Objects | Maximum Energy |
---|---|
Bed | 23 |
Toilet | 6 |
Shower | 13 |
Bathtub | 20 |
For all energy recharge objects (beds, toilets, showers and bathtubs) the energy gain can be maximized by purchasing enhancer objects however, two objects of the same type will not stack and just one item of a type will contribute towards the energy recharge gain.
In other words, in order to attain maximum energy recharge for one of the energy recharge objects, one of each energy enhancing objects must be bought. Purchasing two mirrors from different home item collections will not stack together.
As an example, the energy recharge from the bed can be enhanced by purchasing the following items:
Energy Enhancing Objects | Contribution | Cost Type |
---|---|---|
Nightstand | 1 | simoleons |
Dresser | 2 | |
Lamp | 2 | |
Mirror | 3 | |
Alarm Clock | 2 | simcash |
Where all beds provide a base energy recharge of .
Performing events yields Simoleons and points pertaining to the activity type (hobby, career, relationship). Three type of events are available for each activity type: quick
, standard
and long
where each event type differs from the rest by the amount of time it takes to complete.
The gains for all event types, considering that all the gains are obtained at a maximum level of the activity type (level ), can be represented in time where the time is represented on a logarithmic scale:
In order to determine the gains for each different event quick
, standard
and long
we can integrate by measuring the area of the triangles under each event type and divide the area by the total time.
For instance, for Simoleons
, the following triangles from the values on the chart can be obtained:
The areas for each right-angle triangle in part is thus:
where is a placeholder for the event type: quick
, standard
, long
.
Calculating numerically, the area for each triangle is obtained as:
and dividing the area for each triangle for all event types , and over the total amount of time , an efficiency formula can be derived as:
When the numerical values are substituted, the following values for all event times are obtained:
Overall, it seems that quick
event types provide the best reaps over the time cost, players seem to benefit the least from the standard
event type, the long
event type provides some improvement over standard
and is only marginally above the quick
event type in gains. The curves for career, respectively hobby and relationship points seem to follow the simoleons curve in slope such that from the point of view of efficiency, the same conclusions can be met and players should stick to spamming quick
event types.
An observational remark that would back up favoring quick
event types is that other stuff may be happening during the gameplay that would require a sim to be available and the quick
event type takes the least amount of time such that the sim can free itself earlier.
The reason that the long
event type reaps the same gains over time as the quick
event type could possibly be a rationale of the developers that provide a bit better than the same reward for quick
event types to players that would like to keep playing but do not have the time to continuously spam quick
even types.
Overall, furniture marked as decoration is purely aesthetic and does not provide any special interaction. For example, in the screenshot below:
Hazardous Waste Bin
does not provide any utilitarian benefit whatsoever,Decontamination Station
is labeled as allowing sims to recover energy (and does what it says),Desk
and Refrigerator
are not labeled as a Decoration
but as a Desk
and Refrigerator
respectively such that both objects will at least provide the opportunity of interaction with a sim
The same pattern applies whether the objects are career, hobby or home items - particularly, a lot of home items, even paid-for with simcash items, are marked as decoration and buying them could only possibly increase the Lifestyle Score
(the latter being increased by any purchase implicitly anyway) such that buying decorations should not be prioritized.
A peace-of-mind strategy to use when starting Sims Mobile is to perpetually complete careers, hobbies or relationship stories, perhaps even by picking the long
event types in order to achieve a steady income of simoleons and simcash whilst avoiding to spend money on anything but the essentials (particularly, items that regenerate the energy of sims).
The goal and priority should be to unlock the next two sim slots and to obtain two more playable sims. In doing so, the amount of total household income just outright doubles (2 sims for free, 2 extra sims). Only after ensuring the maximal income, other endeavors should be pursued.
The next two remaining sims slots should be unlocked in the following manner that ensures the least amount of time spent:
Under the definitions:
Let there be the following cases:
Such that:
In conclusion, relationship event types should be favored given that both sims can contribute towards the completion of the event whilst the player benefits from the energy pool of both sims.
Furthermore, and by observation, particular quests, precisely quests in context of the player's household sometimes grant extra bonuses towards the completion of the quest. For instance, two sims that have been previously married have all times reduced to half for the entire Baby Quest
- the time for the completion of intermediary steps are reduced from hours to hours.
Unfortunately, there are no three-way relationship event types to benefit from even larger energy pools.
State socialism?
Overall and by far, the best career to pick in sims mobile seems to be the Barista career. The reasoning for picking the Barista career hinges on the following observations:
30
while for the barista career, about three or four quick events can be completed in the same time,Foodie III
is considered a common trait while all the other career boosters, starting with Creative
for fashion and photography events are uncommon and thus more difficult to obtain.Some users have been complaining that there are no children NPCs on various forums but it is easy to at least mimic the same effect: simply do not promote the children and let them running around. Kids and teens frequently allow starting quick relationship events that tend to yield one standard life ticket such that they become a good source of income. A trick is to have a bunch of kids and use that as leverage to complete relationship quests for llama points and to start racking up life tickets.
NPCs in general tend to run around the house and inside various rooms but bathroom items cannot be used to recharge energy whenever an NPC is inside the bathroom. Having a large amount of kids will occupy the bathroom frequently leading to bathroom items not being able to be used. One solution is to simply remove the door such that kids do not wander inside the bathroom - playable characters will still be able to reach inside the bathroom by clicking the bathroom items and game progression will eventually lead the playable characters out such that they will manage to escape the closed bathroom.