Difference between revisions of "Recreation"

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Revision as of 02:14, 8 May 2024

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Menus Architect Work Schedule Assign Animals Wildlife Research Quests World History Factions Menu
Architect Menu Orders Zone Structure Production Furniture Power Security Misc Floors
Recreation Ship Temperature Special Ideology (Buildings) Biotech (Buildings) Anomaly (Buildings)

Recreation is a stat: Recreation is the need to have fun. Repeating the same kind of activity makes it less fun, so variety is necessary. Its default value is 100%.

Recreation is one of a colonist's needs. Prisoners, visitors, enemy pawns, animals, and slaves Content added by the Ideology DLC do not have the recreation need.

Colonists gain recreation in two ways:

Colonists may do recreation activities when their timetable allows. Some activities require nothing more than an allotted time while certain activities require the relevant building or item. Certain items can only be purchased from traders. Some activities have an added benefit of improving skill experience points. Colonists develop an increasing tolerance, or resistance, to a kind of activity the more it is done. Tolerances are shown in the Recreation tooltip (hover the mouse over the recreation meter) and are listed by kind and percentage. A variety of kinds of activities should be made available to avoid tolerance buildup. Currently there are 9 types of recreation - solitary relaxation, social interaction, television watching, cerebral play, dexterity play, music, telescope study, chemical consumption, and food consumption.

Injured colonists will only ever engage in recreational activities that can be done in bed, such as watching television. A television is therefore a good investment for every hospital.

Colonists on caravan gain recreation while stopped at a rate of 10% per hour, of the Solitary type if they are alone, or a mix of Solitary and Social if two or more colonists are on the same caravan. Tolerance is gained at an equivalent rate to Extremely Low Expectations, regardless of the expectations at the colony or the amount of wealth taken on the caravan.

Recreation needs

Recreation thresholds

The recreation meter has thresholds that trigger mood-altering thoughts. No thoughts are triggered from 30% to 69%.

Threshold Label Mood Effect Thought
85 - 100 Recreation fully satisfied +10 I've been enjoying myself so much, I love it!
70 - 85 Recreation satisfied +5 I've been having a great time doing various things I like to do.
15 - 30 Recreation unfulfilled −5 I could really use a break for something enjoyable.
0 - 15 Recreation deprived −10 We need more variation in recreation activities, and i need time to enjoy them. This place is really dull.
0 Recreation-starved −20 It's been so long since I did anything for fun on my own time.

Recreation tolerance

Colonists develop an increasing tolerance, or resistance, to specific types of recreation the more it is performed. Tolerances are shown in the Recreation tooltip (hover the mouse over the recreation meter) and are listed by kind and percentage. A variety of kinds of activities should be made available to avoid tolerance buildup.

Recreation tolerance reduces recreation gained proportionally. Recreation tolerance gained is 2/3 of the recreation value increase from the activity. For instance, A colonist consuming 4 units of chocolate at 0% gluttonous tolerance would gain 40% recreation and 26.7% gluttonous tolerance. Eating another 4 immediately would only provide 73.3% of 40% or 29.3% recreation gain and 2/3 of 29.3% or 19.6% gluttonous tolerance. Recreation tolerance only increases when an action increases recreation.

Recreation tolerance decreases while awake at a rate dependent on the wealth of the colony, with higher wealth colonies needing more recreation variety to combat the lower rate of tolerance decrease. It has 6 stages at different wealth values.

Additionally, conceited nobles Content added by the Royalty DLC have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the effects of regular expectations. Note that despite only being seen in-game with the Royalty DLC activated, these expectations are defined in the Core game.

Finally, Ideoligious Roles can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these "going off the scale", at High and Sky-High, Elite and Supreme are used instead. Note that despite only being seen in-game with the Ideology DLC activated, these expectations are defined in the Core game.

Name Wealth Limits Recreation Tolerance
Loss/Day
Num. of Recommended
Recreation Types
Extremely low expectations 0 - 15,000 18% 2
Very low expectations 15,000 - 31,000 13% 3
Low expectations 31,000 - 81,000 11% 3
Moderate expectations 81,000 - 182,000 10% 4
High expectations 182,000 - 308,000 8% 5
Sky-high expectations 308,000 - 1,000,000,000 7% 6
Noble expectations Content added by the Royalty DLC N/A 7% 6
Royal expectations Content added by the Royalty DLC N/A 7% 6
Elite expectations Content added by the Ideology DLC See above 7% 6
Supreme expectations Content added by the Ideology DLC See above 7% 6

Activities table

Activity Duration Gain Rate Recreation kind Interaction Improves Skill +XP Per Tick Doable in Bed Required Capacity Base Chance
Skygazing 4,000 ticks (1.11 mins) 1 Solitary relaxation Solitary No Sight, Enjoy Outdoors 1
Meditating 4,000 ticks (1.11 mins) 1 Solitary relaxation Solitary Yes - 1
Praying 3,000 ticks (50 secs) 1 Solitary relaxation Solitary Yes - 1
Going for a walk 8,000 ticks (2.22 mins) 1 Solitary relaxation Solitary No Moving, Enjoys Weather 1
Building snowman 8,000 ticks (2.22 mins) 1 Solitary relaxation Solitary No Manipulation, Enjoys Outdoors, Assigned Construction, Snow 0.75
Visiting grave 4,000 ticks (1.11 mins) 1 Solitary relaxation Building No - 1
Viewing art 4,000 ticks (1.11 mins) 1 Solitary relaxation Building Yes Sight 1
Relaxing socially 4,000 ticks (1.11 mins) 1 Social interaction Social No - 4
Cheering up patient <NAME> 1,500 ticks (25 secs) 1 Social interaction Social Yes Injured 3
Playing horseshoes[1] 4,000 ticks (1.11 mins) 1 Dexterity play Building Shooting 0.003 No Manipulation 2.5
Playing hoopstone ring[2] 4,000 ticks (1.11 mins) 1 Dexterity play Building Shooting 0.003 No Sight, Manipulation 2
Playing chess[1] 4,000 ticks (1.11 mins) 1 Cerebral play Building Intellectual 0.002 No Manipulation 2
Playing the game of Ur[2] 4,000 ticks (1.11 mins) 0.8 Cerebral play Building Intellectual 0.0015 No Manipulation 2
Playing billiards 4,000 ticks (1.11 mins) 1.3 Dexterity play Building Shooting 0.004 No Sight, Manipulation 4
Playing poker 4,000 ticks (1.11 mins) 1.3 Cerebral play Building Intellectual 0.004 No Sight, Manipulation 4
Using telescope[3] 4,000 ticks (1.11 mins) 1.2 Telescope study Building Intellectual 0.004 No Sight 2
Watching television 4,000 ticks (1.11 mins) 1.2 Television watching Building Yes Sight 3.5
Watching flatscreen television 4,000 ticks (1.11 mins) 1.4 Television watching Building Yes Sight 3.5
Watching megascreen television[3] 4,000 ticks (1.11 mins) 1.6 Television watching Building Yes Sight 3.5
Praying Content added by the Ideology DLC 5,000 ticks (1.39 mins) 1 Solitary relaxation Solitary Yes - 1
Playing harp Content added by the Royalty DLC 4,000 ticks (1.11 mins) 1 Music Building Artistic 0.0015 No Manipulation 2
Playing harpsichord Content added by the Royalty DLC 4,000 ticks (1.11 mins) 1 Music Building Artistic 0.0015 No Manipulation 2
Playing piano Content added by the Royalty DLC 4,000 ticks (1.11 mins) 1 Music Building Artistic 0.0015 No Manipulation 2
Meditating royally at <meditation throne / grand meditation throne> Content added by the Royalty DLC 6,250 ticks (1.74 mins) 1 Solitary relaxation Building No - -

Note: the above Recreation gain rates are based on normal quality buildings when applicable.

  1. 1.0 1.1 Only craftable when playing as New Arrivals. Can still be acquired from traders otherwise.
  2. 2.0 2.1 Only craftable when playing as New Tribe. Can still be acquired from traders otherwise.
  3. 3.0 3.1 Only acquired from traders.

Consumables table

Item +Recreation (%) Kind
Chocolate 10 Food Consumption
Insect jelly 8 Food Consumption
Ambrosia 50 Chemical
Beer 17 Chemical
Smokeleaf joint 80 Chemical
Psychite tea 40 Chemical
Go-juice 40 Chemical
Wake-up 40 Chemical
Yayo 80 Chemical
Flake 70 Chemical

Buildings

The following can be built from the Architect - Recreation menu.

Building Recreation Spots Recreation Power (%) Recreation Type Improves
Horseshoe pin 12 100% Dexterity play Shooting
Hoopstone ring 12 100% Dexterity play Shooting
Chess table 2 100% Cerebral play Intellectual
Game-of-Ur board 2 80% Cerebral play
Billiards table 2 130% Dexterity play Shooting
Poker table 8 (Max 4) 130% Cerebral play -
Telescope 1 120% Telescope study
Tube television 15 120% Television watching
Flatscreen television 30 140% Television watching
Megascreen television 42 160% Television watching

Activities

Building snowman

In cold biomes after snow, a colonist may build a snowman.

Going for a walk

When a colonist goes for a walk, this means that they aimlessly path around the area they started from. This takes twice as long as most other activities to finish and yet still has the same tolerance gain rate.

Meditating

Meditating is the act of your colonists going into their private room and sitting in a corner for a while while in solitary. Like most other activities, this has a length of 4000 ticks and an average tolerance gain rate.

Playing billiards

One or more colonists will wander around the billiards table, taking shots. Raises the Shooting skill in a similar way as horseshoes.

Playing chess

A chess table requires adjacent chairs to be used. Up to two colonists can use a chess table at once. Slowly raises the Intellectual skill.

Playing hoopstone

One to three colonists take turns throwing stones through the ring from approximately 5 blocks away. Playing hoopstone raises the Shooting skill.

Playing horseshoes

One to three colonists take turns throwing horseshoes at the post from approximately 5 blocks away. Playing horseshoes raises the Shooting skill.

Playing poker

One to four colonists will sit at chairs adjacent to the table and play poker. Playing poker raises the Intellectual skill.

Playing the game of Ur

A Game-of-Ur board does not require adjacent chairs to be used. Up to two colonists can use a Game-of-Ur board at once. Slowly raises the Intellectual skill.

Praying

Similar to Meditating, but lasts shorter and is only done by certain colonists.
In the game files, each colonist has a value determining whether or not they will pray.

Relaxing socially

Gather spot.png

A gather spot or gathering spot works like a loosely defined social "zone", allowing your pawns who are idle or seeking Social recreation to gather together in a specifically centered area. This also can keep them from getting lost when they're not doing anything productive.

If you have a "gather spot" enabled, colonists will gather here to socialize for recreation, especially when idle. Colonists will stand in the vicinity of the campfire, or sit at a chair or stool beside a table. If beer is available, a colonist may carry a bottle while relaxing, without actually consuming the item. This action has been shown to occur among colonists with the Chemical Interest trait, the Teetotaler trait, and no trait in regards to alcohol.

Tables and campfires (only) can be designated as gather spots, and are so designated by default when constructed. You can have more than one gather spot, in which case an idle/social pawn appears(?) to choose the closest one when the mood to gather hits them. This should be toggled off on all tables/campfires except for one in your preferred rec/dining room. Not toggling can cause people to gather and have parties at any table (or campfire), perhaps in the middle of an ugly, dirty, dangerous abandoned mining site, making everybody unhappy. Gather spots can be turned off by toggling a command while that object is selected (bottom of the screen).

Contradictory to its name, colonists can carry out this activity when alone, while still gaining Recreation at the same rate.

Skygazing

Skygazing is the act of your colonists simply laying on the ground in an outdoor (area without a roof) area and facing upwards. The game has a few flavor text names such as "Cloudwatching". This activity is the same length of time that most others are and the same tolerance gain rate.

Using telescope

A colonist will stand behind the telescope's viewfinder for some time. The telescope must be placed outside and will not degrade from weather.

Oddly, colonists may use it during daytime.

Visiting grave

Colonists will visit a filled grave or sarcophagus.

Viewing art

Watching the eclipse

Eclipse...

Watching the sunset


Stargazing


Cloudwatching


Version history

  • 0.10.785 - Added as Joy with Skygazing, Meditating/praying, Social relaxation, Horseshoes game, Chess, Billiards, Television, and Telescope as the initial sources.
  • 0.11.877 - Added new joy activity: build snowman.
  • 0.12.906 - Added grave and sarcophagus visiting as joy activity.
  • B19/1.0 - Doing passionate work now affects mood instead of recreation.
  • 1.1.0 - Pawns no longer engage in recreational activities when injured, unless the activity can be done in bed.