~: Stats :~
Body - Stats governing the physical capabilities of a unit.
[
#Health]
[
#Food]
[
#Strength]
[
#Speed]
[
#Beauty]
* [
#Metabolism]
Mind - Stats governing the intellectual capabilities of a unit.
[
#Morale]
[
#Sleep]
[
#Intelligence]
[
#Sight]
[
#Sobriety]
* [
#Psychosis]
~: Body :~
Health
The governing stat of the body, health is determined by the size of the creature. Health determines the exact physical capability of a body to withstand damage, either from wound or disease. If health reaches 0, the body is considered dead. Body types may effect health, as well as aging. Generally, health is as follows on the human standard...
Infant: 1.0 Health.
Child: 3.0 Health.
Adult: 5.0 Health.
Health regenerates through Metabolism, the conversion of food into health. Depending on the metabolic rate, generally 10% of food is converted into health. This can rate to the consumption on human standard of 3 food a day into 0.3 health recovered.
(See [#Metabolism] for details)
Food
Food is the amount of food that a unit has, and depending on their metabolic rate, the food converts into health daily. This is the natural way to heal, but requires an amount of food to be supplied daily per person. Generically, the amount of food that a unit can hold is equal in number to their size or maximum health. Conversion rates are listed under metabolism, but is 10% converted to health of the food processed. In the event of starving, where no food is eaten at all... the maximum food is also the lowest negative food as well based on the unit size, in human standard at -5.0. In this respect, food will have the opposite effect, taking health rather than giving health and from full health, a typical unit can starve to death in 12 days time.
Strength
Strength is a catch-all stat of the body, usually acting as a basis for attack and defense skill and amount of workload a unit can handle at any one time. Higher strength is quite valuable, as the unit can withstand a greater load and be more productive as a worker.
Speed
Speed is a simple stat, offering mobility for a unit. Usually this is fixed by race and body type, particularly for the fit body type with higher speed and fat body type at lower speed. The movement over a field can be critical to success in dire situations, or simply determine how quickly a unit can move loads to and from a location.
Beauty
Beauty is a base stat signifying a diplomatic relation with other units, typically allowing procurement of them as allies or simply to control them. Beauty is an important feature for leaders initially, but will be overshadowed by charisma and leadership skills as they develop in the nation.
Metabolism
Metabolism is a pseudo-stat that is formed from the conversion of Food into Health. Metabolism has profound effects for units, particularly in their healing rate and aging rate. Healing occurs at 10% of food conversion, thus making a small but genuine impact on healing. Healing by metabolism is also the only way to heal naturally for units, and it takes time. Most treatments of disease or wounds will only stop health loss, not increase health. Aging by metabolism occurs in these different varieties...
.: Aging by Metabolism :.
Rate | Food | Infant | Child | Youth | Adult | Elder |
0.1 | 1 | 1-15yrs | 16-25yrs | 26-50yrs | 51-100yrs | 101-150yrs |
0.2 | 2 | 1-12yrs | 13-20yrs | 21-40yrs | 41-80yrs | 81-120yrs |
0.3 | 3 | 1-9yrs | 10-15yrs | 16-30yrs | 31-60yrs | 61-90yrs |
0.4 | 4 | 1-6yrs | 7-10yrs | 11-20yrs | 21-40yrs | 41-60yrs |
0.5 | 5 | 1-3yrs | 4-5yrs | 6-10yrs | 11-20yrs | 21-30yrs |
| | | | | | |
0.3 Metabolism is the human standard, 0.1 is the elven standard, and 0.5 is the troll standard. These are commonly the ages for the units, and typically will determine the amount of experience they gain and stats they will have. As age determines other bonuses, races which age faster have quicker adulthood stages, but also die faster from age as a result.
~: Mind :~
Morale
Morale is the general mental condition of a unit, regarding their emotions as positive and productive. It is akin to Health, but not necessarily as dire when lost. In respect, when Morale reaches 0, the unit loses complete favor with leadership and will either disband or rebel. Certain events can cause devastating blows to Morale, such as the death of a loved one or family member which will cause the unit to take time in their day to mourn, which results in less sleep and productivity. Morale is a condition based on the age of a unit, similar to health of the human standard...
Infant: 1.0 Morale.
Child: 3.0 Morale.
Adult: 5.0 Morale.
Morale in the infant's case is less severe, as they are incapable of disbanding or rebelling. Morale regenerates similar to health, but through Sleep. The conversion of sleep into morale, depending on the psychosis rate, generally 10% of sleep is converted into morale.
(See [#Psychosis] for details)
Sleep
Sleep is the recovery of morale, and is done by taking the hours of the day and converting them into sleep which recovers the sleep bar and slowly converts into Morale. Unlike food, the limit to how much sleep a unit can receive is determined by their age and psychosis. However, the more sleep they have the less productive they are, as food consumption and other features take up the remainder of their time. If sleep becomes negative, which is a feature that will eventually force the unit to sleep if it becomes -5.0 (though the unit can be awakened in negative sleep), the blow to morale becomes like that of starving where there is a draw from morale until it reaches 0. Regular sleep, like regular food, is necessary to keep the unit happy.
Intelligence
Intelligence is the catch-all stat of the Mind group. It expressed the base amount for creativity, cognition, and research capability. The intelligence of a unit is absolutely necessary for technological progression, allowing the creation/disco
very of new skills, items, and magic. Without sufficient progress in research, the tribe will eventually suffer from their fate by attack from other tribes or through demonic extermination.
Sight
Sight is a fixed stat feature of the mind based on the race, showing the relative awareness of the unit to their surroundings. While sight range is strongest in front of the unit, the other senses provide a full circle sense all around them. This is critical to the unit's ability to act automatically on threats, and will be countered by stealth and other skills which act against sight.
Sobriety
Sobriety is a measure of the drunkenness of a unit, and unlike other stats, it remains at a solid level (race & body type dependent) of 0.0. Only through the imbibing of alcohol is the sobriety lowered into negative, and thus the capability of the unit is also lowered (typically speed, sight, intelligence, and strength are altered). Negative sobriety is considered drunkenness, while Positive sobriety (>0) is a transcendental state where the effects of drunkenness are reversed, but this is a rare state requiring special resources. However, Drunkenness has alternative effects, such as increasing Morale by small amounts during this state but can be considered a dire issue as well for health and sleep, as it will lower both significantly. Drunken units are also more susceptible to the beauty and charisma of others, making them easier to coordinate. Drunken units are a little bit of a problem, but very easily swayed with the right tactics. Units will also automatically seek out alcohol for the Morale benefit, so a careful eye must be kept otherwise rebellions or disbanding may be more frequent.
Psychosis
Psychosis is a pseudo-stat of the mind, resulting from the conversion of sleep into morale. Similar to metabolism, psychosis is a stat that alters based on the racial profile. Certain races are prone to psychotic and disbanding behavior, while others are calm and concentrated with quite capable mindsets. Sleep is gained through sleep, and lost through wake, resulting in this following pattern where the amount gained and lost is equal to the psychosis.
.: Psychosis Sleep Conversion & Daily Sleep Drop rate :.
Rate | Optimum Sleep | Sleep Gain | Optimum Wake | Wake Loss |
0.1 | 18 hours | 0.5 | 6 hours | 1.5 |
0.2 | 16 hours | 0.66 | 8 hours | 1.33 |
0.3 | 12 hours | 1.0 | 12 hours | 1.0 |
0.4 | 8 hours | 1.33 | 16 hours | 0.66 |
0.5 | 6 hours | 1.5 | 18 hours | 0.5 |
| | | | |
0.1 is considered psychotic, as the unit will need lost of sleep just to remain stable and 0.5 is considered stable, requiring far less sleep than normal. Most humans make up the happy 0.4 setting. This makes them particularly vulnerable to major events which strike at their emotional state. General psychosis is based on races, anomalies of stability occur in all races but usually only by ± 0.1.
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