Needs

All aliens have needs, as you unlock more building categories these increase in number as more demanding visitors visit the station. In addition, as workers are promoted their needs increase number as well as those needs being harder to satisfy. Sometimes satisfying one need will cause another to drop faster. For example, gaming often causes the need for nature to increase faster.

Needs are colour coded, green meaning high levels of need satisfaction, moving though yellow and to red for low satisfaction. A upwards green arrow shows a need is being satisfied, a downwards red arrow shows that alien is loosing satisfaction. A yellow line shows no change is taking place.

## Basic needs

* Food
* Drink
* Sleep
* Familiar flora (nature)
* Health
* Clean air
* Conversation

## More advanced needs

* Cleanliness
* Fun
* Gaming
* Gambling
* Thrills
* Relaxation
* Spirituality
* Promotion

## Needs breakdown

Any need that is at 100% means an alien is totally satisfied in that particular area, 0% indicates a complete lack of satisfaction. Some needs being unfulfilled cause aliens become angry quicker than others, for example 'Fun', need for familiar flora along with gaming, gambling and thrills cause anger to increase faster than basic needs.

Gaming, gambling, thrills and relaxation are generally mutually exclusive, as in, if an alien a need for thrills, they won't have a need for gaming, gambling or relaxation. These 'special interest' needs are important to aliens, but not quite as much as 'fun'.

Most buildings and equipment used by visitors and staff can be upgraded to fulfil a need quicker.

#### Basic needs breakdown

##### Food

The need to feed. This can be satisfied by, in order of lowest expectations to highest, the following buildings.

* Chocolate replicator (Berth)
* Snack-o-mat
* Flying sushi restaurant
* Molecular restaurant

##### Drink

Hydration in the form of Slushi's, coffee and alcohol. This can be satisfied by, in order of lowest expectations to highest, the following buildings. Drinking can cause 'cleanliness' fulfilment to drop.

* Slushi machine(Berth)
* Starcats cafe
* Bar

##### Sleep

Power Nap time. This can be satisfied by, in order of lowest expectations to highest, the following buildings.

* Stasis pod (Berth)
* Sleep pod hotel
* Hotel space Inn
* Star hotel

##### Familiar flora (nature)

The yearning for the home world. This can be satisfied by the Bio deck. While this is shown on some aliens menu before the Migrant worker category is unlocked, it doesn't seem to effect an aliens behaviour until that category is unlocked. To quickly partially satisfy an aliens need for nature the Fragrant grove H.E.D can be used. See the Bugs page for issues with fulfilling this need.

##### Health

Most aliens start at 100% and only usually drops with illness or air pollution. This can be remedied by the Medical station. To quickly heal an alien a Antibiotic spray or Probiotic bomb H.E.D can be used. Reaching 0% health fulfilment doesn't seem to kill an alien straight away.

##### Clean air

Air pollution can cause this to drop, along with an aliens health. The air can be kept clean with Atmosphere filters and Bio pots. To quickly clean air the Oxygen Bomb H.E.D can be used.

##### Conversation

A quick chat. Aliens don't seem to have a preferred conversation partner.

#### More advanced needs breakdown

##### Cleanliness/hygiene

Removing the grime. This can be satisfied by, in order of lowest expectations to highest, the following buildings.

* Hydroclean (Berth)
* HydroClean Pro Master
* Refreshment center

Some hotels also increase Cleanliness satisfaction, at least according to their building information. (See bugs). Drinking seems to quickly drop Cleanliness fulfilment.

##### Fun

For aliens fun is the Space Disco. Celebramer seem to start with this need. The 'good times bomb' H.E.D can be used to partially satisfy this need.

##### Gaming

Video games, both modern and retro. This can be satisfied by, in order of lowest expectations to highest, the following buildings. Satisfying this need can cause aliens 'need for nature' fulfilment to drop.

* Arcade
* Holo board
* Space pilot simulator

##### Gambling

Win and lose. This can be satisfied by, in order of lowest expectations to highest, the following buildings. Gambling, unfortunately also means gambling addiction. Something to bear in mind when employing aliens is that gambling addicts may neglect their other needs to gamble more.

* Lootbox lottery
* Casino
* Battle arena

##### Thrills

Danger, either simulated or real, for the purpose of entertainment. This can be satisfied by, in order of lowest expectations to highest, the following buildings. For some reason some thrills building also cause an aliens need for sleep to increase in fulfilment as well. This could be as the adrenaline from the rides make them feel more awake, but this is just speculation.

* Black hole drop
* Cosmic horror
* Dimension ride

##### Relaxation

Have a break, put your feet up. For some reason aliens can relax very quickly. This can be satisfied by, in order of lowest expectations to highest, the following buildings.

* Starcats cafe
* Whale therapy
* Wellness temple

##### Spirituality

Spirituality is an odd one. I doesn't generally exist until the Hem’ Netjer come on-board, they have it themselves and they encourage it in others. Satisfying a need for Spirituality involves visiting a temple on the Bio deck.

##### Promotion

This need is only present in staff aliens and represents their desire to be promoted. Simply promoting them via the aliens menu or the individual aliens menu satisfies this need. Aliens being promoted gain a massive increase in the fulfilment of all of their needs.

## Anger

Anger is what happens when an aliens needs are not met. From 1% to 99% not much happens, but at 100% an aliens will leave the station. You, the player want them to stay of course, if they are a staff member or a visitor who hasn't spend all of their energy that is. Making sure aliens needs are met is the best way to prevent anger. Upgrading your various buildings also helps with this, as they can offer many ways to stop anger build up.

In the case of a great need for familiar flora (nature) or fun, H.E.D's can be deployed if you are about to lose an alien to anger, but you should aim to not need to deploy these if possible.

It seems aliens enjoy their jobs, as returning to work usually resets anger to 0%.

For aliens getting stuck on the Bio deck and leaving in anger, see Bugs.

## Motivation

Motivation is what staff require to keep working. It slowly drains as they work and they leave their job to satisfy their needs. Motivation needs to return to 100% for an alien to return to work. (detail pending further study)

## Bugs

* Aliens can become unable to satisfy their need for nature (See nature lovers bug) and become stuck on the Bio deck until anger or illness makes them leave.
* Sometimes visitor aliens cannot be satisfied, despite undertaking the correct actions. This eventually causes them to leave in anger. Often even using H.E.D's does nothing to help.
* Sometimes aliens become angry for no known reason, all their needs are above red level but they continue to get angry.
* Aliens can get angry at not being promoted, despite reaching maximum level or not even being a staff member, thus impossible for you to promote.
* Some times unconnected needs can continue to go up, even when other needs are being satisfied, for example the fun or sleep has been seen increasing in fulfilment when on a thrill ride or walking on the Bio deck.