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- Sims 4 Living Together: the groups guide — perks, points and 12 hidden groups
Sims 4 Living Together: the groups guide — perks, points and 12 hidden groups
In brief
Get Together groups are much more than a social system: they're the most powerful automation tool in The Sims 4, capable of multiplying skill progression by 2.5 and handling your careers in the background. Between the hidden perks, the optimal setups, and the 12 preset clubs to exploit, here's how to turn this pack into a productivity machine.
On paper, Get Together is the pack about parties in Windenburg. In practice, it's mainly the one that gave The Sims 4 its only real automation tool: clubs. A properly set-up club makes a skill climb nearly two and a half times faster, fills the work performance meter even when you're not playing the Sim in question, and refills the hunger, energy, and bladder of eight Sims with a single click.
First clarification, a matter of vocabulary: the French version doesn't call this a « club ». EA France uses groupes (groups), réunions (meetings), and avantages (perks) — the English term club caught on among players, but the interface itself only uses it for a handful of proper names of predefined clubs. So you'll be looking for a « Club » button.
Second clarification, a more recent one: since Legacy and Loyalty (February 12, 2026), the club manager shares its panel with the dynasty tab, in the bottom right of Live Mode. Many players who came back for the latest expansion pack found this spot without ever opening the tab right next to it. That's a shame, because the system dates back to December 2015 and has never paid off as much as it does today: every pack released since has added its own activities and skills to the list. Incidentally, the pack is on sale at -50% on Steam this August 10th (€19.99 instead of €39.99) as part of the August sale.
Where to find the manager, and what it allows
On PC and Mac, the U key opens the panel directly; otherwise, the button is in the bottom right corner of the screen in Live Mode. Each Sim can belong to up to three clubs, and a club holds six members at first, eight once the perks are purchased.
A point that everyone misses: children and teens have access to the system. A child can only join one of the predefined clubs, the Adventurers League, but nothing stops you from creating a custom club for them. As we'll see below, this is by far the most profitable use of the pack.
The six settings that determine whether a club pays off
Creation happens in a single window, but not all fields carry the same weight.
- Name and logo: purely cosmetic. The logo reappears as a hexagon above members' heads during meetings.
- Membership requirements: up to five conditions, covering age, personality traits, career, family situation, financial situation, and skill level (level 2 minimum). Useful for recruiting consistent NPCs, but each additional requirement shrinks the pool of candidates.
- Recommended activities: five maximum, and this is the decisive field. These, and these alone, are what generate points.
- Banned activities: five maximum. They don't cost any points; they're there to stop members from going off to play video games while you're trying to level up Painting.
- Preferred hangout: a specific lot, a type of lot (library, gym, bar…), or nothing at all. A specific lot guarantees you'll have the objects your activities need right there on site.
- Open or invite-only: with invite-only, only the leader can accept applications.
During a meeting, a color code above each Sim tells you at a glance whether the machine is running: green hexagon for a recommended activity in progress, red for a banned activity, translucent when the Sim is doing something else. The crown marks the club leader.

How group points actually work
Three rules are enough to understand the system's economy.
Points only accrue during a gathering. A Sim who paints alone at home on a Tuesday afternoon earns nothing. You need to start a gathering from the panel — on the spot or at the favorite hangout — for the counter to begin.
Multitasking stacks up. A Sim who chats amicably while listening to music and eating can complete three recommended activities at once, and the points from each activity add up. This is where the difference lies between a group that takes a week to get equipped and a group that buys three perks in one evening. In practice, always slip a background social activity ("chat amicably", "tell jokes") into your five recommendations: it triggers on its own and keeps running continuously.
Breaking a rule costs nothing. A member who does a forbidden activity doesn't make the group lose points; they only risk a warning, or even expulsion by the leader. Bans are a tool for staging and focus, not an economic penalty.
The full list of perks
The game grants 100 points when the group is created, enough to immediately buy a first perk. Here are the prices, category by category.
| Perk | Cost | Limit |
|---|---|---|
| Group status (all-access, popular, off-limits) | 100 | Only one active |
| Group handshake (4 variants) | 100 each | Only one active |
| Seventh member | 250 | — |
| Eighth member | 500 | — |
| Social bonus (friendly, funny, mean, mischief, romantic) | 300 each | None |
| Group mood, tier +1 / +2 / +3 | 100 / 200 / 300 | Cumulative tiers |
| Skill bonus (adults) | 400 | — |
| Five-level skill bonus | 300 | — |
| Child skill bonus | 200 | — |
| Faster homework | 100 | — |
| Rally the troops | 500 | — |
| Networked work group | 500 | — |
Two clarifications about moods. All of the game's emotions are available except Embarrassed, including negative ones: nothing prevents an Angry or Sad group. And a gathering applies a camaraderie bonus regardless, which makes members Happy; upgrading that particular bonus costs 300 then 400 points, more expensive than the other emotions, because it applies without you having to choose a mood. Since only one mood can be active at a time, buying two or three mainly lets you switch registers from one gathering to the next.
The three perks that truly change a playthrough
Skill boost perks. This is the most brutal accelerator in the game, packs included. Community measurements on guitar show a jump from level 1 to level 2 in 90 minutes of play time with the perk, versus 227 minutes without — and the tested Sim wasn't even in the ideal mood. Stack the matching mood (Inspired for painting, Focused for programming, Energized for sports) and you cut the time down even further.
Networking Group (500 points). The only perk whose effects kick in outside of gatherings. All members gain career performance faster, on the order of 20% according to comparative logs. Simply put your household into a club, buy this perk, and all your careers advance in the background.
Rally the Troops (500 points). An interaction you trigger on a member during a gathering: it restores roughly a quarter of hunger, bladder, and energy for the whole group, and it's reusable. Only hygiene is left to manage. This is what turns a three-hour evening into an all-night training session.

Three clubs to copy exactly as they are
The skill workshop. Two or three members, preferred hangout set to your own lot, recommended activities: the targeted practice, plus "chat friendly" and "listen to music." Ban TV and video games. Buy the skill boost perk at 400 points, then the matching mood. A two-hour gathering per game day is enough to reach level 10 within a handful of days.
The homework club. Reserved for children and teens, it costs barely 300 points to get up and running: "Speedy Homework" at 100 points and a Focused mood at 200. Your students finish their homework during the gathering, boost their grades, and free up their evening. At 200 points each, child skill boost perks are also the cheapest in the game.
The family club. All the adults in the household, no requirements, a single perk bought: Networking Group. You don't even need to hold gatherings afterward, but keep one going from time to time to fund the rest.
The eleven preset clubs, and the twelve hidden clubs
The pack ships with eleven already-formed clubs: The Party Animals, The Cream of the Crop, The League of Adventurers, The Trendsetters, The Wandering Knights, The Regulars, The Trophy Winners, The Garden Gnomes, The Turntable Pros, The Rebels, and The Athletes. Some are invitation-only and require catching the eye of their members.
What the game doesn't state anywhere is that it keeps twelve others in reserve, which only appear once the number of existing clubs drops to around nine: Private Club, Cosplay Club, Complementary Colors, The Bookworms, Major Chords, Comedy Club, The Mixology Enthusiasts, The Fishing Teasers, Covalent Bonds, Gamers Guild, Friends Forev-Ore, and Sixam Society. The clean method, then, is to disband whatever preset clubs you have no use for: the game fills the gaps on its own.
The quick method goes through the console. Open it with Ctrl + Shift + C and type clubs.create_club_from_seed followed by the desired seed: RichClub, Cosplay, ArtClub, BookClub, MusicClub, ComedyClub, MixologyClub, FishingClub, LogicClub, GamingClub, BearClub or AlienClub. If the command isn't accepted, first enable testingcheats true. The club will only appear in the manager if NPCs from your worlds meet its admission criteria — on a fresh save, you may need to make a few introductions before it shows up.
Where to start tonight
If you've never touched the system before, do the opposite of what the pack suggests: don't create a group of partygoers. Create a two-member group centered on the skill that's holding up your save right now — Logic for a science career, Charisma for a political career, Cooking for a restaurant. Set the preferred hangout to your lot, start a meeting, let it run for twenty minutes, and buy the 400-point bonus as soon as you can afford it. You've just doubled your progression speed for the rest of the save, and you haven't even left your living room.
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Frequently asked questions
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Key takeaways
- Skill bonuses cut training time by more than half, especially thanks to matching emotional moodlets.
- A single well-configured club can advance all your careers in the background with the Networking Club perk.
- Gathering the group at 500 points lets you regenerate hunger, energy, and bladder in one click, turning an evening into a training marathon.
- Children and teens can create their own clubs, which offers massive progression gains that are often overlooked by players.
- Multitasking stacks: a Sim who chats, listens to music, and eats at the same time completes three activities simultaneously to triple the points generated.
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