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The Sims 4

Astronaut

Two Astronauts at work.

The Astronaut career is a career tracks in The Sims 4 base game. After being promoted from level 7, Sims will be able to choose one of the two career paths: Space Ranger or Interstellar Smuggler.

This career requires Sims to learn the logic and fitness skills and, after level 8, rocket science as well. Sims benefit from going to work in a focused mood through level 4, and in an energized mood after level 4.

While the Astronaut career is primarily a day shift job, there is occasional overtime work ranging from 1-2 hours, depending on the Sim's level. After promotion to level 8, Sims might experience swing shifts replacing their day shifts in either branch.

Like with other careers in The Sims 4, players may be shown career-related chance cards, which can affect their Sim's job performance.

Astronaut Career Levels
Description: "Who doesn't dream of going to space? Become an astronaut and the galaxy will be your playground."
Workplace: SpaceY
1) Intern
<Sim name>'s always had dreams about exploring the cosmos, walking among the stars, and discovering places unknown. <His/Her> journey begins here, in the file room, categorizing expense reports. Wage: §26/hour Days: S M T W R F S
Hours: 8:00 AM - 5:00 PM
Ideal Mood: Focused
Promotion Tasks:
None
Daily Task:
Play Chess
Bonus: None Pension: §100/day
2) Module Cleaner
Little-known fact: Space is an absolutely filthy place. When the shuttles return, guess who gets to hose them down and scrub off the gunk? <Sim name> hopes the goo is just dirt and not some incurable form of Oozing Space Measles. Wage: §34/hour Days: S M T W R F S
Hours: 12:00 PM - 9:00 PM
Ideal Mood: Focused
Promotion Tasks:
Reach Level 2 Logic Skill
Daily Task:
Play Chess
Bonus: §581; Astro Solar System Light Pension: §131/day
3) Technician
<Sim name> doesn't think of <himself/herself> as just a glorified mechanic. The shuttle costs billions of Simoleons, and any screw-ups would cost lives. <He/She>'s more like a glorified engineer. Wage: §54/hour Days: S M T W R F S
Hours: 1:00 PM - 9:00 PM
Ideal Mood: Focused
Promotion Tasks:
Reach Level 3 Logic Skill
Reach Level 2 Fitness Skill
Daily Task:
Play Chess
Bonus: §756; Astro Model Rocket; Point Out Constellations interaction Pension: §166/day
4) Command Center Lead
Guiding virtual rockets into place, analyzing the movements of blinking dots on a computer screen, running simulations.... Looks like all those hours <Sim name> spent playing video games are paying off! Wage: §71/hour Days: S M T W T F S
Hours: 2:00 PM - 10:00 PM
Ideal Mood: Energized
Promotion Tasks:
Reach Level 4 Logic Skill
Reach Level 3 Fitness Skill
Daily Task:
Work Out
Bonus: §869; Star Seeker Original Blueprints; Track Satellites on the telescope Pension: §194/day
5) Low-Orbit Specialist
Low orbit is where the real action is-satellites, space stations, space walks, daredevils attempting to break the world record for high-altitude parachuting. If something goes wrong, it's also the closest place to breathable air, while is why <Sim name> likes it. Wage: §96/hour Days: S M T W T F S
Hours: 8:00 AM - 5:00 PM
Ideal Mood: Energized
Promotion Tasks:
Reach Level 5 Logic Skill
Reach Level 4 Fitness Skill
Daily Task:
Work Out
Bonus: §1,130; Portable Galaxy Lightshow Pension: §222/day
6) Space Cadet
<Sim name> was hoping that if <he/she> "accidentally" derailed a shuttle-board "simulation" <he/she> might be able to launch the shuttle and get to space...but it turns out that actual spacecraft are pretty well-secured. That's good, because <Sim name> is still learning how to space brake and star park. Wage: §104/hour Days: S M T W T F S
Hours: 6:00 AM - 4:00 PM
Ideal Mood: Energized
Promotion Tasks:
Reach Level 5 Logic Skill
Reach Level 6 Fitness Skill
Daily Task:
Work Out
Bonus: §1,299; Mission Control Pension: §267/day
7) Astronaut
This is it: Astronaut. The best of the best. The heroic few. The job kids want to be when they grow up that they still want to be as adults. <Sim name> will now go boldly into that great beyond to explore the secrets of the universe and eat weird freeze-dried ice cream. Wage: §119/hour Days: S M T W T F S
Hours: 8:00 AM - 6:00 PM
Ideal Mood: Energized
Promotion Tasks:
Reach Level 6 Logic Skill
Reach Level 7 Fitness Skill
Daily Task:
Work Out
Bonus: §1,689; Salyut Aeronaut Chair; New Clothes Pension: §306/day

Astronaut Career Levels - Space Ranger Branch
Description: "Space is wild and unruly - a bit too unruly. Taking a post in the Planet Patrol ensures that space remains safe for future generations."
Workplace: SpaceY
8) Planet Patrol
<Sim name>'s drawn a pretty good beat. <He/She>'s patrolling planet Illustria, which is scenic and upscale, with nice shops and restaurants. Luckily, <he/she> didn't get the Bloodwar planet, which is also pretty scenic but has fewer restaurants. Wage: §179/hour Days: S M T W T F S
Hours: 10:00 AM - 6:00 PM
Ideal Mood: Energized
Promotion Tasks:
Reach Level 2 Rocket Science Skill
Reach Level 8 Fitness Skill
Daily Task:
Space Mission
Bonus: §1,790; Build Your Own Rocket Kit; Space Energy drink recipe Pension: §490/day
9) Sheriff of the Stars
This here galaxy's <Sim name>'s jurisdiction now. Even-handed with the punishment and generous with the attitude, <he/she> don't take no nonsense from alien punks, no matter now [sic] many tentacles or ocular cavities or rows of teeth they have. Also, <he/she> gets to talk like a sheriff! Wage: §297/hour Days: S M T W T F S
Hours: 10:00 AM - 5:00 PM
Ideal Mood: Energized
Promotion Tasks:
Reach Level 4 Rocket Science Skill
Max Fitness Skill to Level 10
Daily Task:
Space Mission
Bonus: §3,149; Astro-Bunny Beyond Infinity Pension: §712/day
10) Space Ranger
When the universe is in danger, one man/woman gets the call: <Sim name>, Space Ranger! With <his/her> stout heart, keen wits, and a phozoplasmic Warp Pack strapped to <his/her> back, Ranger <Sim name> defends the known galaxies from evil! Wage: §422/hour Days: S M T W T F S
Hours: 10:00 AM - 5:00 PM
Ideal Mood: Energized
Promotion Tasks:
None
Daily Task:
Space Mission
Bonus: §4,567; Apollo Rocketship; New Clothes; unlocks "Heroic Deeds Headquarters" styled room Pension: §1012

Astronaut Career Levels - Interstellar Smuggler Branch
Description: "The Sim who wrangles the most of the stars takes advantage of the ungoverned frontier. Take any job - even if it doesn't touch the ground."
Workplace: SpaceY
8) Moon Mercenary
Any ranger who's quick with a laser can make more Simoleons in private security than serving the public good. <Sim name> protects galactic warlords, exterminates cabals of tribal terrorists, and helps corrupt governments maintain plausible deniability. Wage: §201/hour Days: S M T W T F S
Hours: 4:00 PM - 12:00 AM
Ideal Mood: Energized
Promotion Tasks:
Reach Level 2 Rocket Science Skill
Reach Level 8 Fitness Skill
Daily Task:
Space Mission
Bonus: §1,790; The Monolith; Alien Juice drink recipe Pension: Unknown
9) Alien Goods Trader
Want the horn of an endangered zygax? How about a quilt handmade from 2,000 tiny Q505Bs? Maybe just a few Gibsonian chill-out pods for the big party next weekend? <Sim name> doesn't ask questions. <He/She> just makes it happen. Wage: §299/hour Days: S M T W T F S
Hours: 4:00 PM - 11:00 PM
Ideal Mood: Energized
Promotion Tasks:
Reach Level 4 Rocket Science Skill
Max Fitness Skill to Level 10
Daily Task:
Space Mission
Bonus: §3,865; Zero-G Training Bag Pension: Unknown
10) Interstellar Smuggler
There's no trade route too treacherous, no cargo too controversial for <Sim name> to covertly ship across the universe and into <his/her> customers' covetous hands. Capitalism is capitalism. And a 2000% markup is a 2000% markup. Wage: §413/hour Days: S M T W T F S
Hours: 2:00 PM - 11:00 PM
Ideal Mood: Energized
Promotion Tasks:
None
Daily Task:
Space Mission
Bonus: §5,025; Retro Rocketship; unlocks "Traffic Control Room" styled room Pension: Unknown

Astronaut Career Chance Cards
1) Intern
A Passing Grade
<Sim name>'s got <his/her> big Space Geography exam coming up tomorrow. If <he/she> doesn't pass, <he/she>'ll never be accepted into Flight School. But <he/she>'s been doing busy work all day and hasn't studied.... Should <he/she> cram or just take it easy, get some rest, and hope for the best? Cram
Success:

Performance Gain Small

Failure:

Performance Loss Small

Take it Easy
Success:

Performance Gain Small

Failure:

Sad +1 Performance Loss Small

Calculations
An analyst asks <Sim name> to calculate some trajectories for satellite orbits, which is a total snoozefest, and <Sim name>'s already busy. <He/She> can either try to find a formula to make the equations easier, or calculate each one by hand. Find a Formula
Success:

+§50 Confident +1 Performance Gain Small

Failure:

Performance Loss Small

Calculate Each One
Outcome:

Bored +1

2) Module Cleaner
Small Capsule
While scrubbing down some exhaust vents on the shuttle, <Sim name> finds a small capsule stuck to the inside. It looks like it came from outer space! Should <he/she> turn it in immediately, or open it up to see what's inside? Turn It In
Outcome:

Performance Gain Small

Open It Up
Success:

Playful +1

Failure:

Uncomfortable +1

Shuttle Cleaning
While servicing the latest dirty shuttle, <Sim name> notices something strange...there's a greenish moss growing on the underside of the wings. If the shuttle really went to planet Myotkee, there'd be a lot of meteorite debris and no moss. Should <Sim name> ask <his/her> boss, or not ask questions? Ask the Boss
Success:

Performance Gain Medium

Failure:

Performance Loss Medium

Not Ask Questions
Outcome:

No Effect

3) Technician
Critical Errors
Solar panels on the shuttle are reporting critical errors during the latest launch simulation. Those puppies are brand-new, and they were expensive! <Sim name> can either try to fix them, or just install new ones. Fix Them
Success:

+§100 Performance Gain Medium

Failure:

Performance Loss Medium

Replace Them
Outcome:

No Effect

Navigation System
<Sim name> has a great idea for a new ship navigation system, but it hasn't been approved by <his/her> bosses yet. <He/She> knows it'd save everyone time and energy if they just tried it. Should <he/she> install it without permission, or wait until <he/she> gets the final go-ahead? Install It Anyway
Success:

Performance Gain Medium

Failure:

Performance Loss Medium

Wait For Permission
Success:

Performance Gain Small

Failure:

Tense +1

4) Command Center Lead
Crazy Diagnostics
Moments before a big launch, the avionics on the shuttle are acting up-blinking and beeping like crazy. It might be nothing, but it also might be a terrifying fatal error. Should <Sim name> scrub the entire launch, or let it proceed and hope for the best? Scrub the Launch
Success:

Tense +1

Failure:

Confident +1

Launch Anyway
Success:

Confident +1

Failure:

Performance Loss Medium

Selecting a Mission
<Sim name>'s offered the chance to choose <his/her> team's next mission. <He/She> can either send <his/her> astronauts on a high-stakes mission to the outer reaches of space, or <he/she> can send them on an easy information-gathering run closer to home. Which should <he/she> choose? High-Stakes Mission
Success:

Confident +1 Performance Gain Small

Failure:

Embarrassed +1 Performance Loss Small

Easy Close Mission
Success:

Performance Gain Small

Failure:

Sad +1

5) Low-Orbit Specialist
A Course Decision
<Sim name>'s already charted out the course for <his/her> current mission, but mission control says that <he/she>'s headed straight for a previously undetected asteroid field. <He/She> doesn't want the ship to get too banged up, so should <he/she> try to change <his/her> course, or just steer very carefully through the asteroids? Change Course
Success:

Focused +1

Failure:

Tense +1

Steer Carefully
Success:

Performance Gain Small

Failure:

Performance Loss Small

Small Fire
There's a small fire on <Sim name>'s ship! Passing into the thermosphere, an oxygen tank got a little too close to a scented candle. (<He/She> knew it was a bad idea, even if the extra ambiance was a nice touch.) Should <he/she> try to put the fire out, or head for the escape pod? Put Out the Fire
Outcome:

Performance Gain Small

Escape
Success:

No Effect

Failure:

Performance Loss Small

6) Space Cadet
Error Message
On a trip to the moons of Wheeler VII, <Sim name> gets a disturbing error message about a fuel capacity emergency. <He/She>'s still the junior <spaceman/spacewoman> on the team, and <his/her> senior officer says to dump the fuel and head for home. <Sim name> thinks it's something else-should <he/she> obey, or follow <his/her> instincts. Obey the Order
Outcome:

No Effect

Follow <His/Her> Instincts
Success:

Confident +1 Performance Gain Small

Failure:

Embarrassed +1 Performance Loss Small

Space Mission
<Sim name> has finally been assigned an official space mission! While on <his/her> first shuttle trip, a routine exploratory mission around planet Maazaa, <he/she> notices something strange off in the distance. Should <he/she> investigate, or leave it alone? Investigate
Success:

Inspired +1

Failure:

Uncomfortable +1

Leave It Alone
Outcome:

No Effect

7) Astronaut
Strange Transmission
While on a solo mission to space quadrant 89 (how are there so many quadrants?), <Sim name> hears a strange transmission come across the radio. It doesn't even sound like Simlish, just a bunch of silly, gibberish language instead. What could it be? <Sim name> can either follow the trajectory of the transmission, or ignore it. Investigate
Success:

Happy +1 Performance Gain Small

Failure:

Performance Loss Small

Ignore It
Outcome:

No Effect

Simulation Emergency
During a recertification simulation, <Sim name>'s instructor programs a low-fuel emergency-AND a broken thruster. <He/She>'s still got to land the ship, so should <he/she> try to fix the thruster, or land with it broken? Fix the Thruster
Success:

Performance Gain Medium

Failure:

Performance Loss Medium

Land Anyway
Success:

Performance Gain Medium

Failure:

Performance Loss Medium

Space Ranger Career Chance Cards
8) Planet Patrol
Planet Patrol
The policy of the Planet Patrol is to stop and search every "suspicious-looking being" an officer encounters, alien or humanoid. <Sim name>'s out making <his/her> late-night round when <he/she> sees a group of teenage Glorzaks just hanging out. The manual says <he/she> should search their pockets, but they're not doing anything wrong. What should <he/she> do? Search Them
Success:

Confident +1 Performance Gain Small

Failure:

Embarrassed +1 Performance Loss Small

Let Them Go
Success:

Energized +1

Failure:

Sad +1

Cargo Inspection
It's another routine inspection at Space Way Station Cargo Checkpoint Alpha, and <Sim name> notices a suspicious wiggling in the back of one spacecraft. Should <he/she> inspect the cargo immediately, or just look up the pilot's registration number? Inspect the Cargo
Outcome:

+§300

Look Him Up
Success:

Confident +1 Performance Gain Medium

Failure:

Angry +1 Performance Loss Medium

9) Sheriff of the Stars
Space Trash
Sheriff {Sim name)'s been noticing a lot of travelers dumping trash out of their shuttle windows, and it's littering up all the spaceways. <Sim name> is sick of paying for the cleanup-should <he/she> make trash dumping illegal, or just stop cleaning it at all? Make It Illegal
Success:

Performance Gain Small

Failure:

Performance Loss Small

Stop Cleaning Up
Success:

+§200 Confident +1

Failure:

Uncomfortable +1 Performance Loss Small

Security Detail
An intergalactic pop star is passing through on her way to a big concert out near the Medrodema Galaxy. As her entourage passes through, she demands patrol officers serve as extra security. Should <Sim name> assign a few deputies to protect the star, or should <he/she> turn her down? Assign Some Officers
Success:

+§400 Performance Gain Small

Failure:

Embarrassed +1 Performance Loss Small

Turn Her Down
Success:

Performance Gain Small

Failure:

Angry +1 Performance Loss Small

10) Space Ranger
Violating Code
<Sim name> hears about a space factory that;s violating the interstellar safety code. When <he/she> shows up to regulate, <he/she> finds the entire plant locked down-no passing through, even for law enforcement. Should <he/she> try to sweet talk the guard, or use <his/her> authority to get in the door? Sweet Talk the Guard
Success:

Performance Gain Small

Failure:

Performance Loss Small

Use <His/Her> Authority
Success:

Performance Gain Small

Failure:

Performance Loss Small

Moon Cheese Hijacking
<Sim name> is taking a suspect into custody when <he/she> gets a call that there;s a Moon Cheese hijacking in progress. <He/She>'s pretty close, but in order to respond to the call <he/she>'ll have to leave <his/her> suspect unattended for a while. What should <he/she> do? Respond
Success:

Happy +1

Failure:

Embarrassed +1 Performance Loss Small

Ignore It
Outcome:

No Effect

Interstellar Smuggler Career Chance Cards
8) Moon Mercenary
Gangster Job
A notorious space gangster has called to offer <Sim name> a job. He;s a real nasty piece of work-maybe even too nasty for <Sim name>! For the first time ever, <He/She>'s conflicted about a job. Should <he/she> take the assignment, or turn it down? Take the Gig
Success:

+§300

Failure:

Performance Loss Small

Turn it Down
Success:

No Effect

Failure:

Angry +1

Moon Rock Running
<Sim name> is cruising through Star Vortex B, carrying a payload of moon rocks for a regular client. But a brand-new client calls with a better offer-much better-although <he/she> will have to quit <his/her> current job. Should <he/she> honor the original job, or ditch it for the better offer? Take the Offer
Success:

+§400 Performance Gain Small

Failure:

Embarrassed +1 Performance Loss Small

Ignore the Offer
Outcome:

No Effect

9) Alien Goods Trader
Import Taxes
<Sim name>;s got a big shipment of Kleebtonic Shuttle Tiles coming in from the planet Qrimple. <He/She>'s a little cash-poor this month, so the import taxes are going to hurt a bit. Slipping the tiles into some crates of Ultraterran coffee might help them slip past customs. Should <Sim name> chance it, or just declare the tiles and pay <his/her> tariff? Hide the Tiles
Success:

Confident +1 Performance Gain Small

Failure:

Performance Loss Small

Pay the Tarriff
Outcome:

No Effect

Market Monopolist
Everyone in the galaxy wants a coat made from Snyxskin, and <Sim name>'s got the biggest cache of pelts. Should <he/she> charge a fair and reasonable price for the goods, or gouge the customers for all they've got? Charge a fair price
Success:

Performance Gain Small

Failure:

Angry +1

Gouge the Customers
Success:

+§400

Failure:

Tense +1

10) Interstellar Smuggler
Dangerous Shipment
A new client contacts <Sim name> about a shipment of Dire Space Chinchillas. <Sim name>;s never shipped them before-they have nasty little teeth, and if <Sim name> is caught with them, they could land <him/her> in space prison. Should <he/she> take the dangerous job, or just ignore it? Ship the Cargo
Success:

+§300 Uncomfortable +1

Failure:

Angry +1 Performance Loss Small

Ignore It
Outcome:

Performance Loss Small

A Wormhole
The Star Sheriff is hot on <Sim name>'s tail, so <he/she> takes a detour through an uncharted galaxy—and comes face-to-face with a giant wormhole. Should <he/she> go through the wormhole to avoid capture, or should <he/she> wait by it to see what happens? Enter It
Success:

Confident +1

Failure:

Uncomfortable +1

Wait by It
Success: Failure:

Angry +1

Fame Career Chance Cards[]

If The Sims 4: Get Famous is installed and the Sim in the astronaut career is not currently "staying out of the spotlight", there is a chance for the player to receive a fame chance card. Similarly to the above career chance cards, this card describes a career-related scenario and provides the player with two options to choose from.

Astronaut Career Fame Chance Cards
4) Command Center Lead to 7) Astronaut
It's Aliens!
<Sim name> has picked up a radio signal containing a complex and repeating pattern from the deep reaches of outer space. This is unquestionably a sign of intelligent life! If <he/she> informs <his/her> boss, this discovery will become tangled in a web of bureaucratic red tape. Alternatively <he/she> could leak it to the press, bringing pressure to bear on the government, and making <himself/herself> the public face of the first contact with a new alien species.


What will <Sim name> do?


Notification if player chooses fame option: Knowledge is Power <Sim name> found <himself/herself> thrust into the limelight! Newspapers around the world printed <his/her> face alongside headlines that heralded the scientific discovery of the century. Fortunately, <he/she> convinced <his/her> boss that with <his/her> newfound fame, any severe retaliation against <him/her> would result in massive public protests. <He/She> was given a veritable slap on the wrist, with a fine and a job demotion.

Leak Discovery to the Press
Outcome:
  • <Sim name> will gain fame.
  • <Sim name> will be fined, and demoted in <his/her> job.
File an Official Report
Outcome:

<Sim name>'s life will continue unchanged.

Space Ranger Fame Chance Cards
8) Space Patrol to 10) Space Ranger
High Crimes at SpaceY!
<Sim name> is shocked to discover corruption brazenly flaunted in the upper echelons of SpaceY. A ranking Ranger from the Sixam quadrant had the gall to wink at <him/her> today while planting contraband in the cab of a long haul space trucker. It isn't <Sim name>'s job to investigate fellow Space Rangers, but making a high profile arrest of another Ranger could be the catalyst that leads to a restoration of order and justice.


Does <Sim name> dare to shine light on the crimes within <his/her> department, or will <he/she> leave it for Internal Affairs to handle?


Notification if player chooses fame option: Oath of Honor As <Sim name> slapped the cuffs on the corrupt Ranger, <he/she> knew <his/her> time at SpaceY was also at an end. Leadership was complicit, having their palms greased while pretending to uphold law and order. <He/She> could no longer be a willing participant in such an organization, and immediately tendered <his/her> resignation. Fortunately, exposing these crimes came with a monetary reward - most helpful, considering <Sim name>'s newfound unemployment.

Make an Arrest
Outcome:
  • <Sim name> will gain fame, reputation, and money.
  • <Sim name> will resign from <his/her> job.
Look the Other Way
Outcome:

<Sim name>'s life will continue unchanged.

Interstellar Smuggler Fame Chance Cards
8) Moon Mercenary to 10) Interstellar Smuggler
Honor Among Thieves
It's just another day at work as an Interstellar Smuggler... <Sim name>'s co-workers are busy loading the space craft with plundered Simoleons, when <he/she> receives word over the descrambler that the Space Force is minutes away. Knowing that <he/she>'d need to lighten the weight of their ship to quickly escape, <he/she> could choose to dump the Simoleons and make a rapid getaway with <his/her> crew, or <he/she> could become infamous by leaving <his/her> fellow smugglers behind while <he/she> escapes with a big haul.


What will <Sim name> do?


Notification if player chooses fame option: 'Star' Crime Lord <Sim name> felt a momentary twinge of regret as <he/she> sped off with a cargo bay full of Simoleons. The cries over the radio from <his/her> fellow smugglers pleading with <him/her> to come back faded as <he/she> kicked on the afterburners and made a rapid escape. Of course <he/she> was immediately expelled from the smuggling ring, but who cares? With a score this big, <his/her> name and reputation will now proceed <him/her>."

Escape With the Loot
Outcome:
  • <Sim name> will gain fame and money.
  • <Sim name> will lose reputation and be fired from <his/her> job.
Save the Heist Crew
Outcome:

<Sim name>'s life will continue unchanged.

Sims in the Astronaut Career[]


Gallery[]