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You need mining to grow your ship. In general, you want to work up your mining to have enough water for even unhappiest crew.
Anyone with intelligence 2 or higher, assigned to planter box should keep them fed. I found, buyng food early, helps. But never had to buy water.
Rather than sayng, that mechanic is too harsh or too easy, it's right now "too invisible".
When they are hungry, health bars start showing up over their heads and then they die, easy to see cause-consequense here.
When they are stressed, nothing visible happens, food and water meters shrinking are not an indicator, they are always shrinking. Unless I sit there, writing values per time and making charts, there is no notable difference.
Did morale do anything? I didn't know, unless it was said here on forums. How much faster do they burn trough their meters? I still don't know. Was there a break point? I didn't know, untill you said that now.
If meter decay speed was visible in UI, that was some information to work with without resorting to dedicated testing. Or, exact mechanic decription could be provided, similar to evade/accuracy tooltip.
Another feedback: look into egineer's morale, they are harder to please than other specialists.
As it is currently it feels like morale changes too quickly.
My suggestion:
Let morale have a baseline / default value of say 70. That's when the crew is content.
Sleeping accommodations would have the following base morale change (applied each time crew sleeps): Floor +0, Bunk Bed +1 (if implemented), Luxurious Bed +2 (that's the current bed).
When morale reaches 80, sleeping accommodations bonus would get a -1 modifier, meaning sleeping on a floor would give -1 morale, bunk bed would be +0 and luxurious bed would be +1.
At morale 90, the modifier would now be -2.
If morale falls to 50, the modifier is set to +1, and if it falls to 20 the modifier is set to +2.
I'm using sleeping accommodations as an example, this would work for other activities as well, like food, where at 70 morale it could have a +1 modifier, and +0 at 80. Meaning you wouldn't be able to go above 80 with food.
Also change to morale from some activities like eating or sleeping should probably only be applied once every x in-game minutes to prevent players from just spamming those to raise morale.
Other activities, especially the negative ones (like losing a crewmate) would not have said time limit.
Alternatively, it could be based on the amount of Hunger or Sleep points recovered, and it would only be applied for every 100 such points. So you could force a crewman to sleep every time he loses 5 points of Sleep, which would then only recover those 5 points. At that rate, you would have to force the crewman to sleep 20 times before the effect of sleep would be added to morale.
Furniture, entertainment etc could be positive contributors. Wounds, excessive work etc could be negative contributors.
In the end it will also boil down to the core concept of how do you want to utilize your free space in your ship?