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August Update 2 | Traits & Expectations

Hi everyone,

it's time for a new update and this here is about the trait and the expectation system for the unique colonists.

[h2]Traits[/h2]
Every colonist can start with 3 or less traits and the main purpose of them is to give your colonists some special characteristics. They can impact the mood, the behavior and can allow to give you some special options for a certain colonist. These traits can influence the:

  • Food consumption (vegetarian, meat eater, cannibal)
  • Max health
  • The increases or decreases of attributes
  • Etc.

At the moment there are 12 different traits in the game which have also already a forbid-function for the combination of conflicting ones.

[h3]Examples[/h3]
Here I have 2 examples which will show how the mechanic looks like at the moment.

Note:
I have pixeled out the other traits because I don't want to spoil you everything :p


Killer
This trait is a very common one in games and it allows you to attack or kill your own colonists.
The effects of this trait are the following:

  • You can attack / kill your own colonists
  • +1 happiness when the colonist kills an animal (max x5)
  • +2 happiness when the colonist kills a human (max x5)


Outstanding Scientist
This trait is has only to do with the technology part of the game and have the following effects:

  • A scientific talent (+15 in research speed)
  • Wants everyday to research something
  • +5 on happiness when a new technology has been researched


[h2]Expectations[/h2]
The expectation system handles the wishes of your colonists and has an influence on the mood when they are not met. Everytime a new colonist joins your community the expectations of every colonist will be increased by 1.

But a new expectation is only applied when the colonists count is higher than the expectations count.
That means for example, if a colonist has already 5 wishes, but you only have 3 colonists left and get a new one, then there is no expectation applied.

At the moment these expectations are implemented:

[h3]Own Room[/h3]
This is the first expectation that every colonist has and it says that your colonists wants a own closed room. A special part of this expectations is, that it causes new demands when it's met. These are:

  • The right room size (12m² wanted)
  • The right room beauty (35.0 wanted)
Note:
12m² is 12 blocks.




[h3]Dining Room[/h3]
This is the second expectation and gets activated for every colonist when the player has 2 or more of them. It's a simple demand which says that your colonists want a dining room with tables which have enough seats for everyone.



[h3]Random Expectations[/h3]
After the player has 3 or more colonists, random expectations will be triggered.
These can be the following:

  • Furniture for their room (from a random count of 1 to 3)
  • A bigger room
  • A more beautiful room


Important note:
For the furniture the "type" of furniture is meant. So if there will be later a more modern kind of bookshelf in the game - this would also met such an expectation.


[h3]Overview Update[/h3]
In addition I have also updated the mood & expectation panel in the colonist overview menu.
It's possible to see the count of open wishes now + the general status in witch direction the mood is going.



And here a full screen image of 3 rooms with different furniture for the colonists:



Last note: Like I showed in the last update, a negative mood can lead to a mental break down of a colonists which can appear in different behaviors.

I hope you have enjoyed this update,
Cheers!


Additional links:
Discord