Districts – The whole game takes place in a huge world, divided into separate neighbourhoods. The base game would start off with one neighbourhood, and as new ones were released (in EPs or on the store), they would appear as either islands or additions to the current land masses. From the starting screen, you select the neighbourhood you want to play in as you would in TS3, and at any given time once you are playing, you can switch to “world view” and have your sim or household move to or visit another neighbourhood in the world.
Rabbit holes for work locations only – Although rabbit holes would be necessary for career locations and schools, restaurants, shops and other locations in the town should not be rabbit holes. We should also be given the tools to build our own restaurants and shops from the base game.
More Age Stages – Overall Sim lifespan would be the same, but more Age stages would be added, so in all they would be: Baby (1 day), Toddler (4 days), Child (5 days), Young Teenager (5 days), Teenager (5 days), Young Adult (25 days), Adult (20 days), Senior (15 days) and Elder (10 days).
Accidental Pregnancies – There is a small chance that Young Adult/Adult sims will get pregnant accidentally just through WooHoo-ing! Also, Teenagers (NOT Young Teenagers) will be able to WooHoo and get accidentally pregnant as well.
More sims in neighbourhood & per household – Neighbourhood would be busier, plus, 10 sims becomes the maximum Household limit.
More Traits – Wider variety of traits. Examples include: Mature/Immature, Anxious/Confident, Optimistic/Pessimistic, Patient/Impatient, Tolerable/Intolerable, Sociable/Antisocial.
Trait prominence & effects – For more unique sims, the prominence of traits can be adjusted with a point system akin to The Sims 2. Also, traits will have a greater impact on the lifestyle of a sim, for example objects/things they will gravitate to autonomously.
Habits – Sims now have to have at least one bad habit each, again to make them more unique. Examples include: Fingernail Biter, Hair Fiddler, Teeth Grinder, Nose-picker (Child and toddler only). These will give sims negative moodlets, and occur most when sims are stressed or unhappy. However, Anxious or Neurotic sims may find relief in biting their nails or fiddling with their hair, leading to positive moodlets. A lifetime reward would also be purchasable to eliminate these bad habits. Also, some habits may be learned unintentionally, so if a Fingernail Biting sims spends too much time around a Tooth Grinder, they may develop that habit!
Favourites = Moodlets – Favourites have a greater effect on sims. Say their favourite genre of music plays on the stereo – they’ll have a positive moodlet. If they eat their favourite food, wear clothes of their favourite colour or have walls painted their favourite colour, again, they’ll gain positive moodlets.
Sim Adjustments – More sliders, including height, shoe size, arm length etc.
Turn ons & offs – Turn ons and Turn offs make a reappearance from The Sims 2.
Quadruple speed – To skip the mundane, everyday tasks such as preparing meals and sleeping, you can now speed the game up x4, replacing the “Ultra Speed through end of action” button.
Less time for certain interactions – Some of the most commonly performed interactions will be shorter, i.e. cooking, repairing objects and showering.
Career Rewards – Career Rewards return to add extra gameplay to the Sims
Catalogue search – New option to search the Build/Buy mode catalogue for specific items.
Curved Wall Tool – We now have the option to build curved walls of different sizes in our buildings. Also, build and buy mode objects will be able to snap to these. For example, a sofa would snap to the wall and become curved to fit it.
Loans – Poor sims can now take out loans to buy what they’ve always wanted, paying a little bit each week to earn it off. However, they’ll need to pass a routine house inspection before being granted one – and if Sims don’t manage to pay it all off, they’ll pass a -10 moodlet down to all of their children!
Lot Splitting – Lots can now be separated into different lot types in build mode. We’d have the ability to select a certain space on the ground floor or other levels above that and set the lot type for that particular area. This would enable sims to live in flats above community lots, or one family on the same lot to be divided into two, meaning onll the sims you choose need to be controlled.
New methods of transport – i.e. bus, train, plane and boat as opposed to just taxis. These would be mainly used for transport between neighbourhoods and holiday destinations.
Chemistry and random attraction – Just like in The Sims 2, sims will have chemistry between each other and random attraction. Random attraction may trigger particular wishes, such as “Flirt with [insert name here]”. Strong chemistry between sims will positively impact their lives, meaning things such as increased fertility and relationships which degrade more slowly.
Faster Skill Development – Skills will be developed faster than in the Sims 3, meaning more time for leisurely activities.
More Kids’ Objects – In the Sims 4, Children and Infants’ furniture will be more abundant and diverse. Also, toddlers will have more interactions with the world around them, therefore it will be easier to raise them well.
Unlocked Items – More items which were previously restrained to the grid in build/buy mode will now be unrestricted, for example: doors, windows, and items on tables.
Diseases – If your Sims eats spoiled food, or spends too much time around other ill sims, they can get diseases. Although this will mean a negative moodlet, coughing spluttering, vomiting and other unfortunate side effects, it will mean time off work, whilst still getting paid! Just make sure to veer clear of other Sims in the meantime!
Less homework – Children and Teenagers will spend less time choring over homework – especially if they’re performing at a high grade.
Unlocked Romantic Interactions – It will now be easier for our sims to perform Romantic interactions, without the need for them to pass their Romantic Interest to the “extremely irresistible” stage before performing the more serious interactions. This will mean that Sims who aren’t in love will be able to have a child together or WooHoo. However, the more commitment oriented interactions, such as “Propose Marriage” or “Propose Going Steady” will only be available once your relationship is high enough.
Hotels and B&Bs – If your sims are travelling between neighbourhoods, they’ll need a place to stay! Hotels will be built into base game neighbourhoods, plus, Sims will be able to use their house as a B&B – just make sure they’re ready to deal with some messy guests!
Real Estate – From now on, your Sims’ homes won’t just be worth as much as the things they’re made up of – if you’re wise with your simoleons, and factor in some key features such as pools, en suites and large gardens, you can make a profit from your homes. And if your sims aren’t brave enough to climb the property ladder, they can enter the Estate Agent Career instead!
Cutscenes – Cutscenes return from The Sims 2!