new historical/vocational careers and pack updates
Careers in the sims are a bit uninteresting. Most are rabbitholes, with the exception of get to work active careers. Some careers/freelance jobs allow you to work from home and are more flexible. Sims can choose not to join a career and make money from a hobby like woodworking or fishing. With packs like home chef, crystal creations, and cottage living, it's easier to make money without owning retail stores by selling homemade items.
However, I've wanted more variety in careers for a long time, including historical careers, vocational careers, and updates to existing packs to add better career options. This pack/update would also allow teen sims to become apprentices until they age up and can join the career. To become an apprentice, the sim must find a master NPC, befriend them, and then an interaction will show up to ask to become an apprentice. Apprenticeships would function similarly to learning magic from a sage in realm of magic DLC. The NPC would have an apprenticeship menu with interactions for improving skill knowledge and learning crafting recipes.
Pack features:
- New machine operator career and factory career venue. When I purchased growing together and saw the description for San Sequoia (which said it had a fishing industry) I thought, why is there no fishery? The career would entail working on an assembly line (conveyor style) producing a variety of processed foods. There would also be 2 career branches: cannery and fishery. The cannery would specialize in canned produce, frozen meals, and microwave meals, while the fishery would specialize in seafood products such as fish sticks, fish paste, caviar, and tinned tuna, salmon, sardines, etc. It'd also be nice if there was a grocery store shell or market stall, where these items could be purchased and consumed. The items can be crafted with optional ingredients to reduce crafting cost.
- New carpenter career and sawmill career venue. This career would come with a new skill, woodworking (which I believe should be separate from handiness) and allow sims to make craftable and functional furniture (actual upholstered furniture) in various styles (modern, victorian, rustic, etc) and the furniture is sellable (like any crafted object). As the sim is promoted to new levels, they can unlock more crafting recipes. EA should also introduce a logging skill, which allows sims to harvest ingredients from trees such as logs, branches, and bark. Furniture can be crafted with optional ingredients to reduce crafting cost. Alternatively, a sim could become a freelance lumberjack and simply sell tree products on a sales table.
- New blacksmith career and skill. The blacksmith career would be a historical career and allow sims to craft items on a forge using optional ingredients (metals, etc). Craftable items would include decorative weapons, shields, suits of armor and wearable armor, functional weapons, armor for horses (horse ranch update) so players can have a knight sim and horse companion, weapon and armor racks, etc. The items would be sellable and as the sim is promoted to new levels, they can unlock more recipes.
- New seamster career and sewing skill. This career would allow sims to craft wearable cas items, functional curtains (with interaction to close/open curtain), throw pillows, blankets, and rugs using a sewing machine. There would also be a historical version to allow sims to craft medieval style cas items, tapestries, and rugs on a loom and it would come with a new weaving skill. EA could also introduce new harvestables: cotton, flax (linen), jute, and silkworms for eco living insect farms. This would allow sims to harvest plant fibers and craft thread/fabric to use as optional ingredients for recipes and reduce crafting cost.
- Animal husbandry career and animal breeding skill. This career would be a work from home career and function as more of an update for the cottage living and horse ranch packs. It would allow sims to purchase mini animals and shed animals (now with male and female options like the chicken and rooster) and breed them. The breeding process could have 2 options: a rabbithole breeding and birthing interaction or an active breeding and birthing interaction. The second option would require EA to introduce a deluxe animal shed that can house 2 or more animals (like the chicken coop) to allow for the breeding and birthing to take place in the shed. When the offspring is born, they can be placed in an available empty shed or sold.
- New artisan career, which would be a new freelance career with branches for pottery, stone carving, and glass blowing.
The pottery career would come with a new pottery skill and allow sims to craft earthenware and porcelain objects (vases, bowls, plates, tureens, etc) on a pottery wheel/kiln. EA could introduce new collectibles such as red clay and kaolin clay to be used as optional ingredients for recipes and reduce crafting cost. As sims are promoted to new levels, they can unlock more recipes.
The stone carving/sculptor career would come with a new stone carving skill and allow sims to craft stoneware objects such as figurines, statues, vases, paperweights, etc using a stone carving workbench. EA could introduce new collectibles such as: marble, granite, and jade to be used as optional ingredients for recipes to reduce crafting cost.
The glass blowing career would come with a new glass blowing skill and allow sims to craft glassware using a blowpipe. EA could introduce a new sandstone collectible and also allow sims to collectible sand buckets from sand terrain and island living beaches using a new interaction. The sand bucket/sandstone could be used as optional ingredients for recipes to reduce crafting cost. - A new tanner career and tannery career venue. This career would come with a new tanning skill and allow sims to craft wearable leather and fur cas items, decorative items such as satchels, wallets, attache cases (with inventories), fur rugs, etc. Items can be sold, and decorative items would have some functionality. EA could also allow sims to collect animal hides/furs from a new rabbithole hunting interaction. Animal fiber ingredients can be used as optional ingredients for recipes to reduce crafting cost. There would also be an option to craft faux fur and leather items (with their respective optional ingredients) and a humane way to collect animal fibers (if cottage living is installed) by asking befriended rabbits and foxes for animal pelts.