Needs (Obsolete)

*This will be missed... Or maybe not?*
This page is about something now **obsolete** that is no longer present in Timberborn. The page will stay on the Wiki for history purposes.
*For The new well-being system, see Well-Being.*

**Needs** are criteria that either must, should, or could be fulfilled by each  Beaver.

## Requirement

Each specific need has different requirements. All needs require access to either  food,  water,  buildings,  decorations, or just unoccupied space to be satisfied.

## Satisfying Needs

Each specific need is satisfied differently. Every need that is satisfied by a beaver will increase the overall well-being score of that beaver.

The manner in how a need is satisfied falls into one of three categories.

### Physical Access to a Building

A beaver has to enter a building and to spend time there to satisfy this kind of needs. When multiple options are available, the more expensive ones usually give higher bonuses. Needs requiring physical access to a building are:

* Comfort - Housing
* Fun - Carousel,  Lido and/or  Mud Bath
* Spirituality -  Shrine and/or  Temple
* Social Life - Campfire and/or  Rooftop Terrace

### Consuming a Material

A beaver has to get to a storage or production building and retrieve one unit of certain types to satisfy this needs. Needs requiring consumption of a food or material are:

* Hunger - any Food
* Thirst - Water
* Nutrition - any  Food except  Berries
* Knowledge - Books

### In Effect Range of a Building

A beaver only has to be somewhere near the building to satisfy this needs. If the range overlaps with a building, all beavers within the building acquire satisfaction during their stay. Needs requiring a beaver be in effect range of a building are:

* Aesthetics - Decorations (not all Decorations provide the bonus)
* Awe - Monuments

Sleep is the only need that doesn't fall into one of the previous categories. The only requirement for sleep is a space to sleep.

## Categories

There are three different classifications of needs. Vital, essential and optional.

Needs/Table

* Vital
* Essential
* Optional

Vital needs are criteria that if not satisfied will result in death of the affected beaver. There are two needs that are classified as vital.

* Hunger - If not satisfied,  beaver will die anywhere between 0.7 to 3.0 days. Hunger can only be fulfilled by having access to and eating  food. Any unit of  Food replenishes the 30% of Hunger. All beavers lose 80% of their hunger need every day (to a minimum of 0%) and each  food replenishes 33%, meaning they require 2.67 food/day.
* Thirst

Essential needs are criteria that if not satisfied will result in the affected beaver passing out from exhaustion. There is one need that is classified as essential.

* Sleep

Optional needs are criteria that if not satisfied will not have neither a negative or positive effect on beavers. Satisfying an optional need will result in beneficial bonuses being applied to the affected beavers.

There are (12) optional needs.

* Aesthetics
* Awe
	+ Awe I
	+ Awe II
	+ Awe III
* Comfort
* Fun
* Knowledge
* Nutrition
	+ Nutrition I
	+ Nutrition II
	+ Nutrition III
* Social life
* Spirituality

Not all optional needs provide positive bonus effects to beavers.

## Effect of Needs

Vital needs provide the benefit of continued life. Essential needs provide the ability for a beaver to have a predictable sleep pattern. Optional needs provide positive bonus effects to *some* beavers. The amount of, as well as which positive bonus effects a beaver can have will vary at any given time.

Needs that provide positive bonus effects will continue to apply their positive bonus effects as long as they continue to remain satisfied.

Some needs do not provide any positive bonus effects to beavers. Needs that do not affect kits:

* Aesthetics
* Awe
* Knowledge
* Spirituality

One need applies a positive bonus effect to all beavers except  Iron Teeth adults:

* Social life

## Satisfaction Bonuses

Most needs positive bonus effect are different for kits and adults. Comfort is the one need that has the same positive bonus effect for both kits and adults.

## Rates of Change

A beaver's needs are gradually drained by a certain amount per day. The table below shows how fast the different needs are drained per day.

The amount drained per day is the same for adults and kits.