Whiskers

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Whiskers are the clever, ingenious mice that act as the colonists of your islands. They inhabit the archipelago after arriving by ship, and build, mantain, and operate its buildings.

Whiskers are historically a working class under the Claws Empire, which is ruled by cats. At the time of Whiskerwood, Whiskers can be either in favor of the Claws Monarchy or rebellious, and their political leanings impact the fate of your colony and if it stays under the cats' thumbs or declares independence.

Education

Whiskers may occasionally be recruited with an education upgrade. The education traits, listed in this section, allow Whiskers to fill job slots at buildings that are restricted to these teachable skills, and sometimes include a production bonus over uneducated slots in the same building.

None of the educational traits provide a production bonus when used in regular unrestricted slots in any building. You only need enough Whiskers with these traits to cover available restricted jobs.

Also, remember that educated Whiskers of any kind will have higher expectations.

These traits can be taught to other Whiskers at the School.

  • Apprentice - The first level of Craftsmanship available is the Apprentice level. Some buildings will require at least an Apprentice to either start production, or fill the final slot for optimization. —"A partially trained craftsman who knows the basics"
  • Craftsmaster - The second and highest level of Craftsmanship, these Whiskers are the most productive, and can then also turn to educate other Whiskers. —"Fully trained and an expert in skilled labour"
  • Educated - Educated Whiskers can research technology in the Research Lab. The Educated trait is also required for the Management Office and several late game production buildings. —"Learned in literature and methematics"
  • Sailor - This trait is required for seafaring jobs. —"Trained for basic tasks aboard a ship"

Traits

Other than teachable traits, whiskers also have one or more unchangeable traits assigned to them. These can not be removed, so be sure you select carefully when recruiting.

Common "problem" traits are, for example, "snoring" which irritates other Whiskers living with a Whisker that snores. Similarly, if you have a rebellious colony, recruiting monarchists will create perpetual negative thoughts from those Whiskers.

Also, be careful not to assume a trait does more than is stated. Whiskers that cannot smell will not be unhappy about pollution, but will still be effected by the workspeed penalties from it.

A list of currently available traits is below with their associated impacts.

Trait Description Type Stat Change
Can't Smell No negative thoughts from pollution Positive -
Compassionate Does not expect as much for themselves but grows incredibly sad at the death of others Neutral -5 Negative Thoughts after Whisker Death (few days)
Considerate Does not get offended at Rude comments Positive -
Content Has learned to be more content with their current circumstances Positive -
Diligent This Whisker works very hard Positive +10 Production Speed
Gifted Teacher This Whisker can teach others more quickly Positive -
Healthy Highly resistant to illness or injury Positive -
Heavy Eater Eats one more food per meal (allows for extra food buff) Positive +1 Food Consumption
Inquisitive Always asking questions. Learns faster at school Positive -
Loner Unhappy if working or sleeping with others Negative -
Monarchist Naturally loyal to the Claws Negative -60 Production Speed (Factory assignment only)
My Pace This Whisker works at their own pace Negative -10 Production Speed
Nosey Cares deeply about others yet sometimes asks rude questions Negative -
Optimist Chance to double the effect of positive thoughts Positive -
Patient Does not see what all the rushing is about Negative -10 Move Speed
Perfectionist This Whisker cares deeply about perfect execution Negative -10 Production Speed
Pessimist Chance to double the effect of negative thoughts Negative -
Rebellious More likely to say rebellious things or repeat such rumours Negative -
Rude Chance to make passing Whiskers unhappy Negative -
Sickly Less resistant to cold and illness Negative -
Slow This Whisker doesn't walk very fast Negative -15 Move Speed
Snores Annoys other Whiskers sleeping in the same home Negative -
Strong Shoulders Increases lifting capacity Positive +2 Carry Capacity
Swift Moves faster than average Positive +15 Move Speed
Thoughtful More likely to have positive and negative thoughts Neutral -
Unsafe Worker Wears out industrial machinery faster Negative -
Warm Core Extra resistant to cold temperatures Positive -
Weak This Whisker cannot lift very much Negative -2 Carry Capacity
Weak Knees Strongly dislikes heavy labor and is more likely to get hurt Negative -