Traits affect a Sim's Whims, desires, and AI behaviors. They can affect how a Sim performs a given action, though Emotions take precedence. Sims are required to have exactly three normal traits when created in Create a Sim; no more, no fewer.
As you read through the list, you'll notice that some traits naturally will help some Aspirations. For example, a Serial Romantic will be best served with a Romantic or Self-Assured trait. Conversely, you can choose traits even if they conflict with your chosen Aspirations to give yourself more of a challenge. For example, you can give a Sim the Successful Lineage aspiration but also the Noncommittal, Hates Children, and Loner traits. It's a strange and unnatural combination, but it can be incredibly fun to play.
That said, although aspirations and traits are independent, some traits conflict with others. While choosing traits for your Sim in Create a Sim, if you choose a trait that is incompatible with another, the incompatible ones will be grayed out. Once in the game proper, traits cannot be changed.
Traits are categorized for your convenience, but otherwise the categories are meaningless. It's possible to take all three traits from a single category or spread them out; it makes no difference. Here, we list all the traits in the game by category and what they do, along with what expansion pack (if any) in which they were introduced.
Emotional Traits[edit]
Emotional traits generally affect how a Sim reacts to Emotions, positively or negatively.
Active[edit]
These Sims trigger Energized more easily, and can Energize others with the Pump Up social interaction. However, they will take emotional damage if they go too long without exercising.
Cheerful[edit]
These Sims trigger Happy more easily, or at least offset being Sad. Skyrim how to get mods. They tend to take emotional boosts from any positive moodlet.
Creative[edit]
These Sims trigger Inspired more easily, thus increasing the quality and value of their creative works in the long-term. They will take emotional damage if they go for too long without working on some creative project.
Genius[edit]
These Sims trigger Focused more easily, allowing them to learn all Skills a little faster. They take emotional damage if they go too long without working on certain skills, such as Logic or Handiness.
Gloomy[edit]
These Sims trigger Sad more easily, allowing them to gain a boost to creative Skills (such as Painting or Writing) more easily. However, it can make socialization a little bit of a challenge.
Goofball[edit]
These Sims trigger Playful more easily, allowing them to increase the impact and success rate with funny-type social interactions. In the long-term, these Sims can gain non-romantic relationships pretty quickly due to just firing joke after joke at anyone they're socializing with.
Hot-Headed[edit]
These Sims trigger Angry more easily, especially when they are the victims of mischief-type social interactions. They get into (and win) fights more easily. They can use Rile Up social interactions to make others angry as well, though it will make them few friends.
Romantic[edit]
These Sims trigger Flirty more easily, thus increasing the impact and success rate with romantic-type social interactions. They will therefore gain romantic relationships much faster than other Sims, though non-romantic relationships are unaffected.
Self-Assured[edit]
These Sims trigger Confident more easily, thus slightly increasing the impact and success rate with all social interactions. Confidence generally has no downside, though it can lead to trying a social command the target isn't ready for, which may trigger the Embarrassed emotion instead.
Unflirty[edit]
These Sims seldom trigger the Flirty emotion and will almost always reject any romantic-type social interaction if they're in public.
Hobby Traits[edit]
Hobby traits affect what the Sims enjoy doing, especially under Free Will. These also unlock special, powerful social interactions that maximize relationship gains when used on other Sims with the same trait.
Art Lover[edit]
These Sims gain strong moodlets when viewing art or even being in a room that's well decorated. They can discuss art with other Art Lovers in unique ways.
Book Worm[edit]
These Sims gain strong moodlets while reading and after completing books. They can discuss books with other Book Worms in unique ways.
Foodie[edit]
These Sims trigger the Happy Emotion and fill the Fun need when eating high-quality food. However, the Sim will lose Fun and possibly trigger the Uncomfortable emotion when eating low-quality food. These Sims gain extra Fun from watching the Cooking Channel and can talk about special cooking techniques with others.
Geek[edit]
These Sims get a bonus to filling the Fun need when reading and playing videogames. They can find collectable items, including rare ones, better than most Sims (though the boost is slightly reduced compared to the Collector trait from Nature Aspirations). These Sims get some special friendly social interactions as they discuss their hobby.
Music Lover[edit]
These Sims get a bonus to filling the Fun need when listening to any kind of music, be it on a stereo or live. They also easily trigger the Happy Emotion when playing an instrument themselves.
Perfectionist[edit]
These Sims take longer to create any item, but they increase the quality and value of the finished product. Highly recommended for Sims with unconventional Careers, especially creative ones, and not recommended for Sims who stay with conventional career tracks. They take emotional damage when it's been a while since they've created anything.
Lifestyle Traits[edit]
Lifestyle traits are generally passive ones that affect how Sims grow and what bonuses they enjoy for simply living life as they choose.
Ambitious[edit]
These Sims gain strong positive moodlets upon promotion, strong negative moodlets if they get demoted or simply fail in their tasks, and suffer emotional damage if it's been a while since they've been promoted. However, these Sims also gain job performance faster than other Sims and tend to get promoted faster anyway.
Childish[edit]
These Sims gain strong positive moodlets from interacting with children. They also gain benefits from playing with children's toys or other objects that generally only children and use.
In Star Wars: Empire at War, players controlled an entire war for the Star Wars galaxy as the Rebel Alliance or the Galactic Empire. Now, they will face off against both of them in Forces of Corruption as a brand new third faction. As Tyber Zann, players will stop at nothing as they seek to further. Sep 22, 2018 Star Wars The Old Republic: Ultimate War is a total conversion mod of Empire at War: Forces of Corruption. Ultimate War features the entire Old Republic period in a massive compilation of conflicts. Tuna42 is hard at work to bring a new look to the Old Republic era and the Forces of Corruption modding community. It draws from a variety of free-release sources to bring us a nicely blended mod. It currently replaces the three standard Forces of Corruption factions with the Old Republic, the Sith Empire and the Mandalorian clans. For all of the mod players out there seeking to appease their love of the Old Republic era, be sure to give this mod a download. It's time to explore another splendid sci-fi universe with Star Wars: Empire at War. This mod converts the game into a Stargate themed game, complete with new playable and side factions, an abundance of new ships and units, new battlefields and planets, a reworked AI, and more to offer a fantastic Stargate strategy warfare experience!
Feb 13, 2015 P.s. Make a copy of your XML folder, and replace it whenever you change from Republic at War, or Awakening of the Rebellion, to another mod. Both those mods make changes to the AI, replace the XML folder(and in RaW's case: remove the 'scripts' folder) whenever you play something else. I hope this helps you find a mod you like.
Clumsy[edit]
These Sims will have subtle animation changes for everyday activities. They tend to fail more often in all aspects of chance, but they are significantly less likely to trigger the Angry or Sad Emotion when they do; they are more likely to “laugh at themselves” and let the problem roll off their back.
Dance Machine[edit]
These Sims gain special buffs when dancing and socializing while dancing. This trait does not seem to have a direct impact on relationship values, but a Sim that is happier (in this case while dancing) has a much higher chance of succeeding with social interactions.
Glutton[edit]
These Sims suffer stronger penalties for negative food-related moodlets, such as having low Hunger need. However, they can eat low-quality food without penalty, including spoiled food, and can even rummage through the garbage for a meal.
Insane[edit]
These Sims can use special self-interactions such as Talk to Self. Also, their Emotions become unpredictable.
Kleptomaniac[edit]
These Sims can use special interactions to steal objects from public venues even if they're under AI control. They also have a small chance of coming home from work with a new random item in their family inventory.
Lazy[edit]
These Sims gain positive moodlets from napping, watching TV, playing videogames, or simply from sitting on something comfortable. They gain negative moodlets from doing anything active, especially cleaning, and tire much faster while exercising.
Loves Outdoors[edit]
These Sims automatically gain a positive moodlet just from being outside, which usually triggers the Happy Emotion. They can Enthuse other Sims about the outdoors.
Materialistic[edit]
These Sims gain positive moodlets from buying new stuff, the more expensive the better. They can trigger the Happy Emotion by interacting with new objects, but they will suffer emotional damage if they haven't bought anything new in a while.
Neat[edit]
These Sims gain positive moodlets while cleaning, and may even fill the Fun need while doing so. However, Sims are more likely to trigger the Uncomfortable Emotion if in dirty surroundings. Neat Sims are almost guaranteed to clean up after themselves, whether that means washing dishes or not leaving puddles on the bathroom floor after a shower.
Slob[edit]
These Sims gain positive moodlets when surrounded by filth, and take much longer to trigger the Uncomfortable Emotion if they do so at all. They also make objects such as counters and sinks dirtier faster from use. However, they draw no penalties from being in a clean environment.
Snob[edit]
These Sims draw penalties for being around anything they deem low-quality, such as food or art. They trigger the Confidence Emotion just by being in the presence of other Snobs. This is a dangerous trait to pair with Slob.
Squeamish[edit]
These Sims are quick to trigger the Uncomfortable moodlet from filth or chaotic social surroundings. There are no positives from this trait, and thus is for playing a challenging Sim.
Vegetarian[edit]
These Sims draw the Uncomfortable or Sad emotion if they eat anything meat-based, and will never do so on their own; it would have to be a manual command you force them to activate. Many recipes in the game are 'vegetarian-safe,' shown as such when hover the cursor over their plates. Vegetarian Sims tend to live somewhat longer than non-vegetarians.
Social Traits[edit]
Social traits affect how the Sims interact with each other, for better or worse. These affect the impact of certain social interactions and make relationships easier or harder to create and maintain.
Bro[edit]
These Sims trigger the Energized Emotion from watching sports on television, but otherwise need other Bros to interact with; a solo Bro is a lonely Bro indeed. These Sims gain special interactions with other Sims who also have the Bro trait.
Evil[edit]
These Sims trigger the Happy Emotion when near other Sims who are suffering negative emotions or negative moodlets, even if this Sim had nothing to do with the target's misery. They gain special social interactions, but automatically trigger the Anger emotion when near Sims with the Good trait. Sims with this trait will almost always attempt negative social interactions when controlled by the AI.
Family-Oriented[edit]
These Sims trigger the Happy Emotion when near related Sims and gain special social commands to boast about their family. However, they'll trigger Sad if it's been a while since they've interacted with their family.
Good[edit]
These Sims trigger the Happy Emotion when near other Sims who are also happy or otherwise experiencing positive moodlets; it's possible to have two Good Sims near each other and feeding off each other's energy. Good Sims can help alleviate negative moodlets from others, and can donate to charity. They trigger Sad when interacting with Sims who have the Evil trait.
Hates Children[edit]
These Sims trigger the Anger Emotion when in the presence of or interacting with children. They automatically trigger Tense after attempting any Try For Baby command regardless of its success. They also gain special negative social interactions if they wish to spoil a kid's day.
Insider[edit]
These Sims gain special mood buffs when being in Clubs and related activities, and will draw debuffs if it's been a while since they've seen their clubmates. This trait requires the Get Together Expansion Pack.
Jealous[edit]
These Sims trigger jealousy much easier than other Sims when witnessing their lovers do romantic-type social interactions with others, even if those interactions fail. They gain the Confidence emotion when they're near their lovers, but gain the Tense emotion if they're not.
Loner[edit]
These Sims trigger the Happy Emotion when alone in a room or lot, and will trigger Tense when around strangers even while not interacting. They will not suffer any penalties from a low Social need, but they will not gain any benefits either. They easily trigger Embarrassed if they fail at a social interaction.
Mean[edit]
These Sims trigger the Happy Emotion when they successfully use a mean- or mischief-type social interaction. They automatically trigger Confident when they win a fight. They make few friends, but their presence can cause chaos (for better or worse) in large social situations.
Noncommittal[edit]
These Sims trigger the Tense Emotion when in a single relationship or career for too long, and trigger Happy when they break off a relationship or change jobs. They require a higher relationship score to propose marriage to another Sim.
Outgoing[edit]
These Sims gain special moodlets from friendly socialization; romantic socialization is unaffected. Their Social need decays faster than normal, but can gain faster than normal because the impact and success rate of their social interactions tend to be higher.
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