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That's it. Your pawns will no longer have negative moodlets solely based on their expectations and whether or not you have met those standards. Royals will of course be a further nuisance here.
Even if you can't "satisfy" it, it's still a relevant question, every colony will eventually get rich enough that you get to 0 mood bonus.
What works for me is mood bonuses for food, dining room, rec room, and beauty. Those are all global. On the individual level, I try for moderate (+2 or +3) bedroom mood bonuses, and maximum bed comfort.
A single combined dining room / rec room with maxed beauty goes a long way. You can get +20 or so mood bonus from that, +5 for Impressive Dining Room, +5 for Impressive Rec Room, and +10 for Beautiful Environment. The Beauty bonus wears off eventually, but it will often be enough to keep your colonists happy for the day.
Comfort is similar. A bed + nightstand + dresser means the colonist starts off with a +10 Luxuriously Comfortable bonus at the start of the day, which slowly drops. If you have fabric armchairs at workstations, anyone working there will recharge that bonus. That doesn't help farmhands or anyone else who walks around while working, but it's something.
Fine meals give +5 mood. By the time you hit Sky High expectations, you should be able to afford Lavish meals for +12 mood. That costs calories, but some extra fields should satisfy the plant part of the nutrition. The meat part is often more of a struggle, and it can be tough without a lot of milk-producing herd animals.
While you need to do that too, recreation is only a small part of mood. You can't get more than +10 from fully satisfied recreation. You cannot offset Sky High Expectations just with recreation. Overall mood requires that you find a variety of mood bonuses.
Chess tables are early recreation. Poker tables are strictly superior, and satisfy the same recreation category (Intellectual). By the time you have Sky High expectations, you want a pool table, chess table, and TV. That and social / solitary recreation should be enough variety.
Chocolate is not special. It provides no mood bonus, unlike beer or tea. It's just a recreation type, "food," and the main benefit is that it provides a lot of recreation in a short amount of time.
Beer's an emergency measure. Beer and psychite tea can help a colonist in a crisis due to a temporary mood penalty, but it's a terrible way to deal with routine mood issues.
Smokeleaf is just awful. -30% consciousness while high on smokeleaf is severe, slowing them down 30% across the board, and making many detail-oriented tasks fail. A high-skill Construction worker on smokeleaf will botch constructions due to the penalty. Really, smokeleaf is a drug of last resort, when the other choice is a mental breakdown.
Unless of course you're trying to "farm" inspirations rapidly. In that case go the whole hog on keeping your colony happy... but I think it's acceptable to just have them stable with minimal interference on my part.
All colonist bedrooms have at least one pretty sculpture in them (except my ascetic) and they all have an end table and dresser. All beds are of at least good quality.
My very impressive (if I remember the mood buff correctly) dining/recroom-♥♥♥-workshop provides quite a big mood buff. When it comes to making fine and lavish meals my problem is getting vegetarian ingredients, not meat. Hell, I have sent 30kg gift packages of meat via transport pods to the other factions in order to get rid of excess meat while improving relationships a TON.
Not so long ago I started what is apparently called "Decor bombing", so I am putting beautiful sculptures in ugly places in an attempt to get rid of "unsightly environment". I have armchairs at ALL workstations.
In terms of recreation I have quite a diverse mix that includes telly, amateur astronomy, snooker, chess and horseshoe pin. I have far too much beer. I try to sell it off to keep the amount I have low but I just grow so much hops and I have so many beer barrels. I get quite a bit of silver from selling beer and crack alone. I only have a maximum of 5 smokeleaf joints in the colony at any given time and they are indeed for emergencies. A lot of my colonists like to have a cup of tea now and then, which I have a plentiful supply of.
I'm sure I am forgetting some things in this post but yeah, pretty sure I am already doing everything you suggested.
Bed quality is mostly about rest speed, not bedroom quality. Yes, Good beds are better than Normal, but for the bedroom bonus purposes, they only contribute a small amount of wealth.
If you’re having trouble getting the vegetarian part of Lavish meals, you need larger farms. By and large you should be able to produce an arbitrarily large amount of corn.
You have to be strategic about “decor bombing” (an Oxygen Not Included term, incidentally). Basically, use the Beauty overlay and look at colonist Beauty needs. Anything over the bar limit is of no value.
Where are your colonists spending their time? Usually sculptures have the most value in the recreation room and any workshops. If a farmer is having a lot of trouble with mood, consider putting sculptures in the field to boost beauty while they’re sowing and harvesting.
Recreation variety doesn’t really matter too much. Oh, sure, it matters, but only if recreation is very limited. Not having enough variety means your colonists aren’t getting up to 100% recreation before getting bored. Having more variety than you need doesn’t change anything.
One issue is that you need to assign recreation hours. During a recreation hour, colonists will favor recreation if they’re not above about 80% recreation. They’ll go back to work once they hit 100%.
You want recreation to hit 100% at least once during the day, and colonists won’t do that if they only have “anything” hours. Getting recreation up to 100% right before bed is fine, because bars don’t drop during sleep.
One stopgap is to assign nothing BUT recreation hours and sleep hours. Colonists will stop working every time their recreation bar dips to about 80%. It’s not a great solution, though.
You’re mistaken about the horseshoe pin. It’s strictly inferior to the billiards table. “Individual personalities” just means they prefer a type of recreation, not a specific recreation object. The behavior you’re seeing is that they’ll pick a recreation object at random provided they aren’t bored with the type.
Mind you, the horseshoe pin doesn’t give less recreation. It just gives it more slowly than the billiards table.
“Farmer Gennady:”
+10 Recreation fully satisfied
+8 Minor Passion for my work
+8 extremely comfortable
+6 extremely impressive rec room
+5 Ascetic has awful room
+4 Nuzzled
Total +43
Actual mood: 73%
“Miner Petra”
+10 Beautiful Environment
+10 Recreation Fully satisfied
+8 extremely comfortable
+6 Extremely impressive dining room
+6 extremely impressive rec. room
+5 Ate fine meal
+5 Spacious interior
+4 Nuzzled
+3 Slightly impressive bedroom
-3 Ate without table
Total +54
Actual mood 83% (and climbing)
One of my better bedrooms:
Actual dimensions 6 x 4 (24 tiles)
1847 mediocre wealth
24 somewhat tight space
11.72 beauty
0 clean
300 points of beauty from sculptures, 27 from furniture, 48 from carpet. How that’s translated to 11.72 beauty for the room is not clear, it’s not simple division.
Total score 84, “somewhat impressive.”
+4 mood “impressive bedroom” bonus to owner
I’ve got a bit of a balancing act because 3 of the colonists are Jealous, and I have to upgrade their bedrooms at the same time.
A less obvious benefit to a beautiful bedroom is that sometimes colonists will do recreation in their bedrooms, for “praying” or “meditation.” Sometimes they’ll just lie in bed meditating. If the colonist is spending meaningful time in there, there’s a lot of benefit to filling their Beauty bar while doing so. Anything to get that +10 for Beautiful Environment is worthwhile.
Anyway, I hope you found the examples helpful. It’s really not that tough to get the baseline mood for most colonists up to 70% or so. The real issue is problem cases with some ongoing issue, like death of a wife, withdrawal, chronic pain, or just a trait that lowers their mood or raises their break thresholds.
For example, I’ve got a Too Smart (raises the break threshold) colonist who recently killed his wife when she raided the colony. He’s flirted with the main researcher repeatedly and she’s not interested. He’s constantly drinking to take his mind off these things.