If your colonists spend their time in impressive rooms, it increases their mood. The following rooms can affect the mood of your colonists:
- Bedroom/Barracks
- Dining room
- Rec room
- Prison cell/Prison barracks
Since the bedroom can be assigned to individual colonists, the mood buff for the bedroom is permanent. Colonists can only get a mood buff from the other rooms by using them.
Impressive rooms give your colonists a high mood buff, which can prevent a breakdown in tough situations. If colonists are in a good mood for a longer period of time, they can get inspired, which enables them to produce items of a significantly better quality.
Depending on what room it is, other factors determine how impressive a room is. You can find out whether these factors are even important for a room using the room stats display.
The decisive factors for any room are marked with an asterisk. Rooms such as the hospital, laboratory, or kitchen can not influence the mood of your colonists. However, the cleanliness has an important influence on working in these rooms. You will find out more about this under cleanliness.
These four factors determine the impressiveness:
- Wealth
- Space
- Beauty
- Cleanliness
1. Wealth
This value is explained quite quickly. Every object in the room, but also every wall and flooring tile, has a value for wealth. These values add up to the wealth of the room.
Wealth | Description |
---|---|
< 500 | Impoverished |
< 700 | Somewhat poor |
< 2.000 | Mediocre |
< 4.000 | Somewhat rich |
< 10.000 | Rich |
< 40.000 | Luxurious |
< 100.000 | Very luxurious |
< 1.000.000 | Extremely luxurious |
> 1.000.000 | Unbelievably luxurious |
2. Space
The free space in the rooms is an important factor so that the colonists do not feel cramped. The space is determined by the unoccupied tiles in the room. A large room with lots of furniture and sculptures would still have a bad value for space and would therefore make no sense.
Room size example (min. value) | Space |
---|---|
2*2(<13) | Cramped |
4*4 (>13) | Rather tight |
6*6 (>29) | Average-sized |
8*8 (>55) | Somewhat spacious |
9*9 (>70) | Quite spacious |
12*12 (>130) | Very spacious |
19*19 (>350) | Extremely spacious |
3. Beauty
The value for the beauty of a room results from the average beauty of all objects in the room, including the material of the walls and the floor.
The beauty of an object results from its quality. Accordingly, items with "legendary" quality level have the best possible value for beauty.
You can find detailed information about quality and what other effects it has in this post:
Flooring | Beauty |
---|---|
Gold tile | 12 |
Silver tile | 5 |
Carpet/Smoothed slate | 2 |
Stone-/Steel tile | 1 |
Rough slate | -1 |
Wall material | Beauty |
---|---|
Gold | 20 |
Jade | 10 |
Silver | 6 |
Marble/Smoothed slate | 1 |
All other processed stones | 0 |
Rough slate | -2 |
4. Cleanliness
While cleanliness is fundamentally important for the impressiveness of rooms, there are some rooms in which cleanliness plays a major role. In order to have maximum success with your colony, you should therefore equip the hospital, laboratory and kitchen with sterile tiles.
The cleanliness of these rooms affects the chance of successful operations, research speed and the chance of food poisoning from cooked meals.
The floor can be cleaned by a colonist, but the flooring itself also plays a crucial role. While a room with a normal flooring can be "clean" at maximum, you can also achieve "sterile" rooms with sterile tiles.
Flooring | Cleanliness |
---|---|
Sterile tile | 0,6 (Sterile) |
Steel, Silver, Gold | 0,2 (Clean) |
All other floorings | 0 (Clean) |
If you press this button it will load Disqus-Comments. More on Disqus Privacy: Link