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Food & Mood

Steam

Every settler has a Mood stat (the UI scale tops out at 30) that quietly drives the whole management layer. Mood above 0 makes Stress fall; Mood below 0 makes Stress rise proportionally.

Stress and mental break

Stress crosses its effect thresholds at 20% / 40% / 80%. When it maxes out the unit suffers a Mental Break and Stress resets to 0.

Ruleif Stress maxes out again while the Mental Break state is active, the unit dies instantly.

Low mood also trips HUD alerts. A squad whose average mood stays below -3 for 180 in-game minutes triggers the Growing Discontent morale-crisis event.

Meal classes and racial diets

Every edible item carries a food class in its ItemSubType:

  • vegetarian (Food_Vegeterian, 13 items)
  • carnivore (Food_Carnivore, 10 items)
  • omnivore (Food_Omnivore, 2 items)

5 misc edibles sit outside those classes. The racial diet rules read the class:

  • Elves gain Carnal Guilt (-2 Mood) when they eat carnivore food, and ignore the mood penalty of the vegetarian penalty foods (the porridges). The exemption is per food, not a diet rule.
  • Lizardmen gain Plant Rage (-2 Mood) when they eat vegetarian food, and ignore the mood penalty of the carnivore penalty foods (the raw and monster meats). The exemption is per food, not a diet rule.
  • Humans eat anything. Their racial mood quirk is Growth Fatigue (-2 Mood) whenever their XP bar is sitting at max, so level them up promptly.

Cooked dishes also carry a mood value, and guild quests ask you to stockpile food above a given one.

Tipwhere you eat matters. A meal taken in a proper dining room applies its mood effect for far longer than one eaten on the floor.

Other mood levers

Sleep quality is a ladder. The comfort mood from sleeping on the ground lasts a fraction of the time a bed gives, and a real bedroom doubles the bed again.

Sleeping spotEffect window
Ground135 seconds
Bed1'080 seconds
Bedroom2'160 seconds

Treatment expectations rise with level. At Normal management difficulty the baseline mood a unit contributes at levels 1 to 5 is 7 / 4 / 0 / -4 / -7, and veterans expect better rooms, food and pay.

Each management difficulty has its own row. The Mood Simulator shows all of them.

Expeditions drain mood. Each in-game day in the dungeon steps up a Dungeon Stay debuff (see Time).

Recreation buildings restore mood. Each of these grants a Mood bonus per play session, about 40 in-game minutes:

  • Dice Play Table
  • Dart Play Board
  • Card Play Table

The exact value is the Played effect listed on each building's page.

Watch outoverusing the same game applies a Bored debuff instead.

Mood equipment

  • Flower Necklace gives Mood increases. (+2 Mood) (+2 Mood) while worn.
  • Echo Flower Ring gives A ring that occasionally gives off an unusual resonance. (+2 Mood, +0.1% Health Regeneration) (+2 Mood, +0.1% Health Regeneration).
  • Forgotten Idol is the opposite bet: The damage dealt bonus changes by current Mood × -8%. The lower Mood is, the more damage is dealt. Each point of Mood below 0 adds 8 percent damage dealt; each point above 0 removes 8 percent. It enables a deliberate misery build.

The Inscription of Gloom tradeoff

The Rare Inscription of Gloom gives +20% Strength, +20% Constitution, +20% Willpower, +20% Intelligence, +20% Agility, +20% Perception, -3 Mood. On a unit whose needs you can keep met it is one of the best stat sticks in the game.

Watch outon a neglected unit the same inscription feeds the Stress spiral described above (Inscriptions).