The duplicants are your workforce, the needs of which you need to take care of. The whole gameplay revolves around their survival. At the beginning of the game, you get a certain number of duplicates, but given time you will have the ability to "print" them (similarly to clones). Each of them has a separate set of special traits and skills. Everyone copes with stress, some better than others, and gives way to emotions in a different manner. You can get a lot of information about each duplicate and respond accordingly, so that they live the best life they can.
When you click on one of your subordinates, you will see the character profile window of the chosen person. You have four tabs here: Info (basic information), Stats (skills and traits), Assigned (a list of objects which have been assigned to a given character, e.g. a bed), as well as Details (the same information as when you choose a field or a machine, namely, the temperature, the materials, etc.).
You will most often be looking at the first tab - Info. Here you have two subcategories:
Status shows you what is currently happening to the duplicate: how much oxygen he is inhaling and how much CO2 he is exhaling, what he is currently consuming, what are the conditions that have been imposed on him, e.g. Hungry, Sore Back or Dirty.
Needs. Here you will find all the needs that you need to meet, in order to keep your duplicate healthy and fit. You will see a percentage value next to the majority of states. Small triangles next to the numbers show you increases or decreases in the values. If you hover over these values, you will see a small window detailing what affects a specific need. Below you will find short descriptions of the values:
- Health, depicts the overall hit points of the duplicant. When this value drops to zero, the duplicant will die. You can treat wounded by using the suitable medical devices.
- Stress shows how annoyed and stressed a duplicant is with the current situation in the colony. When this reaches 100%, you can expect his reaction to the stress to come very soon.
- Bladder is self-explanatory, where 0% means complete ease. In contrast, 100% suggest that a quick visit to the outhouse is needed, otherwise the situation will be "dealt with" in the duplicate's current location.
- Breath is the level of oxygen in the body. The higher the value, the better.
- Stamina is the ability to work, the level of rest. If it is low, the duplicant must be very tired, which will reflect his productivity.
- Calories. The level of calories in the body. This does not determine whether the duplicant is fat, but rather how full he is. When this value reaches zero, the duplicant can starve to death.
- Body Temperature, External Temperature - the temperature of the body and the perceived temperature. Extreme temperatures have a bad effect on the duplicant's health and can lead to various illnesses.
- Decor. The level of decor in the duplicant's current location. When you hover over this value, you will see a detailed enumeration and minimum expectations.
Stress, Decor Expectation and Food
The stress of your duplicates is a very important indicator. Not only does it show that something is wrong with your base, but also, if it reaches 100% your duplicates will let their emotions loose, which will result in a lot more work for you to do. Stress can be handled in several ways:
Take care of the appearance of the base. When you turn on the Decor Overlay, you will see which areas are not pleasant (red), and where the duplicates feel calm (green). Try to keep ugly places such as outhouses, machines, ladders, wires, pipes and undeveloped caves away from frequented places. In turn, dining space, massage tables or bedrooms should be well-decorated. Sculptures, flowers vases or paintings can be placed wherever you see the need. Make sure they are first placed in these important rooms. Then, place them in locations where duplicates often perform the same activities, e.g. near the research station. Clean up resources which are lying on the floor and build nice base tiles, e.g. from sandstone. Lighting is also helpful, but the usefulness and the ratio of cost to profit (power consumption) makes it a marginal improvement of the decor.
Massages. This is the only direct method, in the current version of the game. By placing massage tables, you can allocate a duplicate for a massage session. The machine will start working, the duplicate will go to sleep and will use the charms of this machine. For this reason, it is best to send your people for a massage before the night, so that they do not wake up in the middle of the night. Take care of the decor of this room, so that you can speed up the process of neutralizing stress.
Mopping the floors. Contaminated water causes high stress increases. You simply cannot avoid all caves with contaminated water, and entering them will sometimes be a conscious decision, but pools of puke or urine will negatively affect both the decor and your duplicates (they will receive a special negative status when they walk in such locations). Although in both cases it is still contaminated water, you must use the Mop job to clean up the place. Remember that if there is too much water (that is, in the hundreds of kilograms) this command will not work.
Decor Expectations. This is a factor you see while selecting the characters, but it affects the whole game. It indicates what level of decor the environment that the duplicate is in should have. If it is below this value, the stress levels will increase and vice versa. Each duplicate has -25 points to decor expectations. Each character level (visible under the name of the character in the profile) is equal to an additional 5 points to the expectations. So a level 6 character has plus 30 to Decor expectations. After summing it up, we get a final value of 5 points of decor in the surrounding environment (30-25=5). At level 10 the expectations rise by 50 points, granting an actual value of 25 points of decor. Duplicates gain experience during the game and achieve higher levels, which makes their expectations increase. Some special traits also affect this value.
Food Quality Expectation. Another important factor that influences the stress levels of your duplicants. Each food and meal type has a quality. Your duplicants in turn, have certain expectations in that regard, the higher the higher their experience level is. They will be stressed if they are forced to consume meals below their expectations. You can avoid this situation by investing in agriculture and good meals.
Reactions to stress. If you fail to keep the stress levels below 100%, you will soon find out about the unpleasant consequences. There are two possible reactions, and a given duplicate will always show his anger in the same way.
- Vomiter, he will simply vomit in his current location. There will be a stain of about 20-30kg of contaminated water, that you could theoretically use. Most often, however, you will want to get rid of this problem as quickly as possible, besides, 20 kilos is not very much. Duplicants who walk in such a place receive a penalty to stress, which only worsens the situation.
- Destructive reaction results in the destruction of objects in the base. Most often, the duplicate is directed to machines involved in the production of oxygen or electricity. You will then need to fix such objects.
- Binge Eater. When stressed, this duplicant will begin to eat without any constraint. It can be dangerous if your food supplies are limited. Your colony may even starve.
- Ugly Crier. When this duplicant gets stressed, he will begin wailing like an infant. Not only will his efficiency drop, but he will also gain a negative status that will lower the Decor levels around him, stressing out others with his presence.
Remember, that the response to stress does not reduce the level of stress. You still need to tackle this issue, and lower the stress level. Otherwise, the duplicate will give in to his emotions once again. Kick the decor up a notch, make sure the rooms are clean, increase the number of massage tables and serve better food.