Attribute

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Attributes are needs Clanfolk must satisfy to survive.

There are 14 core Attributes that almost every Clanfellow will exhibit (e.g. Babies have no Work Efficiency), and they may be increased or decreased by Traits and Afflictions, which occur in specific situations.
Special Attributes may be present situationally (see below table).

Clanfolk Attributes

This table lists the 14 Attributes in the order shown on a Clanfellow Infobox. Base Max Value will be largely unchanging through the game or doing so consistently based on Age. The Base Change will be modified by the Traits and Afflictions the Clanfolk have but almost all decrease by default.
Reduced by and Increased by are not exhaustive listings.
Units separators intentionally omitted.

Attribute Base Max Value Base Change Reduced by Increased by Notes
Mood 10 000 -1/s (only the Max Value is affected except for lonely)
Working
Most negative Afflictions
Lonely (-5/s)
(only the target Value is affected)
Free Time
Wearing Plaid (+250 target value)
Many positive Afflictions
Work Efficiency 10 000 - Mood below 5 000
Various Traits and Afflictions:
Mood above 5 000
Various Traits and Afflictions:
Affects Work Speed:
50% at 0 W.E.
100% (neutral) at 5 000 W.E.
200% at 10 000 W.E.
Age
(Displays as age group name)
Baby: 36 000
Juvenile: 72 000
Adult: 230 400 to 345 600
Senior: 43 200 to 64 800
+1/s
except Seniors: -1/s
N/A change is constant Babies: 20 days
Juveniles: 40 days
Adults: 128 to 192 days
Seniors: 24 to 36 days

Total lifespan:
212 to 288 days
(5.3 to 7.2 years)
Health Baby: 0 -> ?
Juvenile: ? -> 10 000
Adult: 10 000
Senior: 10 000 decreasing
0 Starving (-10/s)
Brawling
Fire Fighting (potentially)
Death's Door <40% Max
Injured <80% Max
Bed Rest (+2/s)
Well Fed (+4/s)
Food Baby & Juvenile: Proportional to Health
Adult & Senior: 10 000
-3/s Time Eating
Water Baby & Juvenile: Proportional to Health
Adult & Senior: 10 000
-3/s Sweating (-2/s)
Diarrhea (-5/s)
Drinking
Sleep Baby & Juvenile: Proportional to Health
Adult & Senior: 36 000
-7/s Working (-5/s) Sleeping
Warmth 10 000 Varies based on difference between current and target value Cold weather
Linen Clothing
Rooms with Mountain Roofs and/or Ice Jugs
Hot Weather
Clothing except Linen
Smithy (high)
Cooking Fire (medium)
Stone Fireplace (medium)
Kitchen (medium)
Bloomery (medium)
Charcoal Kiln (medium)
Kiln (medium)
Wall Torch (low)
Standing Torch (low)
Cleanliness Baby & Juvenile: Proportional to Health
Adult & Senior: 10 000
-3/s Working (-5/s)
Pooping
Wash Zone
Bathtub
Bathroom Baby & Juvenile: Proportional to Health
Adult & Senior: 10 000
-5/s Diarrhea (-10/s, -1000 max) Poop Hole
Toilet
Social Varies per Clanfellow Time spent without socializing Talking (+125/s)
Listening (+75/s)
Fun 7200 -2/s Bored (-1/s) Playing an Instrument (+90/s for 30s per use)
Free Time (+20/s)
Environment - Variety of factors detailed on Environment page
including Room Size, Building material, Objects, Items
Negated while in darkness
+/- 0.5 target Mood per point
Plaid 10 000 - Wearing plaid (+2000) +0.125 target Mood per point

Mood and Warmth have a "Target Value", depicted by a thin vertical white line on the bar. This target value changes instantly depending on clothing, weather and other factors; however, the Current Value moves slowly towards the target value. The further it is from the target, the faster it moves towards that target.
In-game, the modifiers displayed when hovering an attribute may be misleading, as they display "500 Max" or "-500 Max" instead of "+500 target value" or "-500 target value" respectively.

Special Attributes

In addition to the Attributes listed in the table above, some Special Attributes are possible.

Satisfaction

Visitors to the players Clan (Traders, Travellers, Workers) will, in addition to the above Attributes, also have a Satisfaction Attribute at the top of their listing. When Visitors leave the Map their Satisfaction will impact the Reputation their Clan has with the players Clan. Satisfaction is increased or decreased by several Afflictions. Should satisfaction drop too far the Visitor will leave the Map unprompted.

  • Workers: Most closely aligned with the players Clanfolk, having them use the Skill they like and avoid what they hate is important.
  • Travellers: Want good quality food, large private rooms. Dislike small shared rooms, basic food, bad temperature.
  • Traders: Want to trade more Items and Animals, the greater the value the better.

Courage

Visitors engaging in Negotiations with the player Clan will have a Courage Attribute shown at the top of their listing.

Pregnancy

If an Adult couple are both happy enough, sharing a private Room, with a double bed; it is possible for the woman to become Pregnant. Pregnancy will last 36000s (20 days) and is shown third in the Attribute listing. Women do not become pregnant soon after giving birth and are somewhat indisposed caring for the child for some time after the birth. (More details Clanfellow#Pregnancy.)

Animal Attributes

Livestock have 6 basic Attributes, most of which work similarly to the Clanfolk attributes.

  • Age - maximum dependant on species. Also displays as age range, eg. Chicken may be listed as Pullet.
  • Health - decreases when Care is low. Young animals have less health to lose than full grown.
  • Food - replenished in a number of ways, typically eating wild grass. Through Winter want a Food Trough
  • Water - replenished at a Lake (or River), or a Water Trough
  • Care - increases when Well Fed and in an Animal Bed. Being in a Room away from the elements is also useful.
  • Manure - dependant on species.

Wildlife will have a reduced list of Attributes.

Special Animal Attributes

  • Milk - attribute for Cows and Nanny Goats. Resets with the use of a Milking Bucket.
  • Wool - attribute for Sheep. Resets with the use of Shears.
  • Pregnancy - possible temporary attribute for Adult females, if a compatible male is present. (Not Chickens)
  • Instinct - Cats have an urge to hunt, even if well fed they will eventually go and kill a Bunny or Rat.