Starfleet Career for The Sims 1 Job Info


Position                    Salary        Work Hours        Skills_____________
1.  Plebe                    250            8 - 2       
Train your body and your mind, learn huge amounts of information, pass physical, mental, and psychological tests.  Only the very best make it through the first year of Starfleet Academy!


2.  Cadet                    275            8 - 2            1 M, 2 B, 1 L
Continue to train your body and your mind.  Learn all you can, because you never know what obscure fact or skill might save your life out there in the black.


3.  Redshirt                    425        9 - 3            2 M, 4 B, 2 L
You've graduated from the Academy and are now serving on a starship!  Now that you're actually working, you get a jump in pay, as well as a lot more risk.

Protect your captain on landing parties, guard dangerous prisoners on the ship, and generally get between trouble and the ... more important ... members of the crew.

 Show a talent for survival – and for machinery – if you want to be promoted.


4.  Transporter Operator            475        9 - 3        4 M, 4 B, 3 L
You're still wearing a red shirt, but you're not working in security anymore, so your life expectancy just went up!

 Beaming people up and down is a vital ship's function, but it's rather dull.  Study up if you want a more interesting job.


5.  Navigator                575        9 - 3            6 M, 6 B, 5 L
Implementing the captain's orders about which course to follow is your responsibility.  You don't want to end up on the wrong side of the Neutral Zone or in the heart of a star, so plot those courses carefully.  Get good at plooting evasive maneuvers if you want to live long enough to be promoted.


6.  Helmsman                625        9 - 3        8 M, 6 B, 6 L
Piloting something as a big as a starship takes a good eye, steady nerves, and a thorough grasp of the laws of physics.  Work on your ability to communicate if you'd like to be promoted.


7.  Communications Officer        675        9 - 3        8 M, 4 Ch, 6 B, 6 L, 1 Cr
Incoming orders from Starfleet, outgoing reports from the captain, negotiations with alien ships, greetings to new planets, calls for help from landing parties ... it all goes through you.  Open those hailing frequencies and listen hard!


8.  Science Officer                775        9 - 4        8 M, 4 Ch, 6 B, 10 L, 2 Cr
You have information on every possible subject at your fingertips, the better to inform and advise the captain.  You also manage all of the specialist scientists under your command, since as a generalist, only you have the knowledge to see how all those specialties fit together. It's an intellectually satisfying job, but a tiring one.


9.  First Officer                875        9 - 5        8 M, 7 Ch, 7 B, 10 L, 3 Cr
It's the captain's job to focus on the mission and your job to keep the ship running smoothly so that everything the captain needs is ready whenever they need it.  That means you get to handle everything from crew schedules to discipline to the procurement of resources.  Plus, you get to go on landing parties to back up the captain whenever necessary. 

Hope you don't need much sleep, because this is a BIG job!


10.  Captain                    975        9 - 3        8 M, 10 Ch, 7 B, 10 L, 6 Cr
You're an explorer, a diplomat, a cop, and a rescuer.  You're the highest authority and the only recourse for hundreds of light years.  That means you get to respond to emergencies on Federation planets, engage in high-level diplomacy with planets both allied and unallied, protect and defend Federation ships, planets, and personnel ... and squeeze in some exploration whenever you can.

This can be a lonely job — the captain's on a bit of a pedestal, and you need to stay there with all but your most senior officers — but it's also an astonishingly satisfying one.

Back to the Starfleet Career Main Page