 High - §60,000 6-15 add-ons: Standard - §25,000 Above Average - §45,000 High - §70,000 16-30 add-ons: Standard - §30,000 Above Average - §55,000 High - §90,000 31-45 add-ons: Standard - §40,000 Above Average - §70,000 High - §120,000 46+ add-ons: Standard - §50,000 Above Average - §80,000 High - §150,000 Career wages could receive much smaller increases so that the game doesn’t suddenly become too easy. The exact numbers aren’t really the important part. The point is that someone with 50+ add-ons is playing a much larger version of The Sims 4 than someone with only the base game and a few packs. It would be nice to return to Willow Creek after building up a large collection and think, “Wait, this is the old gym? This place looks a lot better now.” And if you don’t like an upgraded lot? You can still replace it just like you can now.Calafalas2 days agoSeasoned Rookie61Views0likes5CommentsBring Back the Undead as Revenants, Not Mindless Zombies
I want to suggest bringing zombies back to The Sims 4 as a permanent occult, but not as mindless monsters. I want them restored as conscious undead Sims — similar to the myth of a revenant. Right now, The Sims 4 only has temporary or scripted zombie‑like behavior (Strangerville infection), and it isn’t a real occult. It’s a short‑term transformation with no identity, no needs, no powers, and no long‑term gameplay. In previous Sims games, zombies were a full supernatural life state. They had distinct behavior, weaknesses, and long‑term identity. But The Sims 4 has the potential to make them even better by making them aware, sentient, and playable, instead of mindless NPCs. Please bring back zombies as conscious revenant‑style occults. Give them: unique needs (Rot, Hunger, Decay resistance) unique weaknesses (sunlight, fire, cure serums, magic) unique powers (regeneration, undead strength, fear aura, slow healing) conscious personality and full autonomy CAS features and genetics long‑term identity instead of a temporary condition A conscious undead occult would fit perfectly alongside vampires, spellcasters, werewolves, ghosts, mermaids, aliens, and PlantSims. It adds depth, storytelling potential, and supernatural variety without relying on temporary gimmicks. Zombies should return as a real occult — not mindless monsters, but revenants with awareness and personality.UberDrew12 days agoNew Vanguard67Views1like6CommentsStop Merging Player Posts
Please stop merging our posts with other people’s threads. When you merge posts automatically, it buries new ideas, removes context, and makes it harder for players to get feedback. Let our posts stay separate unless we specifically ask for them to be merged.UberDrew12 days agoNew Vanguard48Views1like1CommentFreelancer Career should be accessible to Teen Sims
While I understand most of the careers have schedules that would clash with School hours, the Freelancer career has no set time so Teens can work after-school or the weekends on gigs so I see no reason they should be restricted especially when two of the jobs mostly have you at the computer. I'll also admit I wanted to play a Teen medium that went to school by day and exorcised spirits at night( I was inspired by the series Lockwood and Co.) but discovered I had to be a young adult...Also Young Adult sims in University can still do Freelancer gigs while going to class so letting Teen Sims do the same should not be difficult to program and would update what Teen Sims can do in terms of getting access to new careers unlike adult sims. Bottom line, if my Teen Sim can do Odd Jobs, then they should be a Freelancer (and ghost hunter lol)SereneAngel2182 days agoSeasoned Vanguard66Views0likes7CommentsPls fix sims 4
So many issues with packs that I PAID for. Businesses and rentals not showing, pets glitching, sims stuck for ours without doing anything in the queue. And we still don’t have spiral stairs? Come on fix the stuff people paid for.7r528ne6n2j42 days agoRising Newcomer30Views0likes1CommentThe Sims 4: Digital Metropolis — Drivable Cars & Tech City
THE SIMS 4: DIGITAL METROPOLIS - Expansion Pack Suggestion (Cars + Tech City) CONTEXT AND CURRENT PROBLEM The Sims 4 organizes its content into expansion packs that represent cities and neighborhoods isolated from one another. Currently, the game doesn't offer drivable cars: existing vehicles are purely decorative, and travel between lots and worlds happens through loading screens, without any real travel experience. This limitation reduces immersion and misses out on a feature frequently requested by the community: the ability to drive, buy, and maintain a car as part of Sims' daily routine. THE PROPOSAL Create a new expansion pack called "Digital Metropolis," set in a technological, futuristic city, introducing functional cars (electric and gasoline) and new urban infrastructure connected to them. 2.1 City theme Futuristic architecture: tall buildings, glass facades, neon lighting, solar panels Themed districts: smart-home residential area, dealership district, tech industrial zone 2.2 Dealerships (new lot type) Buy electric or gasoline cars, with different prices and social status Test-drive interaction before purchase Persuasive salesperson NPC 2.3 Cars Electric: more expensive, eco-friendly, limited range, need charging Gasoline: cheaper, but polluting Customization of color, wheels, and decals 2.4 Gas stations and charging stations (new community lot) Traditional gas stations and electric charging stations Attached convenience store 2.5 Additional gameplay Smart-home objects controllable via an app on the Sim's phone New trait: "Tech Enthusiast" or "Environmental Awareness" Car maintenance: check-ups, breakdowns, insurance Social interactions inside the car Random road events: traffic jams, breakdowns, tickets, giving rides CAREERS IN DETAIL Each career follows the same format as other expansion packs: 10 levels, branching at level 5. Programmer/Software Developer: Games and Apps branches. Compatible with the existing Home Office system. Automotive Technology Engineering: Electric Vehicles and Autonomous Vehicles branches. Car Designer: Customization and Concept branches. Similar to the Painter career. Data Scientist/AI: Smart-Home and Urban Analytics branches. Cybersecurity: Corporate Defense and Ethical Hacker branches (with "simulated breach" events). SCHOOL AND PUBLIC TRANSPORTATION Reintroducing the functional school bus (a feature that used to appear visually in earlier games in the franchise, but today is reduced to a child simply vanishing from the sidewalk): Kids and teens actually getting on/off the bus Possibility of missing the bus (tardiness or need for a ride) Social interactions inside the bus Urban bus for adults as an alternative to a car, with digital schedule displays ADDITIONAL IDEAS Economy: car financing/installments, vehicle insurance, cheaper used cars (with defect risk) World: simplified visual traffic, parking lots at commercial lots, functional traffic lights, an "old/analog" neighborhood contrasting with the tech district Social/Family: driving lessons with an instructor NPC, "first car trip" milestone, illegal street racing as a risky hobby Sustainability: neighborhood carbon footprint meter, residential solar panels linked to car charging Integration: compatible with Eco Lifestyle and Get to Work; a "Garage" object kit Replayability: car tuning as a collectible hobby, seasonal events (tech fair, concept car exhibition) IMPLEMENTATION CHALLENGES AND POSSIBLE SOLUTIONS Game engine: The Sims 4 uses closed worlds by design, to avoid the performance issues The Sims 3's open world caused. Solution: cars working within each existing neighborhood, using short routes, without requiring continuous streaming between worlds. Console hardware: solution is platform scaling (less traffic/simulation on PS4/Xbox One). Large scope: split into phases - main Expansion Pack (city + cars), then Game Pack (tech careers), then Kit (transportation). Mods and older worlds: "opt-in per world" car system, active only in new worlds, without affecting existing mods or worlds (same logic as Vampires/Realm of Magic). FREQUENTLY ASKED QUESTIONS Would it work the same on consoles and PC? Not necessarily - platform scaling would apply. Would owning a car be mandatory? No, it would be optional, like bicycles today. Would the tech careers be redundant with Science/Business? No - each has a distinct focus (programming, engineering, design, data, security). Would this break existing car Custom Content? No - opt-in system per world, without altering older worlds. Would this be an Expansion, Game Pack, or Kit? A phased rollout, reducing initial investment and risk. BENEFITS FOR THE GAME Increases immersion by replacing loading screens with real travel Creates a reusable gameplay foundation for future packs Gives existing worlds new purpose Addresses a longstanding, recurring community request SUMMARY Name: The Sims 4: Digital Metropolis Setting: technological, futuristic city Central feature: drivable cars New lots: dealerships and gas/charging stations Transportation: school and urban bus Careers: 5 new tech careers New trait: Tech Enthusiast Feasibility: phased rollout + opt-in-per-world system Proposal prepared by a member of The Sims 4 community, with the goal of contributing ideas for future expansion packs.15Views0likes0CommentsEA, PLEASE FIX YOUR STARTUP CACHE!
Hello ( :_; ) ~ I am aware EA's team doesn't directly support the usage of mods, but it is an apparent fact that the vast majority of PC users indeed mod the game as they choose. AND- There is a fair amount of simmers whom have folders over 600GB. Yes, the game still works... but startup times take 30mins-8hrs+ for many of these highly modded games. My point is, a supremely simple solution to this would be to make sure TS4 doesn't constantly re-index the same files EVERY SINGLE LAUNCH SEQUENCE! Instead, create a cache of everything that is loaded in the FIRST sequence, then if nothing is changed, skip indexing those files as they've already been read. OR... If the user's game has already been fully cached from one game session, but let's say they install 70 .package files into the mods folder; then couldn't the game just index THOSE FEW files rather than having to re-index the entire game again? I’m not suggesting that EA somehow validate, troubleshoot, or guarantee compatibility with third-party mods. I’m suggesting that the game remember files it has already successfully indexed. If a package’s file path, size, modified date, or hash has not changed since the previous launch, there should be no reason to fully process that exact same file again from scratch. The first startup after creating this cache could obviously still take a long time. However, later startups could compare the existing index against the Mods folder and process only newly-added, modified, removed, or replaced files. There could even be a “Rebuild Game Cache” button for troubleshooting if a user wants to force a complete rescan. ; v For example: Launch #1: 100,000 package files = index everything = save persistent index Launch #2: no changes = reuse existing index Launch #3: 70 new package files = index those 70 + update cache AAANDDDD, this would not only benefit people with enormous Mods folders.. but players with every expansion/game/stuff/kit pack installed, large Tray folders, large saves, or older PCs could potentially benefit from more efficient asset indexing as well! lastly, vv I JUST SAW EA DID AN UPDATE FOR THE MARKETPLACE CACHE, SO IM CROSSING MY FINGERS THE GAME'S STARTUP UPDATE IS NEXT! :Deghourl4 days agoSeasoned Traveler51Views0likes1CommentCULTS & COVENS
A Fictional, Supernatural, Lore‑Friendly Expansion Pack Concept Overview The Sims universe is already overflowing with supernatural chaos — vampires, aliens, spellcasters, ghosts, mermaids, werewolves, and even the Mother Plant. And long before The Sims 4, Sims Medieval introduced fully fictional religions like the Jacobians and Peterans, centered around worship of The Watcher. This expansion formalizes what players already do: create weird societies, supernatural orders, and bizarre cults. All fictional. All parody. All perfectly Sims. 🕯️ Key Features 1. Create Your Own Cult Design a fully fictional Sims cult from the ground up: Name, symbol, color scheme Ritual style (cosmic, nature, arcane, Watcher‑based, Mother Plant‑based) Uniforms and ceremonial outfits Meeting hall or temple lot type Leadership structure (Leader, Acolytes, Initiates) Cult traits (Zealous, Enlightened, Devoted, Chaotic) Ritual objects (plumbob obelisks, cosmic idols, glowing tomes) This system works like Clubs + Occult gameplay + Sims Medieval religion mechanics. 2. Lovecraftian Orders Introduce cosmic‑horror‑themed fictional cults: Summon “The Great Eye” — a giant cosmic entity that judges Sims’ actions Open unstable portals to strange realms Perform rituals that cause bizarre weather, hallucinations, or temporary madness Gain “Cosmic Insight” buffs that reveal hidden motives or secrets Risk “Eldritch Backfire” events where rituals go hilariously wrong All supernatural, all fictional, all safe. 3. The Church of the Watcher A respectable, lore‑friendly fictional religion based on existing Sims canon: Worship the Watcher (the player) Hold ceremonies praising fate, free will, and plumbobs Gain “Blessings of the Watcher” (skill boosts, luck boosts, mood buffs) Fear “The Wrath of the Watcher” (random chaos events when Sims misbehave) Build temples with stained‑glass plumbobs and floating orbs This ties directly into Jacobian/Peteran lore from Sims Medieval. 4. Mother Plant Revivalists A Strangerville‑themed cult: Spread spores Perform “Blooming Rituals” Summon tendrils from the ground Gain temporary hive‑mind buffs Risk “Overgrowth Events” where plants take over the lot 5. Cult Careers Three new careers: Cult Leader — charisma, manipulation, ritual mastery Acolyte — research, devotion, ceremonial duties Occult Scholar — study cosmic anomalies, artifacts, and supernatural lore Each career has unique interactions, outfits, and reward objects. 6. Rituals & Ceremonies New gameplay systems: Chanting circles Cosmic communion Plumbob blessings Eldritch summoning Mother Plant offerings Arcane trials Initiation rites Devotion meters Faith crises Cult schisms (yes, you can split your cult into rival factions) **7. New World: **Sanctum Hollow**** A mysterious valley filled with: Temples Grottos Cosmic anomalies Ritual sites Secret underground chambers A giant plumbob monolith at the center Perfect for occult storytelling. 🧪 Why This Pack Makes Sense You already said it perfectly: The Sims is full of occult life states The Sims already had fictional religions (Watcher worship) Strangerville introduced a literal cult Players already run cult challenges Fictional cults avoid all real‑world controversy Occult packs sell extremely well This expansion is safe, lore‑friendly, marketable, and exactly the kind of supernatural chaos The Sims thrives on.UberDrew14 days agoNew Vanguard28Views0likes0Comments
Forum Widgets
Read First
Featured Places
The Sims Game Info Hub
Sims highlights, news, patch notes, livestream, with curation guides and posts from Maxis.The Sims 4
Share your Sims 4 creations, discuss stories, get help with expansions & updates, or help others in our friendly forum.The Sims Helpers Blog
Our Sims Heroes are sharing their tech knowledge with the Sims community in the Sims Helpers Blog.The Sims 4 General Discussion
Join lively discussions, share tips, and talk about your experiences in The Sims 4.The Sims 4 Feedback & Ideas
Share your feedback and ideas around The Sims 4 with the community.The Sims 4 Creative Corner
Share screenshots, stories, builds, custom creations, mods, challenges, and funny moments in The Sims 4.The Sims 4 Gameplay Questions & Issues
Get help and answers to your gameplay questions and issues in The Sims 4.The Sims 4 Mods & Custom Content
Find tips, tutorials and troubleshooting for mods and custom content, and The Sims 4 patch files here.The Sims 4 Technical Issues - PC
PC players get help with their technical issues in The Sims 4 here.The Sims 4 Technical Issues - Mac
Do you have technical issues with The Sims 4 on Mac? Get help from the community here!The Sims 4 Technical Issues - Consoles
Get help with your technical issues in The Sims 4 on Xbox and PlayStation in this community forum.The Sims 4 Bug Reports
Report bugs for The Sims 4 on PC, Mac, Playstation, and Xbox.