Status & Needs
A dwarf is only as productive as it is fed, rested and uninjured. This page covers the three live “needs” systems — Meals (sustenance), Fatigue (rest) and Health/Injury (recovery) — plus the colony wellbeing state they feed into and the status enum that ties it all together.
For the buildings that recover dwarves, see Accommodations & Training. For the brews that boost or restore them, see Ale & Potions.
Status at a Glance
Every dwarf has exactly one status at any moment:
| Status | Meaning | Eligible for a new expedition? | Recovers Health / Fatigue? |
|---|---|---|---|
idle |
Available, unassigned | Yes | Slowly (passive accommodation comfort) |
working |
Assigned to a building/station | Yes (reassign first) | Slowly (passive) |
on-expedition |
Currently on an expedition stage | No | No |
injured |
In a Hospital recovering from being Downed | No | Yes (Hospital rates) |
resting |
Sent to a Tavern to recover | Yes, if Fatigue allows | Yes (Tavern fatigue rates) |
Status transitions:
idle ──► working (assigned to a building)
idle ──► on-expedition (added to an expedition squad)
on-expedition ──► idle (expedition completes normally)
on-expedition ──► injured (dwarf Downed → Rescued on return)
injured ──► idle (healsAt timer expires)
idle / working ──► resting (sent to a Tavern)
resting ──► idle (recalled, or Fatigue fully recovered)
Note: on-expedition and injured dwarves do not consume Meals — only
active dwarves (everyone else) eat.
Meals: Sustenance
Active dwarves eat continuously. Meals are produced by your Galley (from Food) and stored per-asteroid in your Warehouses.
Consumption Rate
| Quantity | Value |
|---|---|
| Meals consumed per active dwarf | 0.03 meals/second |
| Equivalent | ~1.8 meals/minute, ~108 meals/hour per dwarf |
| Rule of thumb | One Galley feeds roughly 30+ dwarves |
Consumption is per-asteroid: each rock feeds only its own resident dwarves from its own Meals stock. A well-stocked asteroid will not rescue a starving one — you must keep food flowing everywhere you house crew.
Unconfirmed: older design docs quote 0.1 meals/sec per dwarf. The live simulation (
consumption.js) uses 0.03, which is the authoritative value and what is shown above.
Meals State and Colony Wellbeing
The colony’s overall feeding level is tracked as an empire-wide aggregate (total Meals ÷ total Meals storage cap across all asteroids) and mapped to one of four states. This drives a global production modifier and a global recovery modifier:
| State | Trigger (fraction of storage cap) | Production Modifier | Recovery Modifier |
|---|---|---|---|
| Well-Fed | > 75% full | ×1.10 | ×1.10 |
| Fed | 25%–75% (default) | ×1.00 | ×1.00 |
| Hungry | < 25% full | ×0.95 | ×0.80 |
| Starving | 0 Meals remaining | ×0.70 | ×0.50 |
Keeping warehouses comfortably above 75% full is a free, permanent +10% to both production and recovery — one of the cheapest empire-wide buffs in the game.
Starvation Damage
When an individual asteroid runs completely out of Meals, every active dwarf resident there takes Health damage:
| Effect | Value |
|---|---|
| Starvation Health drain | −1 HP per minute per dwarf |
| Health floor from starvation | 1 HP (starvation alone never Downs a dwarf) |
Starvation drain is local — only dwarves on the foodless rock starve, even if another asteroid is overflowing. The drain stops the moment Meals are restored, and Health recovers normally at home afterward.
Fatigue: Rest
Fatigue (0–100) accumulates from expedition participation and overwork and is entirely separate from Health — a fully healthy dwarf can still be unfit for duty if exhausted.
| Fatigue | State | Effect |
|---|---|---|
| 0–20 | Fresh | No penalty |
| 21–45 | Tired | −10% capability |
| 46–70 | Exhausted | −25% capability; Doctrine auto-return preference rises |
| 71–100 | Overworked | −40% capability; cannot be assigned to expeditions |
The Fatigue cap for expeditions is 70. A dwarf over 70 Fatigue cannot be sent on an expedition (manually or by Doctrine) until rested. The Tenacious rare trait raises this threshold to 85.
Fatigue Accumulation
- Each expedition stage resolved adds fatigue (first-pass: ~5 per stage on a standard run, scaling up with sector hazard tier).
- Long runs that reach Stages 4–5 accumulate more than short or aborted ones.
- The Steady common trait reduces accumulation by −10% per stage.
Fatigue Recovery
| Source | Rate | Notes |
|---|---|---|
Off-duty (idle / resting) |
−3 fatigue / game-hour | Passive baseline |
Tavern / Mead Hall (resting) |
−6 fatigue / game-hour | Doubled recovery; requires Tavern assignment |
Any accommodation comfortRate |
building-specific (see Accommodations) | Passive per-building fatigue clearance |
| Firebrew ale | −40 Fatigue instantly | One-time per unit served; also blocks fatigue for 5 min |
| Hospital / Medbay | per its comfortRate |
Applies while a dwarf heals from injury |
| Eager trait | +20% to all recovery rates | Multiplicative on the source rate |
| Well Rested trait | Resets Fatigue to 0 at expedition launch | Does not affect in-run accumulation |
A fully Exhausted dwarf (70 Fatigue) takes roughly 12 hours to clear in a Tavern, or ~23 hours off-duty — so Firebrew ale is the go-to tool when you need a crew back in the field fast. See Ale & Potions.
Fatigue accumulation and recovery rates are first-pass values.
Health and Injury
Health (0–100) is the health/100 term in the
capability formula. It starts at 100 and is consumed by
expedition attrition — each hazardous stage outcome can roll Health damage,
modified by sector hazards, traits and active ale.
| Health | State | Effect |
|---|---|---|
| 100 | Full | No penalty |
| 51–99 | Healthy | Slight capability reduction |
| 26–50 | Wounded | Noticeable reduction; Doctrine may auto-return |
| 1–25 | Critical | Heavy reduction; Doctrine strongly prefers return |
| 0 | Downed | Stage processing stops for this dwarf; Rescued pipeline begins |
Health does not recover during an expedition. Recovery happens only at home (see Hospital below). The only in-field Health source is the Ancient Blood legendary trait (+3 HP per stage). Healing Mead can also restore +20 HP instantly when served.
No Permadeath: Downed → Rescued → Injured
Dwarves are never permanently lost. The full resolution path:
Health reaches 0
└── DOWNED (expedition ends for this dwarf, or whole squad if all Downed)
└── RESCUED on return
└── status set to "injured"
└── auto-assigned to a Hospital benched slot
└── healsAt timer counts down (wall-clock, even offline)
└── status → "idle" on completion
Total-squad-Downed (everyone hits 0 at once):
- The expedition returns no loot (banked loot is forfeit)…
- …unless a Last Stand dwarf is present, in which case the squad limps home at 1 HP each, Injured, with banked loot intact.
- All survivors return Injured. A small Credit rescue cost may apply (first-pass).
- The punishment is lost time and benched crew — never permanent loss.
The Guardian rare ability can save one other dwarf from a total-Downed event once per run.
Injury Severity and Recovery Time
Severity is set at the moment of Downing, based on how far past 0 the damage would have pushed Health and the sector’s hazard tier:
| Severity | Baseline Recovery |
|---|---|
| Minor | 4 hours |
| Moderate | 12 hours |
| Severe | 24 hours (GDD baseline) |
| Critical | 48 hours |
Recovery is accelerated by several multiplicative factors. The Hospital level
is the biggest lever — a Hospital’s severeInjuryBaseHours drops from 24h at
Level 1 down to 3.5h at Level 6:
| Factor | Effect | Source |
|---|---|---|
| Hospital level | 24h severe → 3.5h at Lv6 (see Accommodations) | Hospital upgrades |
| Meals supply | Well-fed colony heals faster (recovery modifier up to ×1.10) | Meals economy above |
| Healing Mead ale | +30% Hospital recovery rate while active | Ale & Potions |
| Resilient trait | −20% recovery time (applied after other factors) | Rare trait |
Recovery timers advance against wall-clock time, including while your tab or the game is closed (offline progression).
Unconfirmed: the Healing Mead recovery bonus is +30% in the live simulation (
consumption.js/resources.json). Some design docs and the Tavern/Hospital data tables quote +50% — treat +30% as authoritative until reconciled. Severity trigger thresholds and the 48h critical baseline are first-pass.
Morale
Morale is a colony-wide productivity layer driven by the Tavern / Mead Hall
morale stat:
- Training a Tavern’s morale stat grants +5% global productivity per morale stat level.
- The Tavern is also where you serve ale buffs and where fatigued dwarves rest fastest.
Keeping Your Crew Productive — Checklist
- Never run out of Meals. Aim to keep every inhabited asteroid above 75% of its Meals storage cap for the Well-Fed ×1.10 bonus, and never let any rock hit zero (starvation Health drain).
- Rotate fatigued dwarves through a Tavern (or pop Firebrew) before they pass Fatigue 70 and become un-deployable.
- Build and upgrade a Hospital so Downed dwarves return to duty in hours, not days. Stock Healing Mead for the +30% recovery.
- Train the Tavern’s morale stat for a compounding global productivity bonus.
- Pick traits that ease upkeep — Thrifty (less consumption), Steady/Eager (fatigue), Sturdy/Seasoned/Resilient (damage and healing).