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Most household interactions are governed by manners the responsibility value governs their outside activities. Responsibility measures how well the Sim sticks to their obligations. Breaking things and indulging in their negative emotions will decrease the value. Kids now can go through mood swings which will force a negative emotion to apply, and using self-interactions to lower their emotions (such as jogging or talking the problems out) will increase this value. Negative manners occur when the Sim belches or farts (with self-interactions) and greets strangers rudely.Įmotional control dictate how well the Sim can suppress negative Emotions, especially anger and jealousy.
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Sims increase their manners by cleaning up dishes, setting the dinner table (with the new table object interaction), being taught by a parent to say "Please" and "Thank you," and politely introducing themselves to others. Manners dictate how the Sim reacts to household activities. For example, a Sim with the Neat trait will tend to also have high Manners because they gain manners for cleaning up after themselves.
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Some of these values will swing one direction or another based on their automated actions, which in turn can be governed by their Traits. The five categories of a Sim's character values are their Manners, Emotional Control, Responsibility, Empathy, and Conflict Resolution.