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stat composition, hunger and happiness","statement":"Citizen hunger and happiness contribute to named modifier fields; the final stat calculation adds multiplier contributions to one before multiplying the combined base and bonuses.","status":"operative-rule","language":"en","fields":{"aggregates":{"A":"sum(Additive)","AM":"1 + sum(AdditiveMultiplier)","BM":"sum(BaseMultiplier)","BonusM":"1 + sum(BonusMultiplier)","M":"1 + sum(Multiplier)"},"applicationOrder":["reset modifiers","building modifiers","refresh town auras when a town resolves","citizen auras","global citizen auras","hunger modifiers","happiness modifiers from the then-calculated happiness"],"happinessMultiplierContribution":{"atLeastOne":"Lerp(0.03f, 3f, h / 100f)","fromZeroBelowOne":0,"negative":"Lerp(-0.02f, -0.99f, -h / 100f)"},"hungerBrackets":[{"condition":"h >= 1","efficiencyMultiplier":-1,"happinessAdditive":-10,"loyaltyGainAdditive":-1},{"condition":"h > 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The loyalty field is an Additive contribution to Citizen_LoyaltyGain, not a subtraction from stored loyalty.","Both happiness branches affect Citizen_Efficiency and Citizen_Expertise. Their Lerp input is not independently clamped by CitizenHelper.","An efficiency Multiplier contribution of -0.5 reduces the aggregate M by 0.5; it does not multiply efficiency by negative one half.","Stat.Recalculate uses native binary32 operation order, then MathF.Max(MathF.Min(MaxValue, y), MinValue). Bounds and the initial base come from native StatDescription.","Adding building stats copies their modifiers, not an arbitrary replacement of the citizen's base value.","StatsBaseMethods.Get creates a missing stat using its native description default. It is not equivalent to an unknown value of zero."],"unknowns":["The citizen's base description, aura rows, building/town/global modifiers and current hunger are required for a numeric result.","Current aura state and effective stat totals are player-state inputs. Unknown values must remain 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It excludes a positive trait when any of its stat keys overlaps the chosen negative trait, and it does not randomly choose from every registered Trait aura.","status":"operative-rule","language":"en","fields":{"buffPool":["citizen_aura:buff:expertise","citizen_aura:buff:efficiency","citizen_aura:buff:experience","citizen_aura:buff:loyalty","citizen_aura:buff:happiness"],"debuffPool":["citizen_aura:debuff:food","citizen_aura:debuff:expertise","citizen_aura:debuff:efficiency","citizen_aura:debuff:experience","citizen_aura:debuff:loyalty","citizen_aura:debuff:happiness"],"earlyDebuffPool":["citizen_aura:debuff:expertise","citizen_aura:debuff:efficiency","citizen_aura:debuff:loyalty","citizen_aura:debuff:happiness"],"goodTierJob":"one of the 11 PartOfCitizenGeneration jobs, native initial level 2 or 3","legendaryJobLevel":4,"registeredTraitsOutsideGeneratorPools":["citizen_aura:debuff:anxiety","citizen_aura:buff:cornucopia"],"tierTraitSelection":{"Bad":"none","Good":"one full-pool debuff, then one eligible buff","LegendaryBlacksmith":"one full-pool debuff, then one eligible buff","LegendaryLeatherworker":"one full-pool debuff, then one eligible buff","LegendaryLumberjack":"one full-pool debuff, then one eligible buff","LegendaryMerchant":"one full-pool debuff, then one eligible buff","Normal":"one early debuff, then one eligible buff"},"traitDuration":-1,"traitKeys":["citizen_aura:buff:cornucopia","citizen_aura:buff:efficiency","citizen_aura:buff:experience","citizen_aura:buff:expertise","citizen_aura:buff:happiness","citizen_aura:buff:loyalty","citizen_aura:debuff:anxiety","citizen_aura:debuff:efficiency","citizen_aura:debuff:experience","citizen_aura:debuff:expertise","citizen_aura:debuff:food","citizen_aura:debuff:happiness","citizen_aura:debuff:loyalty"]},"conditions":["Bad tier disables both trait selections despite the tier's name. Normal uses the four-entry early debuff pool; Good and the four legendary tiers use the six-entry pool.","When a debuff definition resolves, every candidate buff is checked against all keys in that debuff's StatsToAdd dictionary. Any overlap excludes the candidate before the random choice.","All 13 registered Trait definitions and their complete additive/multiplier fields remain in the source table. Anxiety and Cornucopia are not silently inserted into the ordinary generation pools.","Normal and Bad tiers do not receive an initial job entry here. Good chooses one generation-enabled profession; each legendary tier receives its named profession at level four.","The source's five ordinary backgrounds and the legendary Artisan background are retained as birth data. Assigning a workplace/job remains a separate operation.","Current recruitment or load behavior can preserve or remove an existing trait according to the separately bound lifecycle rules; current visible traits are not reconstructed from tier alone."],"unknowns":["Actual generated random choices, later recruitment/load history, quest effects and current aura instances remain live inputs.","Pool membership does not establish the probability of encountering a citizen tier or a particular live 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