Impressiveness

Impressiveness is a mechanic that gives mood boosts or penalties to settlers based on the combination of room's total wealth, average beauty and free tiles within it.

## Tiers

A room can have the following Impressiveness levels:

 Palatial | 6000

## Mechanics

The underlying impressiveness value is a product of multipliers based on the raw values of room's wealth, average aesthetic value and spaciousness (rounded down). These multipliers are calculated by taking the current value that's visible in the room's 'Stats' tab, finding its current 'tier' out of the values provided in the tables below, and interpolating it linearly towards the next tier (meaning that if we have a room with average aesthetic value of 25, the resultant multiplier will be 12 instead of 8 - because it's right in between the multipliers given for 20 and 30 aesthetic value).

Aesthetic Value
 50 | 64.0

Wealth
 10000 | 32.0

Spaciousness
 200 | 12.0

1. ↑ Requires further testing. In the JSON file there are two separate levels with values 0 and -0, though it is unknown whether Unity considers that subtle difference when deserializing the data structure.

### Multiplier formula

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value
−
lower threshold

higher threshold
−
lower threshold

{\displaystyle interpolation = \frac{\text{value} - \text{lower threshold}}{\text{higher threshold} - \text{lower threshold}}}

Where "threshold" is the value for a chosen tier taken from the left column — average aesthetic value, total wealth, or free tiles of space.

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lower mult
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higher mult
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×
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{\displaystyle Lerp = \text{lower mult} + (\text{higher mult} - \text{lower mult}) \times interpolation}

### Example

Given a room with the following stats:

* Spaciousness: 45
* Wealth: 11000
* Average Aesthetic Value: 25

After applying the formulas above to the **spaciousness** stat, we get the following:

* Lower threshold: 30
* Lower mult: 3.5
* Higher threshold: 60
* Higher mult: 4.0

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45
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30

60
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30

=
0.5

{\displaystyle interpolation = \frac{45 - 30}{60 - 30} = 0.5}

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3.5
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4.0
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3.5
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# 0.5
3.75

{\displaystyle Lerp = 3.5 + (4.0 - 3.5) \times 0.5 = 3.75}

Therefore, our interpolated multiplier of spaciousness is 3.75. After we do the same with the remaining stats, we get 20 for wealth and 12 for beauty. By multiplying them by each other, we get the underlying Impressiveness value that directly translates to the resultant tier.

3.75
×
20
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# 12
900

{\displaystyle 3.75 \times 20 \times 12 = 900}

Which means that our example room will be Luxurious.

## Trivia

* Settlers with dainty and precious perks have jealousy effectors, which will be triggered if someone in the settlement has a nicer room than they, or if someone has a room that they don’t.
* The game currently offers no bonus to a room's Impressiveness for having a single occupant, versus several (Chamber vs. Shared Chamber). A Shared Chamber with 15 squares and three Hay Sleeping Spots and one window counts as Modest. So using a Shared Chamber is definitely the way to go in the early game. Note that a fourth Hay Sleeping Spot reduces it to Uninspired.

## References

1. ↑ Foxy Voxel (January 30, 2023). "Update #7 | Beauty & Comfort" – via Steam.