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😊 Mood System

🧠 How Mood Works

Mood is a 0–100% scale. Below 35% risks mental breaks; above 50% can trigger inspirations. Every positive and negative life event feeds into this number.

Mood RangeEffect
80–100%High chance of inspiration—creative, work frenzy, shoot frenzy, etc.
50–79%Normal range, occasional inspiration
35–49%Warning zone—minor breaks possible (sad wandering, binge eating, insulting)
20–34%Danger zone—major breaks possible (tantrum, drug binge, slaughterer)
0–19%Critical—extreme breaks possible (berserk, murderous rage, give up)

Core insight: Mental breaks are almost never caused by one thing. −3 ate without table + −5 ugly environment + −4 slept in the cold + −10 rejected proposal = cumulative break. Fix five small things, not one big thing.

🏠 Room Impressiveness—The Underrated Mood Engine

Dining rooms, rec rooms, and bedrooms have an "Impressiveness" score calculated from Wealth, Beauty, Space, and Cleanliness. Critical mechanic: the lowest stat gets ~51% weight. A golden room covered in filth = still awful.

ScoreMood Bonus
Awful (<20)−4
Mediocre (30–39)−2
Decent (40–49)+2
Slightly Impressive (50–64)+3
Very Impressive (85–119)+5
Extremely Impressive (120–169)+6
Unbelievably Impressive (170–239)+7
Wondrously Impressive (≥240)+8

Best trick—The Great Hall: Combine dining + rec into one large room. Pawns get the dining buff after eating AND the rec room buff after recreation—one room, two mood bonuses, up to +12 to +16 total.

  • 8×8 to 12×12, centrally located
  • 1–2 high-quality large sculptures (art is the best mood investment)
  • Stone tile floors, armchairs (not stools) at tables
  • Keep it clean! One pile of filth drops 1–2 impressiveness tiers

🛏️ Bedrooms

  • Size: 5×5 internal (25 tiles) optimal. 4×5 can reach "decent"
  • Furnishings: Best bed + dresser + end table + lamp + at least one sculpture or plant pot
  • Special traits: Greedy pawns need "slightly impressive"; Jealous pawns need the best bedroom; Ascetics hate nice rooms

🍽️ Food & Comfort—Most Reliable Daily Buffs

SourceBuffRequirement
Fine Meal+5Meat + veg, just needs a stove and cook
Lavish Meal+12More ingredients, late-game standard
Psychite Tea+12Every 2 days, near-zero addiction risk
Beer+101/day safe, multiple risks addiction
Luxuriant Comfort (armchair)+10Armchairs at all workstations + dining tables

🎮 Recreation Management

  • Variety is mandatory: One horseshoe pin = slow rec gain. At least 3 different recreation types
  • Types: Horseshoes (dexterity), chess (cerebral), billiards (dexterity + social), TV (social), telescope (cerebral), poker (social)
  • Schedule: 2–3 hours daily, after waking and mid-afternoon
  • Recreation tolerance: Same activity loses effectiveness over time—rotate activities

💊 Drug Mood Policy—Automated Safety Net

DrugEffectSafe IntervalRisk
Psychite Tea+12 mood, −10% sleep needEvery 2 daysNear-zero
Beer+10 mood1/dayLow
AmbrosiaMood boostDailyLow addiction
Smokeleaf+13 mood−30% consciousness, cancer risk
Yayo+351% addiction per dose, extreme danger
💡 Recommended policy: Psychite tea → if mood <40%, every 2 days max. Pawns only drink when actually unhappy.

🎭 Mental Break Types

SeverityTypeConsequenceResponse
MinorSad WanderingRoams aimlessly, exposure dangerLet it pass → Catharsis +40
MinorBinge EatingConsumes all accessible foodControl food stockpiles
MinorInsulting SpreeInsults colonists, may trigger fightsIsolate target
MajorTantrumDestroys 500 silver worth of itemsArrest or beat down
MajorSlaughtererKills tamed animalsArrest immediately
ExtremeBerserkAttacks everyone nearbyFull colony melee takedown
ExtremeMurderous RageHunts specific colonist to deathArrest or beat down; Word of Serenity
ExtremeGive UpLeaves colony permanentlyArrest is the only option

The Catharsis trade-off: Letting minor breaks run their course grants +40 Catharsis for 2.5 days. Arresting prevents the break but denies the buff and adds "Was imprisoned" (−6). For minor breaks, letting them happen is usually better.

📈 Expectations—Richer = Harder to Please

Expectation LevelMood ModifierAt ~Wealth
Extremely Low+30<15k—free mood
Low+1815k–50k
Moderate+12~50k–100k
High+6~100k–200k
Sky-High0~200k–308k+
Nobles/Role-holdersTwo levels worseUp to −22 penalty

That free +30 you get at the start? It's a tutorial buff. By 200k wealth you must replace it with better rooms, food, art, and recreation. Wealth management matters because rising expectations outpace comfort if you climb too fast.

Mood Management Checklist

  1. Combine dining + rec into one great hall with 2 large sculptures
  2. 5×5 bedrooms with bed + dresser + end table + lamp + plant pot
  3. Armchairs everywhere—workstations and dining tables (+10 comfort)
  4. Fine meals minimum, lavish when affordable (+5 to +12)
  5. Psychite tea auto-policy: mood <40%, every 2 days max
  6. At least 3 recreation types, 2 hours scheduled daily
  7. Sculptures everywhere—workshops, labs, hallways. Best beauty-to-wealth ratio
  8. Keep it clean—filth is the #1 impressiveness killer
  9. Hide corpses—isolate battlefields and graves from living areas
  10. Let minor breaks slide—Catharsis +40 beats arresting every time