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− | {| align=center | {{ | + | <!--Top Nav Box--> |
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− | + | | {{Gameplay_Nav}} | |
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− | + | 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. | |
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− | Room roles, which also can be inspected with the | ||
Room stats are: | Room stats are: | ||
− | * Impressiveness ( | + | * Impressiveness (an aggregate of other stats) |
* Wealth | * Wealth | ||
* Space | * Space | ||
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Room stats affect things like: | Room stats affect things like: | ||
− | * Medical treatment quality ( | + | * Medical treatment quality (indirectly, as cleanliness is the deciding factor) |
− | * Research speed | + | * 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== | |
− | + | {{:Room roles}} | |
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− | == | + | == 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'''<sub>b</sub> = Wealth/3500 | |
+ | : Beauty: '''B'''<sub>b</sub> = Beauty/6 | ||
+ | : Space: '''S'''<sub>b</sub> = Spaciousness/125 | ||
+ | : Cleanliness: '''C'''<sub>b</sub> = 1 + (Cleanliness/2.5) | ||
− | + | So, a room with a Wealth stat of 7000 gives a '''W'''<sub>b</sub> value of 2 and a room with a Cleanliness of 0 gives a '''C'''<sub>b</sub> 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 7000. | |
− | + | : '''W'''<sub>b</sub> = 7000/3500 = 2 | |
− | + | : '''W'''<sub>m</sub> = 1 + ln('''W'''<sub>b</sub>) = 1 + ln(2) = 1.69 | |
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− | + | Or, for a list going the other direction, he's the values for Wealth you need to get certain modified values: | |
− | + | ||
− | + | : '''W'''<sub>m</sub> = 2 : Wealth of 9513 (2.718x divisor) | |
− | + | : '''W'''<sub>m</sub> = 3 : Wealth of 25862 (7.389x divisor) | |
− | + | : '''W'''<sub>m</sub> = 4 : Wealth of 70301 (20.086x divisor) | |
− | + | : '''W'''<sub>m</sub> = 5 : Wealth of 519435 (148.41x divisor) | |
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− | + | Once you have the modified values, you can calculate the impressiveness by: | |
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− | + | Impressiveness = 100[('''W'''<sub>m</sub> + '''B'''<sub>m</sub> + '''S'''<sub>m</sub> + '''C'''<sub>m</sub>)/4 + min('''W'''<sub>m</sub>, '''B'''<sub>m</sub>, '''S'''<sub>m</sub>, '''C'''<sub>m</sub>)]/2 | |
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− | + | In English: You take the average of the four modified stats and then average ''that'' with the smallest of the four modified stats. After that, you multiply by 100 to get the room's impressiveness. | |
− | + | In practice: This all means that the smallest contribution is weighted ''five'' to one compared to the other stats (5/8 for the smallest, 1/8 for each of the other three). | |
− | + | So, when a room has base stats all equal to their corresponding divisors, the Impressiveness will be 100. But if Size gets dropped to 50, both Beauty and Wealth need to have a ''modified'' value of 2.5, which means an unmodified value of 4.48x their divisors. This isn't particularly difficult in practice, but growth beyond this point continues to slow down and so it's incredibly difficult for small rooms to build up impressiveness. | |
− | + | {| class="wikitable" | |
+ | |- | ||
! Value | ! Value | ||
! Description | ! Description | ||
+ | |||
|- | |- | ||
− | | < | + | | < -150 |
| awful | | awful | ||
|- | |- | ||
− | | >= | + | | >= -150 and < -40 |
+ | | repulsive | ||
+ | |- | ||
+ | | >= -40 and < 30 | ||
| dull | | dull | ||
|- | |- | ||
− | | >= 30 and < | + | | >= 30 and < 60 |
| mediocre | | mediocre | ||
+ | |- | ||
+ | | >= 60 and < 80 | ||
+ | | interesting | ||
|- | |- | ||
− | | >= | + | | >= 80 and < 95 |
− | | | + | | little bit impressive |
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|- | |- | ||
− | | >= | + | | >= 95 and < 115 |
− | | | + | | impressive |
|- | |- | ||
− | | >= | + | | >= 115 and < 130 |
| very impressive | | very impressive | ||
|- | |- | ||
− | | >= | + | | >= 130 and < 160 |
| extremely impressive | | extremely impressive | ||
|- | |- | ||
− | | >= | + | | >= 160 and < 180 |
| unbelievably impressive | | unbelievably impressive | ||
|- | |- | ||
− | | >= | + | | >= 180 and < 215 |
− | | | + | | miraculously wonderful |
+ | |- | ||
+ | | > 215 | ||
+ | | wonder of the World | ||
+ | |||
|} | |} | ||
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== Wealth == | == Wealth == | ||
− | This is the sum of the market value of all items in the room and all walls | + | This is the sum of the market value of all items in the room and all walls (but not doors) surrounding the room. |
{| class="wikitable" | {| class="wikitable" | ||
+ | |- | ||
! Value | ! Value | ||
! Description | ! Description | ||
+ | |||
|- | |- | ||
| < 500 | | < 500 | ||
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| >= 1000000 | | >= 1000000 | ||
| unbelievably luxurious | | unbelievably luxurious | ||
+ | |||
|} | |} | ||
== Beauty == | == Beauty == | ||
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{| class="wikitable" | {| class="wikitable" | ||
+ | |- | ||
! Value | ! Value | ||
! Description | ! Description | ||
+ | |||
|- | |- | ||
| < -3.5 | | < -3.5 | ||
Line 364: | Line 173: | ||
|- | |- | ||
| >= 2.4 and < 5 | | >= 2.4 and < 5 | ||
− | | | + | | rather nice |
|- | |- | ||
| >= 5 and < 15 | | >= 5 and < 15 | ||
Line 384: | Line 193: | ||
{| class="wikitable" | {| class="wikitable" | ||
+ | |- | ||
! Value | ! Value | ||
! Description | ! Description | ||
− | + | ||
|- | |- | ||
| < 12.5 | | < 12.5 | ||
| cramped | | cramped | ||
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|- | |- | ||
| >= 12.5 and < 29 | | >= 12.5 and < 29 | ||
| rather tight | | rather tight | ||
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| >= 29 and < 55 | | >= 29 and < 55 | ||
| average-sized | | average-sized | ||
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|- | |- | ||
| >= 55 and < 70 | | >= 55 and < 70 | ||
− | | | + | | rather spacious |
|- | |- | ||
| >= 70 and < 130 | | >= 70 and < 130 | ||
− | | | + | | spacious |
|- | |- | ||
| >= 130 and < 349.5 | | >= 130 and < 349.5 | ||
Line 411: | Line 218: | ||
| >= 349.5 | | >= 349.5 | ||
| extremely spacious | | extremely spacious | ||
+ | |||
|} | |} | ||
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== Cleanliness == | == Cleanliness == | ||
− | This stat affects medical outcomes, research speed, and the chance that cooked meals will cause | + | 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. |
− | + | {| class="wikitable" | |
+ | |- | ||
! Room Cleanliness | ! Room Cleanliness | ||
! Description | ! Description | ||
Line 429: | Line 235: | ||
| dirty | | dirty | ||
|- | |- | ||
− | | >= -0.4 and < -0.05 | + | | >= -0.4 and < -0.05 |
− | | | + | | a little bit dirty |
|- | |- | ||
| >= -0.05 and < 0.4 | | >= -0.05 and < 0.4 | ||
Line 439: | Line 245: | ||
|} | |} | ||
− | + | {| class="wikitable" | |
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|- | |- | ||
− | + | ! Object | |
+ | ! Cleanliness<br>Value | ||
|- | |- | ||
− | | | + | | Constructed floor || 0 |
|- | |- | ||
− | | | + | | Sterile Tile floor || 0.6 |
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|- | |- | ||
− | | | + | | Rough stone || 0 |
|- | |- | ||
− | | | + | | Natural floor (soil, gravel, etc) || -1 |
|- | |- | ||
− | | | + | | Blood || -10 |
|- | |- | ||
− | | | + | | Insect blood, vomit, fuel puddle || -15 |
|- | |- | ||
− | | | + | | Dirt, rubble, all other filth || -5 |
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|} | |} | ||
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