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| Skill | Quite simply, this is how well your Peep performs at their job. A poorly skilled worker takes longer to execute tasks or may produce an inferior result to a skilled one. In the case of an unskilled Grey medic, you can actually kill off patients! In a firefight, this shows just how straight a Peep can shoot - or not. | |||
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| Dedication | This how long they actually stay at their post, regardless of more pressing needs. A 5 star dedicated Peep will stay at their post longer than a no star undedicated Peep who'll disappear off the job at the drop of a hat. | |||
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| Loyalty | This is how likely they are to respond to a firefight. I think it also determines how long they stick it out. Loyalty might also apply to Peeps using other Administrators' facilities when neighbouring territories are open to each other, but I'm not entirely sure. I think disloyal peeps might use the oppositions facilities - at your expense! | |||
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Okay - now for a bit of an in-depth exposé of what makes a Peep tick: the character stats. Some of you will almost certainly find this next tedious and anal (and probably unnecessary, given Startopia's freewheeling approach) and want to jump on to the next page. Much of the following has been gleaned from the text data files found in the Mission subfolder inside your Startopia install on your hard disk. Peeps have nine character ratings much like an role played character, but they live in a live, simulated environment and not a dice rolled sheet of statistics made for turn based play. The game engine uses these stats to simulate a crude little personality, like nine different fuel gauges inside their heads, instead of static ratings to show how well they can smack goblins. Stats don't differentiate between characters or to show if one is superior or inferior to another: Startopian Peeps are all fundamentally identical on the "inside". All Peeps are born equals. These character stats are simply tracking how everything on the Station affects them. The nine "health" bars record everything from actual health through to how drunk they get down at the local. If a certain stat gets too low then it triggers a response in the Peep to try an restore those lost points. The only clues to a Peep's current state of well being come from the cute little animations they do, the floating "emoticons" that come and go above their heads, or... or you find a corpse. Each Peep's character stat has a maximum capacity of 10,000 points. The actual behaviour of a Peep depends on how "full" a particular stat is. Any stat sitting between 6000 and 10,000 points is considered optimal, and the Peep is perfectly satisfied in this area. That is, it might be happily well fed, feeling loved, fit as a fiddle, enjoying the perks of a perfectly relaxed bladder, and so on. At less than 6000 points, the Peep's mood changes; they start to feel the first pangs of hunger, feel a bit off colour, experience tiredness, etc. and the need to replenish those missing points starts to concern them. Whether or not they immediately act on these needs tends to be influenced by their employment ratings. They will head off to seek the nearest Station facility that can address this need, and you'll be informed by a small greeny white "emoticon" materialising above their heads to let you know what's on their minds. Below 3000 points, the attribute is considered minimal and the Peep's need becomes really pressing. Emoticons turn an urgent shade of red. The Peep will drop everything and try to get those points fulfilled as soon as it can. At this point in time, the depleted stat will start affecting other characters stats - invariably for the worse - so trying to keep Peeps out of the red, so to speak, is a smart move. At under 10 points, the attribute has effectively zeroed. This is usually when you see a Peep experience death, deep depression, psychosis or they decide there and then to resign and leave the Station. A lot of things influence a Peep. Just by standing around doing nothing, a Peep slowly loses all their points; they get progressively bored, hungry, tired, and eventually need to got to the toilet. On top of that, if they've caught a disease, or they feel under-promoted, or the Station has too much litter, or they're standing in a patch of Bio-Deck they really like, or there's a queue at the Lavatron, or whatever - then all these effects will stack up on their little psyches too. Some species will lose more of one stat than another, e.g. Gem Slugs are "fussy" because they bore quicker than everyone else; Karmaramans are "lazier" because they lose Sleep points faster, Kasvagorians get hungrier faster, and so on. (Grekka Targ by comparison, don't have any specific racial bonuses - apart from being rather boring to the other species - they're sort of Startopia's Platonic ideal of a Peep). If a Peep eats a Dine-O-Mat meal,
receives a Sick Bay cure, gets smacked around
the ears by an rampaging Skrasher or
struck by a laser beam then their various
stats change in a big lump sum. Again, racial types, the Peep's current
situation or the state of the facility they are in will affect how
these events change the final outcome. So, what are all these influences?
And how does a good Station Administrator minimise the yucky ones and
encourage good ones? As mentioned before, Startopia is fairly easy
going. Its a sim management game, not StarCraft;
its not a sudden death contest where split second decisions make or
break you. Things are indirect and take a little time to show. Kick
back and take it easy. Enjoy the view. Get yourself a nice big hot
chocolate or something. Works wonders for me! |
Basic
Peep Character Stats |
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| Body These are your classic, standard issue health points. At optimal levels, a Peep is in the peak of health. Under 6000 points, they are considered ill; at minimal levels, seriously so. At zero, it's dead! But long before that a Peep will be seeking medical treatment at a Sick Bay. More details. |
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| Nourishment This tracks hunger. At optimal levels, a Peep is perfectly well fed. Below optimal levels it starts to feel hungry and seek the nearest Dine-O-Mat.More details. |
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| Toilet This tracks the state of their personal hygiene levels. At optimal levels you have a freshly coiffed and permed Peep. Toilet points are lost progressively, but eating and other shocks to the system can literally give a Peep "the shits" and suck points (bleeargh) from their Toilet total. When things get a low they try and find a Lavatron to spruce up, take a shower and a quick vent, with all the appropriate noises... More details. |
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| Love Startopians aren't mindless drones you know. All Peeps need to fall in love occasionally, and finding yourself unloved and lonely on a strange space station in the aftermath of war presents a Peep with serious personal issues! When they feel a bit lonely they gravitate towards the Love Nest. More details. |
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| Fun At its simplest, this is a boredom meter, and a Peep feeling a bit low on Fun points needs to get out a bit and have some fun. Fun is awarded when a Peep goes shopping, enjoys the attractions of the Entertainment Deck, take in the sights on the Bio-Deck or a quick dip, socialises or gets hired. Peeps bore very, very easily. Keeping them entertained can actually be one of the hardest jobs of a Station Administrator. At zero levels they actually get depressed! More details. |
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| Sleep This tracks Peep tiredness. When it starts getting low a Peep will seek out some rest, often picking accommodation worthy of its social station. Sleep deprivation can be great news for the Zedem Monks. I've yet to see anyone pass out, though. More details. |
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| Soul This is a funny one for traditional strategists, but in the simulation genre its becoming more common. This tracks the current state of a Peep's Soul. At optimal levels, a Peep is at one with the universe; below 6000 points corruption starts to set in and Peeps start straying from the straight and narrow, engaging in criminal activity. When they hit rock bottom (I think) they become psychotic! (Not all murders on your Station will be committed by secret agents.) Spiritually depleted Peeps can seek redemption at a Zedem Temple or by conversing with a Zedem Monk. Being rehabilitated in the Lockdown Brig is also a good option. More details. |
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| Mind As far as I can gather, this is sort of a "grand total" of all the other ratings. Mind points indicate a Peep's mental state, and for all intents and purposes it qualifies as an approval rating for your Station. In other words, if your sorry mismanagement drives them crazy, they'll leave! At optimal levels, you get the Smiley Face. At rock bottom you get the dreaded Out The Door emoticon and they leave, there and then! More details. |
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| Drunk | Drunk! All peeps are created sober, which means these are the only points that start at 0 and work in reverse to everything else. Drunk points are gained at any of the fine binging establishments on your Station and have to be lost to sober Peeps up. Peeps can literally drink themselves under the table, and this has interesting effects on all their other character points - generally speaking, not terribly good ones, but it helps replace lost Fun and even a few Soul points at the cost of everything else - which will need to be attended to. A well pickled Peep is good for Station business... More details. |
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On the Job! |
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| +2 +3 |
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+3 +5 |
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+2 +3 |
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| Energy
Does Matter |
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Last modified Wed, Jan 28 2004 by Lindsay Fleay