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Editing v0.34:Thought

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'''Thoughts''' are the reported observations and sentiments of [[dwarves]] in [[Dwarf fortress mode|Fortress mode]], visible on the [[thoughts and preferences]] subscreen of their [[profile]]. Over the course of play, a dwarf will experience things that make them more or less happy, with each experience recorded and displayed as a thought. The rate at which a dwarf gains these thoughts is controlled by varying aspects of their [[personality]].
 
'''Thoughts''' are the reported observations and sentiments of [[dwarves]] in [[Dwarf fortress mode|Fortress mode]], visible on the [[thoughts and preferences]] subscreen of their [[profile]]. Over the course of play, a dwarf will experience things that make them more or less happy, with each experience recorded and displayed as a thought. The rate at which a dwarf gains these thoughts is controlled by varying aspects of their [[personality]].
  
Dwarven psychology is relatively simple. Dwarves start with a base happiness value that includes the [[value]] of property they own ([[clothes]], etc.), which is then modified by recent thoughts. There are good thoughts and bad thoughts; lots of good thoughts will make your dwarves ecstatic, too many bad thoughts and your dwarves will throw [[tantrum]]s. Too many tantrums and the Bad Thoughts will [[fun|spread]], leading to a potentially game-breaking [[tantrum spiral]]. The thoughts themselves are graded by their strength and recentness, modified by any relevant personality traits (the exact formula is known only to [[Main:Toady One|Toady One]]), and then added to the dwarf's base happiness.
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Dwarven psychology is relatively simple. Dwarves start with a base happiness value that includes the [[value]] of property they own ([[clothes]], etc.), which is then modified by recent thoughts. There are good thoughts and bad thoughts; lots of good thoughts will make your dwarves ecstatic, too many bad thoughts and your dwarves will throw [[tantrum]]s. Too many tantrums and the Bad Thoughts will [[fun|spread]], leading to a potentially game-breaking [[tantrum spiral]] (for exact mechanics of tantrums, see [[tantrum]]). The thoughts themselves are graded by their strength and recentness, modified by any relevant personality traits (the exact formula is known only to [[Main:Toady One|Toady One]]), and then added to the dwarf's base happiness.
  
 
The resultant total happiness score indicates the dwarf's emotional state, displayed on the thoughts and preferences screen in somewhat subjective terms. A dwarf's level of happiness will affect the type of [[strange mood]] he can undergo, and the changes in [[Status icon|status]] that triggers bad thoughts about thirst, hunger, and fatigue extoll physical costs on the dwarf and, except (directly) in the case of fatigue, can be lethal. To avoid bad thoughts and any resultant tantrums, make [[keeping your dwarves happy]] a priority.
 
The resultant total happiness score indicates the dwarf's emotional state, displayed on the thoughts and preferences screen in somewhat subjective terms. A dwarf's level of happiness will affect the type of [[strange mood]] he can undergo, and the changes in [[Status icon|status]] that triggers bad thoughts about thirst, hunger, and fatigue extoll physical costs on the dwarf and, except (directly) in the case of fatigue, can be lethal. To avoid bad thoughts and any resultant tantrums, make [[keeping your dwarves happy]] a priority.

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