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Difference between revisions of "Need"

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{{Quality|Superior|01:25, 31 October 2016 (UTC)}}
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{{new in v0.42}}
 
  
'''Needs''' affect a creature's focus. Needs that are unmet for long enough will cause [[DF2014:Stress|Stress]], become bad [[thought]]s, and increasingly damage the creature's '''focus'''. Sufficiently well-satisfied needs will improve the focus.
+
[[File:needs_v50_preview.png|thumb|262px|right|The needs of a [[scholar]].]]
  
The need system replaces the generalized [[on break]] feature of previous versions. Dwarves will sometimes perform jobs that satisfy their personal needs, instead of working for the betterment of the fortress. These personal fulfillment jobs generally come in two varieties: low-priority (indicated by green text, e.g. {{DFtext|Listen to Poetry|2:1}}), or high-priority (magenta text with an exclamation point, e.g. {{DFtext|Pray to Lorsïth!|5:1}}).  Low-priority jobs may be cancelled to undertake a fortress job.  High-priority jobs will not be cancelled for fortress jobs.
+
'''Needs''' affect a creature's focus - needs that are unmet for long enough will increasingly damage the creature's '''focus''', while sufficiently well-satisfied needs will improve it. Better focus leads to better results from work--essentially, a boost to all skills. Distraction is the opposite--an unfocused dwarf may become sloppy in their work, making worse crafts or failing a block during combat.
 +
 
 +
The need system replaces the generalized [[on break]] feature of previous versions. Dwarves will sometimes perform jobs that satisfy their personal needs, instead of working for the betterment of the fortress. These personal-fulfillment jobs generally come in two varieties: low-priority (indicated by green text, e.g. {{DFtext|Listen to Poetry|2:1}}), or high-priority (magenta text with an exclamation point, e.g. {{DFtext|Pray to Lorsïth!|5:1}}).  Low-priority jobs may be cancelled to undertake a fortress job.  High-priority jobs will not be cancelled for fortress jobs.
  
 
== Focus ==
 
== Focus ==
 
:''Overall, Urist is unfocused by unmet needs.''
 
:''Overall, Urist is unfocused by unmet needs.''
Focus affects a dwarf's ability to perform. The better focused a dwarf is, the swifter they finish all their tasks. Unfocused dwarves, however, take longer to do everything. Focus is separate and independent of overall mood; a dwarf can be happy even with largely unmet needs. However, prolonged insufficiency in meeting needs is a cause for both low focus and bad thoughts. Thus Focus can, with prudence, be used to predict future mood developments.
+
Focus affects a dwarf's ability to perform. A dwarf with high focus will work faster and produce better results, while a distracted dwarf will take longer to do everything poorly. Focus is separate and independent of overall mood; a dwarf can be happy even with largely-unmet needs, or unhappy yet focused. However, prolonged insufficiency in meeting needs is a cause for both low focus and bad thoughts. Thus, focus can, with prudence, be used to predict future mood developments.
  
 
Focus represents the percentage of the combined totals of met over unmet need values. The ratio of 1:1 (100%) represents a neutral state.
 
Focus represents the percentage of the combined totals of met over unmet need values. The ratio of 1:1 (100%) represents a neutral state.
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|}
 
|}
  
 +
A highly-focused dwarf can receive an effective skill boost of up to 50%; a badly distracted dwarf can receive an effective skill penalty of up to 50%.{{cite|Dev Log 2015-04-12|http://www.bay12games.com/dwarves/dev_2015.html#2015-04-12}}
  
 
== Diversity ==
 
== Diversity ==
 
:''She is unfocused by a lack of trouble-making.''
 
:''She is unfocused by a lack of trouble-making.''
  
An individual creature's set of needs and their weights (levels) are affected by [[personality trait]]s. For instance, a dwarf that values romance will be unfocused "after being unable to make romance", while a dwarf that personally values nature will be unfettered "after seeing animals". Unreligious dwarves will have no need to pray or meditate; dubious and casual worshippers will have low or medium level needs to pray; committed believers will have high level need; and dwarves following multiple deities will have a separate prayer need with a separate level for each of their deities. Proposed weights per need level are 1, 2, 5, and 10.
+
An individual creature's set of needs and their weights (levels) are affected by [[Personality traits, values, and dreams#Traits|personality trait]]s. For instance, a dwarf that values romance will be unfocused "after being unable to make romance", while a dwarf that personally values nature will be unfettered "after seeing animals". Unreligious dwarves will have no need to pray or meditate; dubious and casual worshippers will have low or medium level needs to pray; committed believers will have high level need; and dwarves following multiple deities will have a separate prayer need, with separate level for each of their deities. Proposed weights per need level are 1, 2, 5, and 10.
  
As expected, high-level needs hold a much larger sway in a dwarf's overall focus than low-level needs. Curiously, the large majority of dwarves currently seem to only have low-level needs for [[alcohol]] and function quite well without it as long as they are otherwise satisfied. A small percentage have no need for alcohol at all, in effect being immune to alcohol withdrawal.
+
As expected, high-level needs hold a much larger sway in a dwarf's overall focus than low-level needs. For example, "immoderation" controls the need for [[alcohol]]; dwarves, thus, are more likely to have a need for alcohol than humans (but most of the time won't have a very strong one). A small percentage have no need for alcohol at all, though they'll still slow down without it, due to dwarves' alcohol dependence.
  
Needs are shown in a dwarf's [[thoughts and preferences]] description page, which can be accessed by {{k|v}}iewing that dwarf then {{k|z}}, {{k|Enter}}, or from the {{k|u}}nit menu with {{k|v}}iew, {{k|Enter}}.
+
Needs are shown in the "Needs" sub-tab of the "Personality" tab of a creature's character sheet, which can be accessed by clicking on the creature or from the creat{{k|u}}re tabs by clicking the magnifying glass next to the creature in one of the sub-tabs of the "creatures" tab..
  
 
Degree of fulfillment:
 
Degree of fulfillment:
{| class = "wikitable sortable"
+
{| class = "wikitable"
 +
!Descriptor
 +
!Range
 
|-
 
|-
| {{DFtext|Unfettered|2:1}}|| 300 - 400
+
| {{DFtext|Unfettered|2:1}}|| 400 to 300
 
|-
 
|-
| {{DFtext|Level-headed|2:0}}|| 200 - 299
+
| {{DFtext|Level-headed|2:0}}|| 299 to 200
 
|-
 
|-
| {{DFtext|Untroubled|7:1}}|| 100 - 199
+
| {{DFtext|Untroubled|7:1}}|| 199 to 100
 
|-
 
|-
| {{DFtext|Not distracted|7:0}}|| -999 - 99
+
| {{DFtext|Not distracted|7:0}}|| 99 to -999
 
|-
 
|-
| {{DFtext|Unfocused|6:0}}|| -9999 - -1000
+
| {{DFtext|Unfocused|6:0}}|| -1,000 to -9,999
 
|-
 
|-
| {{DFtext|Distracted|6:1}}|| -99999 - -10000
+
| {{DFtext|Distracted|6:1}}|| -10,000 to -99,999
 
|-
 
|-
| {{DFtext|Badly distracted|4:1}}|| < -100000
+
| {{DFtext|Badly distracted|4:1}}|| -100,000 and below
 
|}
 
|}
  
When a need is satisfied, its value is refreshed to maximum (400), regardless of previous value. There is no minimum to how {{DFtext|Badly distracted|4:1}} a need can get. A deeper negative value won't further reduce total Focus, which is based on a ratio of all needs' Focus rating.
+
When a need is satisfied, its value is refreshed to maximum (400), regardless of previous value. There is no minimum to how {{DFtext|Badly distracted|4:1}} a need can get. A deeper negative value won't further reduce total focus, which is based on a ratio of all needs' focus rating.
 +
 
 +
 
 +
In the absence of needs rated as "Badly distracted" the focus score is expressed as the ratio of:
 +
 
 +
[6    * number of Unfettered scores +
 +
  5 1/3 * number of Level-headed scores +
 +
  4 2/3 * number of Untroubled scores +
 +
  4    * number of Not distracted scores +
 +
  3 1/3 * number of Unfocused scores +
 +
  2 2/3 * number of Distracted scores] / (4 * number of scores total)
 +
 
 +
where the numerator is rounded down to a whole number.
 +
 
 +
It is currently unknown how "Badly distracted" needs contribute to focus, pending further science, but it is likely that they contribute 2 points each to the numerator.
  
 
== Fortress actions per need ==
 
== Fortress actions per need ==
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!Positive
 
!Positive
 
!Negative
 
!Negative
!Related [[Belief]] or [[Facet]]
+
!Related [[Value]] or [[Personality Trait]]
 
!Job
 
!Job
 
|-
 
|-
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|being kept from alcohol
 
|being kept from alcohol
 
|IMMODERATION, SELF-CONTROL
 
|IMMODERATION, SELF-CONTROL
|drink alcohol
+
|Drink alcohol
 
|-
 
|-
 
|communing with [deity] / meditation
 
|communing with [deity] / meditation
 
|being unable to pray (to [deity])
 
|being unable to pray (to [deity])
 
|
 
|
|Pray/meditate in a [[Temple]]
+
|Pray/meditate in a [[temple]]
 
|-
 
|-
 
|staying occupied
 
|staying occupied
 
|being unoccupied
 
|being unoccupied
 
|HARD_WORK, ACTIVITY_LEVEL
 
|HARD_WORK, ACTIVITY_LEVEL
|(assumedly a sufficient amount of fortress tasks)
+
|(assumedly a sufficient amount of fortress tasks*)
 
|-
 
|-
 
|doing something creative
 
|doing something creative
 
|doing nothing creative
 
|doing nothing creative
|ARTWORK
+
|ART_INCLINED
 
|Create or perform any artistic work
 
|Create or perform any artistic work
 
|-
 
|-
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|leading an unexciting life
 
|leading an unexciting life
 
|EXCITEMENT_SEEKING
 
|EXCITEMENT_SEEKING
|Varied; including at least being in danger
+
|Varied; including at least being in danger or catching a live vermin
 
|-
 
|-
 
|learning something
 
|learning something
 
|not learning anything
 
|not learning anything
 
|KNOWLEDGE, CURIOUS
 
|KNOWLEDGE, CURIOUS
|Gain a rank in any Skill, learn a new subject from written content.
+
|Gain a rank in any skill, learn a new subject from written content.
 
|-
 
|-
 
|being with family
 
|being with family
 
|being away from family
 
|being away from family
 
|FAMILY
 
|FAMILY
|(Socialize with close family members?)
+
|(Socialize with close family members? Note that this need ''can'' currently be assigned to dwarves without families)
 
|-
 
|-
 
|being with friends
 
|being with friends
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|being away from traditions
 
|being away from traditions
 
|TRADITION
 
|TRADITION
|(Perform any improvisational form?)
+
|(Perform any improvisational form? Religious rites? Justice served?)
 
|-
 
|-
 
|self-examination
 
|self-examination
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|being unable to make merry
 
|being unable to make merry
 
|MERRIMENT, HUMOR
 
|MERRIMENT, HUMOR
|(Recite any poem?)
+
|Watching a performance, (Recite any poem?)
 
|-
 
|-
 
|practicing a craft
 
|practicing a craft
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|being unable to practice a martial art
 
|being unable to practice a martial art
 
|MARTIAL_PROWESS
 
|MARTIAL_PROWESS
|Gain a rank in any combat Skill
+
|Gain a rank in any combat skill
 
|-
 
|-
 
|practicing a skill
 
|practicing a skill
 
|being unable to practice a skill
 
|being unable to practice a skill
 
|SKILL
 
|SKILL
|Use any Skill (?)
+
|Use any skill (?)
 
|-
 
|-
 
|taking it easy
 
|taking it easy
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|being unable to make romance
 
|being unable to make romance
 
|ROMANCE, LOVE PROPENSITY
 
|ROMANCE, LOVE PROPENSITY
|(interacting with spouse/partner?)
+
|(''interacting'' with spouse/partner)
 
|-
 
|-
 
|seeing animals
 
|seeing animals
 
|being away from animals
 
|being away from animals
 
|NATURE
 
|NATURE
|Animal must also see the dwarf.
+
|Animal must also see the dwarf.*
 
|-
 
|-
 
|seeing a great beast
 
|seeing a great beast
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|being unable to acquire something
 
|being unable to acquire something
 
|GREED, COMMERCE
 
|GREED, COMMERCE
|Acquire any item (usually replace a worn piece of clothing)
+
|Acquire any trinket (happens automatically when performing a "Store item in stockpile" job on an eligible [[trade good]])
 
|-
 
|-
 
|eating a good meal
 
|eating a good meal
 
|a lack of decent meals
 
|a lack of decent meals
 
|IMMODERATION
 
|IMMODERATION
|Unknown, possibly eating a preferred food
+
|Eating a preferred food (or a preferred alcohol [[cook]]ed into a meal), or a sufficiently valuable meal{{version|0.47.05}}.
 
|-
 
|-
 
|fighting
 
|fighting
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|being unable to wander
 
|being unable to wander
 
|NATURE, ACTIVITY LEVEL
 
|NATURE, ACTIVITY LEVEL
|Complete a Fish, Return kill (hunt) or Gather plants job
+
|Complete a Fish, Return kill (hunt) or Gather plants job; complete a [[mission]]
 
|-
 
|-
 
|helping somebody
 
|helping somebody
 
|being unable to help anybody
 
|being unable to help anybody
 
|ALTRUISM, SACRIFICE
 
|ALTRUISM, SACRIFICE
|Bring water or food to patient/prisoner; bring wounded units to rest.
+
|Bring water or food to patient/prisoner/animal*; bring wounded units to rest; leading demonstration; being yelled at by unhappy citizens (for relevant nobles).
 
|-
 
|-
 
|thinking abstractly
 
|thinking abstractly
 
|a lack of abstract thinking
 
|a lack of abstract thinking
 
|ABSTRACT_INCLINED
 
|ABSTRACT_INCLINED
|Read or write any written content, or compose music or a poem. Possibly using Architect skill?
+
|Read or write any written content, or compose music or a poem. Playing make-believe. (Using Architect skill does not satisfy this need.)
 
|-
 
|-
 
|admiring art
 
|admiring art
 
|being unable to admire art
 
|being unable to admire art
 
|ARTWORK
 
|ARTWORK
|Exposure to artful furniture, artistic crafts, or engravings.
+
|Exposure to artful furniture, artistic crafts, or engravings. Watching certain performances.
 
|}
 
|}
 +
: (* See also [[animal caretaker]])
  
 
Satisfying any need will result in a good thought and a decrease in stress.
 
Satisfying any need will result in a good thought and a decrease in stress.
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!Positive
 
!Positive
 
!Negative
 
!Negative
!Related [[Belief]] or [[Facet]]
+
!Related [[Value]] or [[Personality Trait]]
 
!Adventurer activity
 
!Adventurer activity
 
|-
 
|-
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|being away from people
 
|being away from people
 
|GREGARIOUSNESS
 
|GREGARIOUSNESS
|Spea{{k|k}} to anyone or reply to greeting
+
|Spea{{k|k}} to anyone or reply to greeting. They don't have to be able to reply back.
 
|-
 
|-
 
|drinking
 
|drinking
 
|being kept from alcohol
 
|being kept from alcohol
 
|IMMODERATION, SELF-CONTROL
 
|IMMODERATION, SELF-CONTROL
|drink alcohol
+
|Drink alcohol
 
|-
 
|-
 
|communing with [deity] / meditation
 
|communing with [deity] / meditation
 
|being unable to pray (to [deity])
 
|being unable to pray (to [deity])
 
|
 
|
|Spea{{k|k}}, Pray to <Deity>
+
|Spea{{k|k}}, Pray to <Deity> or Begin a performance, Give a sermon
 
|-
 
|-
 
|staying occupied
 
|staying occupied
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|doing something creative
 
|doing something creative
 
|doing nothing creative
 
|doing nothing creative
|ARTWORK
+
|ART_INCLINED
 
|Perform or compose any work
 
|Perform or compose any work
 
|-
 
|-
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|not learning anything
 
|not learning anything
 
|KNOWLEDGE, CURIOUS
 
|KNOWLEDGE, CURIOUS
|Gain a rank in any Skill, learn a new subject from written content.
+
|Gain a rank in any skill, learn a new subject from written content.
 
|-
 
|-
 
|being with family
 
|being with family
 
|being away from family
 
|being away from family
 
|FAMILY
 
|FAMILY
|Unimplemented
+
|Implemented, but inaccessible without modding. If your character has close family members, this need will be filled by spending time with them (seems to only apply to blood [[relationship|relations]]). However, there is currently no way to actually do this outside of mods.
 
|-
 
|-
 
|being with friends
 
|being with friends
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|being unable to practice a martial art
 
|being unable to practice a martial art
 
|MARTIAL_PROWESS
 
|MARTIAL_PROWESS
|Gain a rank in any combat Skill
+
|Gain a rank in any combat skill
 
|-
 
|-
 
|practicing a skill
 
|practicing a skill
 
|being unable to practice a skill
 
|being unable to practice a skill
 
|SKILL
 
|SKILL
|Use any Skill
+
|Gain a rank in any skill
 
|-
 
|-
 
|taking it easy
 
|taking it easy
 
|being unable to take it easy
 
|being unable to take it easy
 
|LEISURE_TIME
 
|LEISURE_TIME
|Unknown
+
|Unknown (I fulfilled this need by going to sleep at a tavern, getting interrupted in the middle of the night by a giant alligator (which the bards killed by the time I went down the stairs) and performing with them for a while)
 
|-
 
|-
 
|making romance
 
|making romance
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|being away from great beasts
 
|being away from great beasts
 
|EXCITEMENT_SEEKING, NATURE, CURIOSITY
 
|EXCITEMENT_SEEKING, NATURE, CURIOSITY
|Uncertain, possibly encounter LARGE_ROAMING?
+
|Uncertain, possibly encounter LARGE_ROAMING?{{Verify}}
 
|-
 
|-
 
|acquiring something
 
|acquiring something
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|a lack of decent meals
 
|a lack of decent meals
 
|IMMODERATION
 
|IMMODERATION
|Unknown, possibly eating a preferred food
+
|Eating a sufficiently valuable meal. Foods with an [[item value]] of at least 4 count. {{version|0.47.05}}.
 
|-
 
|-
 
|fighting
 
|fighting
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|being unable to be extravagant
 
|being unable to be extravagant
 
|IMMODESTY
 
|IMMODESTY
|Wear any item with a quality modifier
+
|Wear any item with a quality modifier on a body part - a waterskin will not work, as it can only be worn ''in'' another item of clothing
 
|-
 
|-
 
|wandering
 
|wandering
 
|being unable to wander
 
|being unable to wander
 
|NATURE, ACTIVITY LEVEL
 
|NATURE, ACTIVITY LEVEL
|Move to/from any site or region tile / completed fish, hunt(return kill) and gather plants in fort mode
+
|Move to/from any site or region tile
 
|-
 
|-
 
|helping somebody
 
|helping somebody
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|}
 
|}
  
Satisfying any need will result in a good thought and a decrease in stress.
+
Satisfying any need will usually result in a good thought and a mild decrease in stress. (If the dwarf has extremely low CHEER, they may "felt nothing after X").
 +
 
 +
Creatures with {{token|NOEMOTION|c}} cannot satisfy any need and will inevitably become 'distracted'. In unmodded games, this concerns only [[Intelligent undead]].
  
 
==Adventure mode meta-strategy==
 
==Adventure mode meta-strategy==
  
Upon creating your adventurer you may want to avoid having any of the non-fulfillable needs: romance, family, friends. Otherwise, you will suffer never-ending [[focus]] disadvantages. Immoderation too is only technically fulfillable for the itinerant adventurer without a fortress' industry to reliably produce her preferred food.
+
Upon creating your adventurer, you may want to avoid having any of the non-fulfillable needs: romance, family, friends. Otherwise, you will suffer never-ending [[focus]] disadvantages.  
 
+
Some precaution is necessary in sacrifice/altruism -> helping capability is not available as long as you're quite weak (fighting; companions), and maybe in martial prowess if you're not constantly fighting, and so increasing your stats. To fulfill your booze needs, you'll have to visit human towns' taverns or other dwarven fortresses quite often (and fill your extra water storage containers with ale from the barrels for on the road).
Some precaution is necessary in sacrifice/altruism -> helping capability is not available as long as you're quite weak (fighting; companions), and maybe in martial prowess if you're not constantly fighting and so increasing your stats. To fulfill your booze needs you'll have to visit human towns' taverns or dwarven fortresses quite often (and fill your extra water storage containers with ale from the barrels for on the road).
 
  
 
[[Category:DF2014:Dwarves]]
 
[[Category:DF2014:Dwarves]]
  
 
[[ru:Need]]
 
[[ru:Need]]

Latest revision as of 10:06, 12 October 2024

This article is about the current version of DF.
Note that some content may still need to be updated.

The needs of a scholar.

Needs affect a creature's focus - needs that are unmet for long enough will increasingly damage the creature's focus, while sufficiently well-satisfied needs will improve it. Better focus leads to better results from work--essentially, a boost to all skills. Distraction is the opposite--an unfocused dwarf may become sloppy in their work, making worse crafts or failing a block during combat.

The need system replaces the generalized on break feature of previous versions. Dwarves will sometimes perform jobs that satisfy their personal needs, instead of working for the betterment of the fortress. These personal-fulfillment jobs generally come in two varieties: low-priority (indicated by green text, e.g. Listen to Poetry), or high-priority (magenta text with an exclamation point, e.g. Pray to Lorsïth!). Low-priority jobs may be cancelled to undertake a fortress job. High-priority jobs will not be cancelled for fortress jobs.

Focus[edit]

Overall, Urist is unfocused by unmet needs.

Focus affects a dwarf's ability to perform. A dwarf with high focus will work faster and produce better results, while a distracted dwarf will take longer to do everything poorly. Focus is separate and independent of overall mood; a dwarf can be happy even with largely-unmet needs, or unhappy yet focused. However, prolonged insufficiency in meeting needs is a cause for both low focus and bad thoughts. Thus, focus can, with prudence, be used to predict future mood developments.

Focus represents the percentage of the combined totals of met over unmet need values. The ratio of 1:1 (100%) represents a neutral state.

Focus statuses:

Very focused + 140% (?)
Quite focused 120-139% (-149%?)
Focused 101-119%
Untroubled 100%
Unfocused 80-99%
Distracted ...-79% (?)
Badly distracted (?)

A highly-focused dwarf can receive an effective skill boost of up to 50%; a badly distracted dwarf can receive an effective skill penalty of up to 50%.[1]


Diversity[edit]

She is unfocused by a lack of trouble-making.

An individual creature's set of needs and their weights (levels) are affected by personality traits. For instance, a dwarf that values romance will be unfocused "after being unable to make romance", while a dwarf that personally values nature will be unfettered "after seeing animals". Unreligious dwarves will have no need to pray or meditate; dubious and casual worshippers will have low or medium level needs to pray; committed believers will have high level need; and dwarves following multiple deities will have a separate prayer need, with separate level for each of their deities. Proposed weights per need level are 1, 2, 5, and 10.

As expected, high-level needs hold a much larger sway in a dwarf's overall focus than low-level needs. For example, "immoderation" controls the need for alcohol; dwarves, thus, are more likely to have a need for alcohol than humans (but most of the time won't have a very strong one). A small percentage have no need for alcohol at all, though they'll still slow down without it, due to dwarves' alcohol dependence.

Needs are shown in the "Needs" sub-tab of the "Personality" tab of a creature's character sheet, which can be accessed by clicking on the creature or from the creature tabs by clicking the magnifying glass next to the creature in one of the sub-tabs of the "creatures" tab..

Degree of fulfillment:

Descriptor Range
Unfettered 400 to 300
Level-headed 299 to 200
Untroubled 199 to 100
Not distracted 99 to -999
Unfocused -1,000 to -9,999
Distracted -10,000 to -99,999
Badly distracted -100,000 and below

When a need is satisfied, its value is refreshed to maximum (400), regardless of previous value. There is no minimum to how Badly distracted a need can get. A deeper negative value won't further reduce total focus, which is based on a ratio of all needs' focus rating.


In the absence of needs rated as "Badly distracted" the focus score is expressed as the ratio of:

[6     * number of Unfettered scores +
 5 1/3 * number of Level-headed scores +
 4 2/3 * number of Untroubled scores +
 4     * number of Not distracted scores +
 3 1/3 * number of Unfocused scores +
 2 2/3 * number of Distracted scores] / (4 * number of scores total)

where the numerator is rounded down to a whole number.

It is currently unknown how "Badly distracted" needs contribute to focus, pending further science, but it is likely that they contribute 2 points each to the numerator.

Fortress actions per need[edit]

Positive Negative Related Value or Personality Trait Job
spending time with people being away from people GREGARIOUSNESS Socialize
drinking being kept from alcohol IMMODERATION, SELF-CONTROL Drink alcohol
communing with [deity] / meditation being unable to pray (to [deity]) Pray/meditate in a temple
staying occupied being unoccupied HARD_WORK, ACTIVITY_LEVEL (assumedly a sufficient amount of fortress tasks*)
doing something creative doing nothing creative ART_INCLINED Create or perform any artistic work
doing something exciting leading an unexciting life EXCITEMENT_SEEKING Varied; including at least being in danger or catching a live vermin
learning something not learning anything KNOWLEDGE, CURIOUS Gain a rank in any skill, learn a new subject from written content.
being with family being away from family FAMILY (Socialize with close family members? Note that this need can currently be assigned to dwarves without families)
being with friends being away from friends FRIENDSHIP (Socialize with friends?)
hearing eloquent speech being unable to hear eloquent speech ELOQUENCE Hear or recite poetry
upholding tradition being away from traditions TRADITION (Perform any improvisational form? Religious rites? Justice served?)
self-examination a lack of introspection INTROSPECTION read anything, compose song or poetry (automatically self-indulgent)
making merry being unable to make merry MERRIMENT, HUMOR Watching a performance, (Recite any poem?)
practicing a craft being unable to practice a craft CRAFTMANSHIP Craft any item
practicing a martial art being unable to practice a martial art MARTIAL_PROWESS Gain a rank in any combat skill
practicing a skill being unable to practice a skill SKILL Use any skill (?)
taking it easy being unable to take it easy LEISURE_TIME (assumedly spending a sufficient time idle or self-fulfilling?)
making romance being unable to make romance ROMANCE, LOVE PROPENSITY (interacting with spouse/partner)
seeing animals being away from animals NATURE Animal must also see the dwarf.*
seeing a great beast being away from great beasts EXCITEMENT_SEEKING, NATURE, CURIOSITY Uncertain, possibly encounter LARGE_ROAMING?
acquiring something being unable to acquire something GREED, COMMERCE Acquire any trinket (happens automatically when performing a "Store item in stockpile" job on an eligible trade good)
eating a good meal a lack of decent meals IMMODERATION Eating a preferred food (or a preferred alcohol cooked into a meal), or a sufficiently valuable mealv0.47.05.
fighting being unable to fight VIOLENT Partake in a fight or any combat.
causing trouble a lack of trouble-making HARMONY, DISCORD Fight or Argue
arguing being unable to argue FRIENDLINESS Argue
being extravagant being unable to be extravagant IMMODESTY Wear any item with a quality modifier
wandering being unable to wander NATURE, ACTIVITY LEVEL Complete a Fish, Return kill (hunt) or Gather plants job; complete a mission
helping somebody being unable to help anybody ALTRUISM, SACRIFICE Bring water or food to patient/prisoner/animal*; bring wounded units to rest; leading demonstration; being yelled at by unhappy citizens (for relevant nobles).
thinking abstractly a lack of abstract thinking ABSTRACT_INCLINED Read or write any written content, or compose music or a poem. Playing make-believe. (Using Architect skill does not satisfy this need.)
admiring art being unable to admire art ARTWORK Exposure to artful furniture, artistic crafts, or engravings. Watching certain performances.
(* See also animal caretaker)

Satisfying any need will result in a good thought and a decrease in stress.

Adventurer actions per need[edit]

Positive Negative Related Value or Personality Trait Adventurer activity
spending time with people being away from people GREGARIOUSNESS Speak to anyone or reply to greeting. They don't have to be able to reply back.
drinking being kept from alcohol IMMODERATION, SELF-CONTROL Drink alcohol
communing with [deity] / meditation being unable to pray (to [deity]) Speak, Pray to <Deity> or Begin a performance, Give a sermon
staying occupied being unoccupied HARD_WORK, ACTIVITY_LEVEL Very wide variety of actions
doing something creative doing nothing creative ART_INCLINED Perform or compose any work
doing something exciting leading an unexciting life EXCITEMENT_SEEKING A wide variety of actions
learning something not learning anything KNOWLEDGE, CURIOUS Gain a rank in any skill, learn a new subject from written content.
being with family being away from family FAMILY Implemented, but inaccessible without modding. If your character has close family members, this need will be filled by spending time with them (seems to only apply to blood relations). However, there is currently no way to actually do this outside of mods.
being with friends being away from friends FRIENDSHIP Unimplemented
hearing eloquent speech being unable to hear eloquent speech ELOQUENCE Hear or recite poetry
upholding tradition being away from traditions TRADITION Perform any improvisational form
self-examination a lack of introspection INTROSPECTION read anything, compose song or poetry (automatically self-indulgent), craft a figurine of yourself
making merry being unable to make merry MERRIMENT, HUMOR Recite any poem
practicing a craft being unable to practice a craft CRAFTMANSHIP Craft an item (ie, Knapping, Bone Carving)
practicing a martial art being unable to practice a martial art MARTIAL_PROWESS Gain a rank in any combat skill
practicing a skill being unable to practice a skill SKILL Gain a rank in any skill
taking it easy being unable to take it easy LEISURE_TIME Unknown (I fulfilled this need by going to sleep at a tavern, getting interrupted in the middle of the night by a giant alligator (which the bards killed by the time I went down the stairs) and performing with them for a while)
making romance being unable to make romance ROMANCE, LOVE PROPENSITY Unimplemented
seeing animals being away from animals NATURE Animal must also see you
seeing a great beast being away from great beasts EXCITEMENT_SEEKING, NATURE, CURIOSITY Uncertain, possibly encounter LARGE_ROAMING?[Verify]
acquiring something being unable to acquire something GREED, COMMERCE Acquire any item by trade or demand
eating a good meal a lack of decent meals IMMODERATION Eating a sufficiently valuable meal. Foods with an item value of at least 4 count. v0.47.05.
fighting being unable to fight VIOLENT Engage in any combat of any lethality
causing trouble a lack of trouble-making HARMONY, DISCORD Fight or Argue
arguing being unable to argue FRIENDLINESS Get into any disagreement about values
being extravagant being unable to be extravagant IMMODESTY Wear any item with a quality modifier on a body part - a waterskin will not work, as it can only be worn in another item of clothing
wandering being unable to wander NATURE, ACTIVITY LEVEL Move to/from any site or region tile
helping somebody being unable to help anybody ALTRUISM, SACRIFICE Reunite family members
thinking abstractly a lack of abstract thinking ABSTRACT_INCLINED Read or write any written content, or compose music or a poem
admiring art being unable to admire art ARTWORK Exposure to artistic crafts, examining adornments and coins

Satisfying any need will usually result in a good thought and a mild decrease in stress. (If the dwarf has extremely low CHEER, they may "felt nothing after X").

Creatures with [NOEMOTION] cannot satisfy any need and will inevitably become 'distracted'. In unmodded games, this concerns only Intelligent undead.

Adventure mode meta-strategy[edit]

Upon creating your adventurer, you may want to avoid having any of the non-fulfillable needs: romance, family, friends. Otherwise, you will suffer never-ending focus disadvantages. Some precaution is necessary in sacrifice/altruism -> helping capability is not available as long as you're quite weak (fighting; companions), and maybe in martial prowess if you're not constantly fighting, and so increasing your stats. To fulfill your booze needs, you'll have to visit human towns' taverns or other dwarven fortresses quite often (and fill your extra water storage containers with ale from the barrels for on the road).