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− | {| align=center | {{ | + | <!--Top Nav Box--> |
− | ---- | + | {| align=center |
− | + | | {{Gameplay_Nav}} | |
+ | |} | ||
+ | <hr> | ||
+ | <!-- End of Nav --> | ||
{{TOCright}} | {{TOCright}} | ||
− | + | 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 | ||
Line 26: | Line 17: | ||
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/1500 | |
+ | : Beauty: '''B'''<sub>b</sub> = Beauty/3 | ||
+ | : 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 3000. | |
− | + | : '''W'''<sub>b</sub> = 3000/1500 = 2 | |
− | + | : '''W'''<sub>m</sub> = 1 + ln('''W'''<sub>b</sub>) = 1 + ln(4) = 1.69 | |
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− | + | Once you have the modified values, you can calculate the impressiveness by: | |
− | < | + | |
+ | Impressiveness = (65 * ('''W'''<sub>m</sub> + '''B'''<sub>m</sub> + '''S'''<sub>m</sub> + '''C'''<sub>m</sub>)/4) + (35 *min('''W'''<sub>m</sub>, '''B'''<sub>m</sub>, '''S'''<sub>m</sub>, '''C'''<sub>m</sub>))<br /> | ||
− | + | if(Impressiveness > 500 * '''S'''<sub>m</sub>)<br /> | |
− | + | then: Impressiveness = 0.25*Impressiveness + 0.75 * 500 * '''S'''<sub>m</sub> | |
− | + | 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. | ||
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− | + | {| class="wikitable" | |
+ | |- | ||
! Value | ! Value | ||
! Description | ! Description | ||
+ | |||
|- | |- | ||
− | | < | + | | < 0 |
| awful | | awful | ||
+ | |- | ||
+ | | >= 0 and < 20 | ||
+ | | repulsive | ||
|- | |- | ||
| >= 20 and < 30 | | >= 20 and < 30 | ||
Line 196: | Line 87: | ||
| >= 30 and < 40 | | >= 30 and < 40 | ||
| mediocre | | mediocre | ||
+ | |- | ||
+ | | >= 40 and < 50 | ||
+ | | interesting | ||
|- | |- | ||
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| >= 50 and < 65 | | >= 50 and < 65 | ||
− | | | + | | little bit impressive |
|- | |- | ||
| >= 65 and < 85 | | >= 65 and < 85 | ||
− | | | + | | impressive |
|- | |- | ||
| >= 85 and < 120 | | >= 85 and < 120 | ||
Line 216: | Line 107: | ||
|- | |- | ||
| >= 240 | | >= 240 | ||
− | | | + | | 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 | ||
Line 337: | Line 145: | ||
| >= 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 165: | ||
|- | |- | ||
| >= 2.4 and < 5 | | >= 2.4 and < 5 | ||
− | | | + | | rather nice |
|- | |- | ||
| >= 5 and < 15 | | >= 5 and < 15 | ||
Line 384: | Line 185: | ||
{| 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 210: | ||
| >= 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 227: | ||
| 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 237: | ||
|} | |} | ||
− | + | {| 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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