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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

  1. 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).
  2. Rotate fatigued dwarves through a Tavern (or pop Firebrew) before they pass Fatigue 70 and become un-deployable.
  3. Build and upgrade a Hospital so Downed dwarves return to duty in hours, not days. Stock Healing Mead for the +30% recovery.
  4. Train the Tavern’s morale stat for a compounding global productivity bonus.
  5. Pick traits that ease upkeep — Thrifty (less consumption), Steady/Eager (fatigue), Sturdy/Seasoned/Resilient (damage and healing).
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