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Dwellers

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Basic concept

In Beyond, all humans are called Dwellers . They have standard attributes like name, date of birth, gender, etc.

This page is meant to be used as a repository of all attributes needed to describe dwellers and make them interact with the game.

Attributes

Date of Birth - The year will be shown as "BB", meaning "Before Beyond", since the game starts at year 0.

Age - Directly calculated from current date minus date of birth

Efficiency - A core attribute that acts as a multiplier on how much of a task can be done in a unit of time. Under normal conditions, with no modifier, a dweller will have 100% efficiency and finish tasks in the base time they take. Efficiency is used:

  • As a modifier to the time it takes to complete a task. Actual time = base time / efficiency


Metabolism - A representation of the dweller's body & muscle mass, giving her the ability to move, lift, push, drag heavy stuff. A "standard" male has a metabolism of 1, and a female 0.75. Age acts as a modifier from 50% for a child to 100% to an adult with a decrease from 45+ years old down to 80% at 50+ years old.
Values are distributed on a bell curve.

Metabolism is used:

  • to determine the base daily intake of water needed.
  • to determine the base daily intake of food needed.

Variables

Those are not fixed attributes, but rather represent values that must be tracked for each dweller and change with circumstances.

Activity - At any given time, what the dweller is currently doing determines her activity from 0 (sedentary), 1 (moderate activity) , 2(normal activity), 3(intense activity) , 4 (extreme activity). This impacts the dweller's need in water, food, etc

Motivation-The number of hours a dweller would normally work on tasks every day. The base is 8 hours. It's calculated upon waking up for the first time during a day
Here are some possible motivation flags:

  • Just joined: a dweller who just joined the colony has a +20% motivation modifier (with decay down to 0 over time)
  • "Procrastinator": -10% motivation
  • "Forced celibacy": -15% motivation
  • "Rivalry with X": -25% motivation if dweller X is in the same colony
  • "Casual drinker": Spending 30 minutes with an alcoholic beverage during a day, provides +5% motivation the following day


Engagement-The number of hours left to work on task today
It's reset to be equal to motivation when the dweller wakes up, and decreases as the dweller spends time on tasks.
There are also flags that give a daily boost to engagement:

  • "Sportsman": Every hour spent practicing sport adds 30 minutes to engagement
  • "Yoga practitioner": Every 30 minutes spent practicing yoga adds 15 minutes to engagement

Flags

At any given time, a dweller can have a number of flags that have the following structure:

  • Name
  • Start date
  • End date or Ending condition