Surviving Mars

Surviving Mars

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Morale and performance mechanics in depth
The 4 stats of the colonists have 3 level: <30 (low),> = 30 (normal),> = 70 (high).

Colonists are born / landed with a basic morale between 40 and 60 on a scale of 0 to 100.
If the health is high, he receives +5 in morale.
If the sanity is high, they receive +5 morale.
If the comfort is high, they receive +5 in morale.
On the contrary, if the stats are low, they lose -10 morale per low stat.

If the colonist is religious, he receives +5 in morale.
If the colonist is religious and is domiciled in a dome that has been visited by a Saint, he receives +10 permanent morale (stacks with multiple Saints).

If the colonist is domiciled in a dome that has been visited by an Empath (breaktrough), he receives +5 permanent morale (stacks with multiple Empaths).

If you have Saints or Empaths, send them to each of your domes (they have to get a place in a house and then move them again). A dome visited by a Saint or Empath will give bonuses even after their move or death.

If the colonist is nerd, he receives +10 in morale during the 3 days following a research carried out (stacks).
If the colonist works in one of the 3 workshops, he receives +10 in morale.

There are also several researches / breaktrough that increase morale.
Do not forget, however, that morale can not exceed 100, which can render those researches useless.

The performance of a colonist is based:

on morale (max 100 moral-> +50 max performance),

on performance boost coming from traits (workaholics / enthusiasts +20),
on performance boosts from quirks (dreamer + 15 to children at school),
on performance boosts coming from research / breaktrough (nocturnal adaptation ...). There is no maximum for boosts, so all the research / breaktrough that boosts performance is interesting (unlike morale boosts),

on performance declines from quirks (refugee-40),
on performance declines from flaws (alcoholics-10, lazy-20, melancholic- ?, renegade-50),
on performance declines from penalty-10 to work in another dome than the one where the settler has his residence (equivalent to 2 points less productivity for the service building, which is insignificant).

In a service building, a non-specialist with 50 of morale gets a performance of 100. Each point lower or higher than 50 in morale varies the performance of 1 (max 150).
At this morale, you add the boosts / penalties and you will get the total performance.

If the service building's productivity is 100, the building will provide the comfort shown in the popup of the build menu (or in the Encyclopedia).
You will have 100 productivity if the total shift worker performance equals 100 and all slots are filled.

The comfort given by a service building varies by 1 point for every 5 points in productivity.

The resource produced by a factory / farm varies from 1% per 1 point point in productivity.

The research provided by a research labs is equivalent to 1.65 research points per worker's performance point.
Last edited by Jean le Chauve; Aug 16, 2018 @ 3:57am
Date Posted: Aug 16, 2018 @ 3:54am
Posts: 0