- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
Difference between revisions of "Need"
(updating links/terminology) |
|||
(22 intermediate revisions by 11 users not shown) | |||
Line 1: | Line 1: | ||
{{migrated article}} | {{migrated article}} | ||
− | {{Quality| | + | {{Quality|Exceptional}} |
{{av}} | {{av}} | ||
− | + | [[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- | + | '''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. 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 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. | ||
Line 31: | Line 33: | ||
|} | |} | ||
− | A highly-focused dwarf can receive an effective | + | 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 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. 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. | + | 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 | + | 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: | ||
Line 61: | Line 64: | ||
|} | |} | ||
− | 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 | + | 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. |
Line 82: | Line 85: | ||
!Positive | !Positive | ||
!Negative | !Negative | ||
− | !Related [[ | + | !Related [[Value]] or [[Personality Trait]] |
!Job | !Job | ||
|- | |- | ||
Line 93: | Line 96: | ||
|being kept from alcohol | |being kept from alcohol | ||
|IMMODERATION, SELF-CONTROL | |IMMODERATION, SELF-CONTROL | ||
− | | | + | |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 [[ | + | |Pray/meditate in a [[temple]] |
|- | |- | ||
|staying occupied | |staying occupied | ||
Line 107: | Line 110: | ||
|doing something creative | |doing something creative | ||
|doing nothing creative | |doing nothing creative | ||
− | | | + | |ART_INCLINED |
|Create or perform any artistic work | |Create or perform any artistic work | ||
|- | |- | ||
Line 118: | Line 121: | ||
|not learning anything | |not learning anything | ||
|KNOWLEDGE, CURIOUS | |KNOWLEDGE, CURIOUS | ||
− | |Gain a rank in any | + | |Gain a rank in any skill, learn a new subject from written content. |
|- | |- | ||
|being with family | |being with family | ||
Line 138: | Line 141: | ||
|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 | ||
Line 148: | Line 151: | ||
|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 | ||
Line 158: | Line 161: | ||
|being unable to practice a martial art | |being unable to practice a martial art | ||
|MARTIAL_PROWESS | |MARTIAL_PROWESS | ||
− | |Gain a rank in any combat | + | |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 | + | |Use any skill (?) |
|- | |- | ||
|taking it easy | |taking it easy | ||
Line 218: | Line 221: | ||
|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 | ||
Line 244: | Line 247: | ||
!Positive | !Positive | ||
!Negative | !Negative | ||
− | !Related [[ | + | !Related [[Value]] or [[Personality Trait]] |
!Adventurer activity | !Adventurer activity | ||
|- | |- | ||
Line 269: | Line 272: | ||
|doing something creative | |doing something creative | ||
|doing nothing creative | |doing nothing creative | ||
− | | | + | |ART_INCLINED |
|Perform or compose any work | |Perform or compose any work | ||
|- | |- | ||
Line 280: | Line 283: | ||
|not learning anything | |not learning anything | ||
|KNOWLEDGE, CURIOUS | |KNOWLEDGE, CURIOUS | ||
− | |Gain a rank in any | + | |Gain a rank in any skill, learn a new subject from written content. |
|- | |- | ||
|being with family | |being with family | ||
Line 320: | Line 323: | ||
|being unable to practice a martial art | |being unable to practice a martial art | ||
|MARTIAL_PROWESS | |MARTIAL_PROWESS | ||
− | |Gain a rank in any combat | + | |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 | ||
− | | | + | |Gain a rank in any skill |
|- | |- | ||
|taking it easy | |taking it easy | ||
Line 398: | Line 401: | ||
|} | |} | ||
− | 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]]. | Creatures with {{token|NOEMOTION|c}} cannot satisfy any need and will inevitably become 'distracted'. In unmodded games, this concerns only [[Intelligent undead]]. | ||
Line 404: | Line 407: | ||
==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 | + | 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 was migrated from DF2014:Need and may be inaccurate for the current version of DF (v50.14). See this page for more information. |
v50.14 · v0.47.05 This article is about the current version of DF.Note that some content may still need to be updated. |
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).