Room stats

Room stats are automatically calculated values of a room that passively affects thoughts about and events in the room. Room stats can be inspected with the Room inspection tool. Room roles, which also can be inspected with the Room inspection tool, may be affected by all, some or none of the room stats.
Room stats are:
 Impressiveness (an aggregate of other stats)
 Wealth
 Space
 Beauty
 Cleanliness
Room stats affect things like:
 Medical treatment quality (indirectly, as cleanliness is the deciding factor)
 Research speed
 Room stats create many variants on thoughts like:
 Ate in impressive dining room
 Own impressive bedroom
 Own bed in impressive barracks
 Did joy activity in impressive rec room
Related traits:
 Greedy: Unhappy without sufficiently impressive room.
 Jealous: Unhappy if anyone has a noticeably better room.
 Ascetic: Unhappy if room is too impressive. Happy if room is dull or worse.
Room roles
Rooms have 'roles’ and stats based on what is inside them. These are automaticallydefined values that passively affect the thoughts and behaviors of characters in the room. Room roles and stats can be inspected using the room inspection tool found in the bottom right of the screen.
Current roles include:
Label  Related Stats  Requirements 

Room  None  None 
Bedroom  Beauty, Cleanliness, Wealth, Space, Impressiveness  A single bed or sleeping spot 
Prison cell  Beauty, Cleanliness, Wealth, Space, Impressiveness  A single prisoner's bed or sleeping spot 
Dining room  Beauty, Cleanliness, Wealth, Space, Impressiveness  Table 
Rec room  Beauty, Cleanliness, Wealth, Space, Impressiveness  Billiards table, chess table, horseshoe pin 
Hospital  Beauty, Cleanliness, Space  Hospital bed 
Laboratory  Cleanliness  Research table 
Workshop  None  Smithing bench, tailor's workbench, sculptor's table, stonecutter's table, butcher's table, machining table, electric smelter, brewery, drug lab 
Barracks  Beauty, Cleanliness, Wealth, Space, Impressiveness  Multiple beds or sleeping spots 
Prison barracks  Beauty, Cleanliness, Wealth, Space, Impressiveness  Multiple prisoner's beds or sleeping spots 
Kitchen  None  Cook stove 
Tomb  None  Sarcophagus 
Barn  None  Animal sleeping spot, Animal bed 
Other pieces of furniture not mentioned such as chairs should not affect the role of the room. For rooms with the bedroom role, when the bed is given an owner the role of the room will change to "Owner's Bedroom".
Impressiveness
The value for impressiveness is based off of the four other stats with a heavy weighting towards the weakest of the four. The actual formula for calculating impressiveness involves multiple steps using a piecewise continuous function, so it's best to start with the basics.
First, each of the four stats has a corresponding divisor that's used to calculate that stat's base contribution.
 Wealth: W_{b} = Wealth/1500
 Beauty: B_{b} = Beauty/3
 Space: S_{b} = Spaciousness/125
 Cleanliness: C_{b} = 1 + (Cleanliness/2.5)
So, a room with a Wealth stat of 7000 gives a W_{b} value of 2 and a room with a Cleanliness of 0 gives a C_{b} of 1.
Now the fancier part starts. If these base contributions are between 1 and 1, the contribution does not get further modified. However, if it's above 1 (Or below 1 in the case of cleanliness, though that exact equation will be different), the value is modified to slow down the rate the impressiveness changes. The modified values become as follows:
 modified = 1 + ln(base), when base is greater than 1.
 modified = base, when base is greater than or equal to 1 and less than or equal to 1.
 modified = (1 + ln(base)), when base is less than 1
These are natural logs here, and what this means in practice is that a stat's contribution to the impressiveness continues to grow more slowly as the base stat continues to increase. Here's an example with Wealth:
 Start with a room with a Wealth value of 3000.
 W_{b} = 3000/1500 = 2
 W_{m} = 1 + ln(W_{b}) = 1 + ln(4) = 1.69
Once you have the modified values, you can calculate the impressiveness by:
Impressiveness = (65 * (W_{m} + B_{m} + S_{m} + C_{m})/4) + (35 *min(W_{m}, B_{m}, S_{m}, C_{m}))
if(Impressiveness > 500 * S_{m})
then: Impressiveness = 0.25*Impressiveness + 0.75 * 500 * S_{m}
In practice: This all means that the smallest contribution is more than the half of the value. And when the room is too small impressiveness takes a big hit.
Value  Description 

< 0  awful 
>= 0 and < 20  repulsive 
>= 20 and < 30  dull 
>= 30 and < 40  mediocre 
>= 40 and < 50  interesting 
>= 50 and < 65  little bit impressive 
>= 65 and < 85  impressive 
>= 85 and < 120  very impressive 
>= 120 and < 170  extremely impressive 
>= 170 and < 240  unbelievably impressive 
>= 240  wonder of the World 
Wealth
This is the sum of the market value of all items in the room and all walls (but not doors) surrounding the room.
Value  Description 

< 500  impoverished 
>= 500 and < 700  somewhat poor 
>= 700 and < 2000  mediocre 
>= 2000 and < 4000  somewhat rich 
>= 4000 and < 10000  rich 
>= 10000 and < 40000  luxurious 
>= 40000 and < 100000  very luxurious 
>= 100000 and < 1000000  extremely luxurious 
>= 1000000  unbelievably luxurious 
Beauty
Value  Description 

< 3.5  hideous 
>= 3.5 and < 0  ugly 
>= 0 and < 2.4  neutral 
>= 2.4 and < 5  rather nice 
>= 5 and < 15  beautiful 
>= 15 and < 50  very beautiful 
>= 50 and < 100  extremely beautiful 
>= 100  unbelievably beautiful 
Space
Indicates how much free space is available in the room. A room's Space score is 1.4 times the number of tiles in the room. Objects that prevent a pawn from standing in a space will decrease the available space in the room by 0.9 per tile the object covers. Thus, an occupied tile contributes a total of 0.5 to space. Objects that reduce space include beds, tables, workbenches, lamps, and heaters. Stools and chairs do not reduce space.
Value  Description 

< 12.5  cramped 
>= 12.5 and < 29  rather tight 
>= 29 and < 55  averagesized 
>= 55 and < 70  rather spacious 
>= 70 and < 130  spacious 
>= 130 and < 349.5  very spacious 
>= 349.5  extremely spacious 
Cleanliness
This stat affects medical outcomes, research speed, and the chance that cooked meals will cause food poisoning. A room's cleanliness is the average cleanliness score of all tiles in the room. It is determined by factors such as whether a floor has been constructed, and whether there is dirt, blood, animal filth or vomit present.
Room Cleanliness  Description 

< 1.1  very dirty 
>= 1.1 and < 0.4  dirty 
>= 0.4 and < 0.05  a little bit dirty 
>= 0.05 and < 0.4  clean 
>= 0.4  sterile 
Object  Cleanliness Value 

Constructed floor  0 
Sterile Tile floor  0.6 
Rough stone  0 
Natural floor (soil, gravel, etc)  1 
Blood  10 
Insect blood, vomit, fuel puddle  15 
Dirt, rubble, all other filth  5 