Feelings & Mood

Feelings and moods are other important parts of OC’s human model. Every memory generating experience yields some sort of feeling, positive, negative, or neutral. The cumulative effect of recent feelings, when coupled with an NPC’s personality, puts them in certain moods. These mood states influence goal selection, action execution, and general behavior.


State data for an NPC, showing a sad mood and the special depression state.


  • Feelings in OC are one of the results of memories. Every memory yields some sort of feeling, and each feeling is considered positive or negative to a certain extent.
  • The way that experiences are interpreted into feelings depends heavily on personality.
  • The summation of recent feelings puts the NPC in a general mood, ranging from very negative to very positive. General mood has all sorts of effects on behavior. Some examples are given below.
  • General mood, recent experiences, personality data, and other factors can combine to produce special states in people. These states supplement general mood and have other effects, synergistic or antagonistic, with respect to general mood. Depression, shown in the screenshot above, is an example of a special state.

Mood & Special State Effects

Moods and human states have large impacts on human behavior, and it is important to keep your NPCs in the best moods possible. Moods are the top level expression of experiences, living conditions, socialization, and all the other factors that make up a human’s life. They can be thought of as the end result of all these things, and they are the end states that can tremendously enhance or degrade the performance of your personnel.

What do moods do to your NPCs? One of their most important effects is their modification of skill related stats. Skill modifiers from tree felling to weapon manufacturing are usually bolstered significantly by positive moods. Happy, confident NPCs work harder and better for nearly all industrial tasks. They’ll mine faster, assemble tools of higher quality, and brew beverages that are more luxurious. Sad, struggling NPCs will generally yield poorer workmanship and will be more inclined to disobey orders as a result of their unpleasant situations.

Like most AI subsystems in OC, though, mood isn’t entirely straightforward. Depression, for example, is almost universally bad, sharpening negative feelings and adversely affecting social networks. Enhanced creativity can result from depression, though, which can help in certain intellectual professions, like engineering. Depression can lower the extent to which a soldier values his own life, which can lead to more fearless, reckless behavior in combat.  That can be good or bad, depending on many other factors and specific combat circumstances.

The important thing to keep in mind is that the effects of moods and special states are far reaching and important. As you play OC, you can gain insight into how this all works, and, to the extent that you can control mood, influencing it in your populous constitutes a large part of OC’s gameplay.

Posted in NPCs