BACC Careers
Many careers in this challenge require that the sim taking that job has a specific trait. As long as your sim has at least one of the traits listed in parenthesis you're good to go! Some careers are always available while some are locked behind additional restrictions.
There are also a handful of "careers" that don't actually exist in the game specifically. These careers are useful for unlocking services like child and pet adoptions.
Careers are listed in the following format: Job title (Trait requirement) - Restriction and notes.
Friendly reminder: my rules were adapted from The Oceanside Project BACC rules for The Sims 2.
Treasurer (Materialistic) - There is one Treasurer at all times during this challenge. The first Treasurer should be assigned the Materialistic trait upon creation. The Treasurer is replaced with a blood descendant or closest relative when they die. Money from the Treasurer's household funds can be used to unlock neighborhoods and to build or improve public community lots.
Actor (Self-Absorbed, Outgoing, Likes Acting) - Film Studio must be built.
Detective (Perfectionist, Hot-Headed) - Police Station must be built.
Doctor (Ambitious, Genius) - Doctor's Office must be built.
Scientist (Genius, Geek, Likes Robotics) - None.
Astronaut (Genius, Geek, Likes Rocket Science) - Scientist career must be maxed one time before the astronaut career opens.
Athlete (Active, Bro, Likes Fitness, Likes Rock Climbing, Likes Skiing, Likes Snowboarding) - Always available.
Business (Amibitious, Outgoing, Hot-Headed) - Always available.
Civic Designer (Freegan, Recycle Disciple, Green Fiend) - Evergreen Harbor must be fully unlocked for all sims.
Conservationist (Child of the Islands, Child of the Ocean) - If there are enough funds, Treasurer gives $100k to the first Conservationalist sim. This money is used to relocate this sim to Sulani. Once this career is maxed one time, any sim can move to Sulani for a donation to the island of $10k and any sim who meets the trait requirement can join this career.
Criminal (Kleptomaniac, Evil, Likes Mischief) - Always available.
Critic (Snob, Foodie, Art Lover) - San Myshuno must be unlocked.
Culinary (Foodie, Glutton, Likes Cooking, Likes Baking, Likes Mixology) - Always available.
Education (Cheerful, Good, Bookworm) - Britechester must be unlocked.
Engineering (Geek, Likes Robotics, Likes Programming) - Britechester must be unlocked.
Entertainer (Goofball, Music Lover, Likes Comedy, Likes any instrument, Likes Singing) - Sim must own a musical instrument OR microphone to be able to enter this career.
Freelancer (None) - Always available.
Gardener (Loves Outdoors, Vegetarian, Likes Gardening) - Always available. There must be one gardener to start.
Law (Self-Assured, Perfectionist) - Britechester must be unlocked.
Military (Active, Bro, Likes Fitness) - StrangerVille must be fully unlocked for all sims.
Painter (Creative, Art Lover, Likes Painting) - Always available.
Politician (Outgoing, Bro, Ambitious) - Available after one new neighborhood has been unlocked.
Secret Agent (Perfectionist, Kleptomaniac) - Available after the first level 10 criminal exists.
Social Media (Outgoing, Materialistic, Creative, Likes Media Production) - Available to any sim with 3 or more friends, not including family members.
Style Influencer (Snob, Materialistic) - Always available.
Tech Guru (Geek, Likes Programming) - Always available.
Writer (Creative, Perfectionist, Likes Writing) - Always available.
Babysitter (Childish, Family Oriented) - Opens when the first child ages into a toddler.
Barista (None) - Always available.
Diver (Active, Loves Outdoors, Child of the Ocean) - Sulani must be unlocked.
Fast Food Employee (None) - Always available.
Fisher (Loves Outdoors, Gloomy, Likes Fishing) - Always available.
Lifeguard (Active, Child of the Ocean) - Swimming Pool must be unlocked.
Manual Laborer (None) - Always available.
Retail Employee (None) - Always available.
Animal Care (Cat Lover, Dog Lover) - Available after the Animal Shelter is unlocked. There can be multiple Animal Shelters. One new pet is added via Create-a-Sim to the shelter every 4 seasons as long as there is space in the household. Cats and dogs can be adopted for $500 each, paid to the shelter owner.
Elderly Care (Family Oriented, Good) - Senior Home must be unlocked. On the first day of each season, the Treasurer pays $500 per senior to the owner of the Senior Home.
Club Leader (Insider, Supernatural Sims) - Any Insider or Magical Sim can spend $10k to start their own club. To join a club, club members must pay the Club Leader $1,000. Every Monday, each club member will pay the Club Leader a $250 donation. Club Leaders are exempt from weekly taxes. Club Leaders may spend $50k to open a Clubhouse. If a club member misses 2 donations in a row, they are removed from the club.
Social Worker (Family Oriented, Good) - There is one Social Worker at a time in town. The Social Worker is exempt from taxes. The Social Worker's home is the Orphanage after $50k is donated by the Treasurer to the Social Worker. On the first day of each season, the Treasurer pays the Social Worker $1,000 per child in their care. To adopt, parents must pay $3,000 to the Social Worker. Sims can leave unwanted children at the Social Worker's home if there is room in the household. A new randomly generated toddler is added to the Orphanage after every gameplay round until the household is filled to capacity. Teens who age into young adults are kicked out with $2,500 and any money they have earned during their time at the Orphanage from jobs/random events.
Woohoo Worker (Noncommittal, Materialistic) - Any sim who meets the trait requirement and who has woohooed 3 different sims may work at the Woohoo House (Oasis Springs required). When living at the Woohoo House, these sims are paid $1,000 per woohoo with a client. This money is taken from the client's family funds or personal bank account. $500 of that money goes into the woohoo worker’s personal funds and goes with that sim if they choose to move out of the Woohoo House.
There are also a handful of "careers" that don't actually exist in the game specifically. These careers are useful for unlocking services like child and pet adoptions.
Careers are listed in the following format: Job title (Trait requirement) - Restriction and notes.
Friendly reminder: my rules were adapted from The Oceanside Project BACC rules for The Sims 2.
Treasurer (Materialistic) - There is one Treasurer at all times during this challenge. The first Treasurer should be assigned the Materialistic trait upon creation. The Treasurer is replaced with a blood descendant or closest relative when they die. Money from the Treasurer's household funds can be used to unlock neighborhoods and to build or improve public community lots.
Actor (Self-Absorbed, Outgoing, Likes Acting) - Film Studio must be built.
Detective (Perfectionist, Hot-Headed) - Police Station must be built.
Doctor (Ambitious, Genius) - Doctor's Office must be built.
Scientist (Genius, Geek, Likes Robotics) - None.
Astronaut (Genius, Geek, Likes Rocket Science) - Scientist career must be maxed one time before the astronaut career opens.
Athlete (Active, Bro, Likes Fitness, Likes Rock Climbing, Likes Skiing, Likes Snowboarding) - Always available.
Business (Amibitious, Outgoing, Hot-Headed) - Always available.
Civic Designer (Freegan, Recycle Disciple, Green Fiend) - Evergreen Harbor must be fully unlocked for all sims.
Conservationist (Child of the Islands, Child of the Ocean) - If there are enough funds, Treasurer gives $100k to the first Conservationalist sim. This money is used to relocate this sim to Sulani. Once this career is maxed one time, any sim can move to Sulani for a donation to the island of $10k and any sim who meets the trait requirement can join this career.
Criminal (Kleptomaniac, Evil, Likes Mischief) - Always available.
Critic (Snob, Foodie, Art Lover) - San Myshuno must be unlocked.
Culinary (Foodie, Glutton, Likes Cooking, Likes Baking, Likes Mixology) - Always available.
Education (Cheerful, Good, Bookworm) - Britechester must be unlocked.
Engineering (Geek, Likes Robotics, Likes Programming) - Britechester must be unlocked.
Entertainer (Goofball, Music Lover, Likes Comedy, Likes any instrument, Likes Singing) - Sim must own a musical instrument OR microphone to be able to enter this career.
Freelancer (None) - Always available.
Gardener (Loves Outdoors, Vegetarian, Likes Gardening) - Always available. There must be one gardener to start.
Law (Self-Assured, Perfectionist) - Britechester must be unlocked.
Military (Active, Bro, Likes Fitness) - StrangerVille must be fully unlocked for all sims.
Painter (Creative, Art Lover, Likes Painting) - Always available.
Politician (Outgoing, Bro, Ambitious) - Available after one new neighborhood has been unlocked.
Secret Agent (Perfectionist, Kleptomaniac) - Available after the first level 10 criminal exists.
Social Media (Outgoing, Materialistic, Creative, Likes Media Production) - Available to any sim with 3 or more friends, not including family members.
Style Influencer (Snob, Materialistic) - Always available.
Tech Guru (Geek, Likes Programming) - Always available.
Writer (Creative, Perfectionist, Likes Writing) - Always available.
Babysitter (Childish, Family Oriented) - Opens when the first child ages into a toddler.
Barista (None) - Always available.
Diver (Active, Loves Outdoors, Child of the Ocean) - Sulani must be unlocked.
Fast Food Employee (None) - Always available.
Fisher (Loves Outdoors, Gloomy, Likes Fishing) - Always available.
Lifeguard (Active, Child of the Ocean) - Swimming Pool must be unlocked.
Manual Laborer (None) - Always available.
Retail Employee (None) - Always available.
Animal Care (Cat Lover, Dog Lover) - Available after the Animal Shelter is unlocked. There can be multiple Animal Shelters. One new pet is added via Create-a-Sim to the shelter every 4 seasons as long as there is space in the household. Cats and dogs can be adopted for $500 each, paid to the shelter owner.
Elderly Care (Family Oriented, Good) - Senior Home must be unlocked. On the first day of each season, the Treasurer pays $500 per senior to the owner of the Senior Home.
Club Leader (Insider, Supernatural Sims) - Any Insider or Magical Sim can spend $10k to start their own club. To join a club, club members must pay the Club Leader $1,000. Every Monday, each club member will pay the Club Leader a $250 donation. Club Leaders are exempt from weekly taxes. Club Leaders may spend $50k to open a Clubhouse. If a club member misses 2 donations in a row, they are removed from the club.
Social Worker (Family Oriented, Good) - There is one Social Worker at a time in town. The Social Worker is exempt from taxes. The Social Worker's home is the Orphanage after $50k is donated by the Treasurer to the Social Worker. On the first day of each season, the Treasurer pays the Social Worker $1,000 per child in their care. To adopt, parents must pay $3,000 to the Social Worker. Sims can leave unwanted children at the Social Worker's home if there is room in the household. A new randomly generated toddler is added to the Orphanage after every gameplay round until the household is filled to capacity. Teens who age into young adults are kicked out with $2,500 and any money they have earned during their time at the Orphanage from jobs/random events.
Woohoo Worker (Noncommittal, Materialistic) - Any sim who meets the trait requirement and who has woohooed 3 different sims may work at the Woohoo House (Oasis Springs required). When living at the Woohoo House, these sims are paid $1,000 per woohoo with a client. This money is taken from the client's family funds or personal bank account. $500 of that money goes into the woohoo worker’s personal funds and goes with that sim if they choose to move out of the Woohoo House.