Mood is a per-settler value equal to the running sum of every mood effect currently on that
unit - personality, needs, food, sleep, room quality, weather, environment, combat, treatment and more.
The UI gauge tops out at 30, but the real value has no hard cap. Every source below is pulled straight from
AffecterTable; click any name for its full effect.
Why mood matters
Mood is the lever on Stress. Every minute a unit's Stress changes by
mood x -0.03 - positive mood steadily drains stress, negative mood builds it. Let
stress climb and you risk a mental breakdown; keep mood high and stress stays low. Mood bands:
You survived the brink of death, your body remains fragile.
While in this state, you can no longer enter the Near Death state.
If Head Health or Hunger drops to 0, it will result in instant death instead.
Triggers the Near Death state.
Other unit can restore you from the Near Death state via rescue interactions.
TIP : Use surgery table to recovery without comsuming item.
You are severely hungry and wish to eat.
Triggers the Near Death state.
Recovering Hunger to a certain level can restore you from the Near Death state.
Treatment expectation by unit level x management difficulty
A standing mood modifier every settler carries based on
its level and the campaign's management difficulty. Low-level settlers are easily pleased (positive
mood); high-level ones expect more and drift negative, more so on harder management settings.
Mgmt difficulty
Lv1
Lv2
Lv3
Lv4
Lv5
Easy
+10
+7
+4
+1
-2
Normal
+8
+5
+2
-1
-4
Hard
+5
+2
-1
-4
-7
VeryHard
+4
+1
0
-3
-8
Downfall
+3
0
-1
-4
-9
Dungeon-stay penalty by stay stage x management difficulty
Keeping a unit on an expedition too long stacks an
escalating mood penalty (four stages), harsher on higher management difficulty. On return, a temporary
Dungeon Stay Aftereffect (-2) is also applied.