Long Term player,
My observation is that my dwarfs are not able to experience enough positive thoughts to make up for even the mundane negative thoughts. Once a dwarf is going sour, the effort to redeem them threatens the sanity of rest of the fort, meaning a slightly grumpy dwarf is enough of a liability they should be disposed of. Tantrums are just that debilitating.
I dig my forts into the side of a cliff with a waterfall to make use of the free mist generation. I would typically depend on Fisherdwarves and build my animal pens and butcher/tanner above ground.
The Rain thoughts send my dwarves insane over the course of a few seasons. These unhappy dwarves are the first to spiral into tantrums if I haven't had a siege or were-beast attack.
This is with a Legendary Dinning Hall, Mist generating waterfall on the way to that dinning hall and large bedrooms and clothing for every dwarf.
Once a dwarf has been killed, my fort is essentially over. The reaction of seeing a fellow citizen die of their dead corpse being hauled to the Corpse Stockpile hidden behind a wall is enough to send one or more dwarves into tantrums and at this point five to ten dwarves are beating each other up.
Locking them up for their crime didn't prevent the victim from experiencing the attack.
Honestly I think the minor stresses are having too much an impact into the system. Dwarves should quickly get used to dealing with minor frustrations like rain and cold. Much like they used to.
Unfortunately none of this stress is offset by any amount of consistent good thoughts.
Dwarves have no care about the quality of their food, If they are working they only become upset they aren't socializing or worshiping or fighting or reading. If they are reading they only get upset they are not socializing or worshiping or fighting or working.
If they have family outside the fort they miss them, but I have no way of inviting that family to come to the fort or even visit.
Museums and Sculpture Gardens, tombs and Memorial Halls are just not doing anything themselves to effectively meet any needs. The are largely ornamental.
Zach, try playing longer than three years in a embark that is relatively boring and see if you can get any dwarves to stay above negative stress. Sure, the dwarves may maintain a steady level of low stress that withers away into depression, but why aren't they becoming happier?
Perhaps there is a disconnect between how you and Tarn expect the game to work and how we as players are thinking it should work. We expect dwarves to eventually become moderately happy if their needs are met, not just above tipping into insanity.
This is how I expected the system to function in a void of having any extreme trauma or happy surprises.
- Ecstatic: Dwarf has all their physical needs met (Food, Alcohol, Cloths, and a bed) over a reasonable stretch of time with several high quality things like an exceptional lavish meal and their own spacious bedroom, they work their preferred job plus they can pray in a temple to a deity they directly worship.
- Very Happy: Dwarf has all their physical needs met (Food, Alcohol, Cloths, and a bed) over a reasonable stretch of time plus their preferred job and a place to either pray or think.
- Happy: Dwarf has all their physical needs met (Food, Alcohol, Cloths, and a bed) over a reasonable stretch of time plus any job of any kind whether they prefer it or not, there isn't a temple to pray at.
- Okay: Dwarf has at least three of their physical needs met (Food, Alcohol, Cloths, and a bed) over a reasonable stretch of time, they occasionally have a job in a year.
- Unhappy: Dwarf has only two of their physical needs met (Food, Alcohol, Cloths, and a bed) over a reasonable stretch of time, they occasionally have a job in a year.
- Angry: Dwarf has only one of their physical needs met (Food, Alcohol, Cloths, and a bed) over a reasonable stretch of time, they don't have a job for a long period of time.
- Insane: The Dwarf was angry and experienced some type of trauma. This could include having none of their physical needs being met in a reasonable amount of time.
According to the research done in the Wiki, There are a total of 44 positive emotions 69 negative emotions, and 7 neutral emotions
There are 8 very positive emotions and 12 very negative emotions. the next level 15 positive to 12 negative and next level is 9 positive to 21 negative and finally 11 good emotions to 24 bad emotions
I understand this imbalance alone doesn't create a problem, but it does show a preference for negative emotions in the system and a lack of positive emotions to make up for the bad experiences. Add to this that several positive interactions are broken such they they do not occur and several negative interactions are broken such that they duplicate themselves and no wonder the system is busted.
There are no positive thoughts related to clothing, combat, weather, crafting, animal training, or mining.
of those most will result a guaranteed negative thought.
This will only complicate the Treason system Tarn is working on. If this isn't fixed you might as well rename the game Treason Fortress.