The long term goal here is to skill up dorfs as high as possible in the Consoler and Pacifier skill, but the experimentation encompasses a lot of variables and may not be worth anything in the end. I'm Adequate-to-Competent in DF and still don't know a lot of things, like whether a dorf will tantrum immediately if his or her happiness drops below a certain level, or if a morose, withdrawn dorf can be brought back from the brink of suicide.
Specifically, I'd like Legendary Consoler and Pacifier dwarves burrowed in the jail area to cheer up the unfortunates who run afoul of unreasonable nobles. I want punished dorfs to leave happier than they came in as a sort of passive aggressive retribution to the noble who sentenced my productive dorf to unnecessary idle time. The cells will have all the other bells and whistles, nice chains, engravings etc.
For now I need to control unhappiness and I'm starting by smashing pets under a bridge. Eventually I'll move on to finer control using rooms full of vermin, no beds, exposed to rain etc., and possibly experiment with other things like 'witnessed a tragedy'. The consolers and pacifiers will start working with dorfs at a base level of (un)happiness, then track their progress in skill to see how fast they skill up to Legendary; at that point I'll start worrying about how fast they can cheer everyone up. There are too many variables to make this true !!Science!! but I'll get as close as I can and keep food, drink and the environment as neutral as possible to avoid data corruption. I can also burrow them with some caged miscellany to see if they'll readopt, and then record what happens when the new pet is lost.
Of a population of 106, seventeen dorfs have a total of twenty pets, which is a small sample but a good start. Three dorfs have two pets each. I recorded happiness levels, pulled the lever and recorded them again. I also noted the personality traits as DT listed them. (Rant: Many names differ from the wiki.)
Activeness (higher is better)
Adventure
Artistic
Cautiousness
Company
Compassion
Compromising
Confidence (lower is better)
Depression (lower is better)
Emotion
Excellence
Friendly
Honesty
Helpfulness
Imagination (lower is logical)
Leadership
Lawfulness
Modesty
Nervousness (lower is better)
Neurosis (higher is better)
Optimism (higher is better)
Organization
Perseverance
Rage (lower is better)
Rebelliousness
Stress (lower is better)
Thinking
Thrillseeking
Trusting
Urge
The results are--all over the place. Initial happiness ranged from 124 (immigrants arriving at a fortuitous time) to 205 (on the higher end for this fort.) Happiness loss ranged from 30 (2 dorfs) to 80 (2), with most of the rest between 50-70. Males lost an average of 49 points, females averaged 56 points.
Dorfs with two pets lost 35x2, 50x2 and 60x2.
One anomaly lost 52 points; I assume the extra two points came from some environmental occurrence and I'm discouting the two points for now, but only time and testing will tell.
That's all the progress made so far; I'll be looking at the personality traits to try and figure out which categories affect loss of happiness. Hopefully I'm not reinventing the wheel here. I'd post the results but the table code isn't formatting correctly, plus I hit backspace at the worst time and lost the first post, so fuck it for now.