Food, Satiety & Rations

Hunger and thirst are one number: satiety, from $0$ to $100$. Food fills it, drink fills it, time drains it. Two things you actually need to remember:

  • Don't hit zero. Empty means food sickness — health bleeding away until you eat.
  • Staying full pays off. The higher your satiety, the faster you heal. Coasting in the midrange is fine; staying near the top is better.

The rest of this page is the detail behind those two rules. (Synthetic characters don't eat — ignore the whole thing.)

Where you sit on the scale

Your satiety band sets a healing multiplier. Neutral in the middle, penalties at the bottom, real bonuses up top:

Satiety State Healing
0–5 starving 0.50×
6–15 famished 0.75×
16–30 hungry 0.90×
31–60 peckish / satisfied 1.00×
61–75 content 1.10×
76–88 pleased 1.25×
89–96 happy 1.40×
97–100 blissful 1.50×

The payoff curve is steep at both ends — starving nearly halves your recovery, blissful gives you half again on top:

%%{init: {"themeVariables": {"xyChart": {"plotColorPalette": "#f08c00"}}}}%% xychart-beta title "Healing rate multiplier vs. satiety" x-axis "Satiety" [5, 15, 30, 50, 75, 88, 96, 100] y-axis "Healing multiplier (x100)" 0 --> 160 line [50, 75, 90, 100, 110, 125, 140, 150]

Takeaway: keep yourself stuffed when you expect to take damage. That last stretch from content to blissful is worth chasing before a fight.

The slow drain

Satiety leaks away at roughly 0.07 per tick — a full meter lasts about a day of activity. Travel can cost extra: some routes are tiring and charge satiety as a toll on top of the passive drain.

You'll feel the slide before it's dangerous — rumbles around hungry, light-headedness around famished, sharp pangs when starving. Ride it to zero and you contract food sickness: a worsening affliction that chews through your health until you eat something.

flowchart TD A["Each tick:<br/>satiety &minus;0.07"] --> B{"Below 50<br/>and rations on hand?"} B -->|yes| C["Auto-eat rations<br/>back up to 'satisfied' (50)"] B -->|no| D{"At zero?"} D -->|yes| E["Food sickness sets in<br/>(ongoing health damage)"] D -->|no| F["Hunger pangs<br/>(warnings as you drop)"]

Eating & drinking

Eat or drink and satiety goes up — by how much depends on the item's nourishment scaled by its quality:

$$ \text{satiety gained} = \text{base value} \times \frac{\text{quality}}{50} $$

Quality $50$ is the break-even point: better fare beats its base value, worse fare falls short. A few things worth knowing:

  • Cap is $100$. Overeating past full is wasted.
  • Only real food and drink push you above $50$ (the satisfied line). Everything below covers that.
  • Drink feeds the same meter. Water and most drinks count — but some, alcohol especially, please you without actually hydrating.

Rations: your autopilot

Rations work as an abstract supply level rather than individual items in your pack: packed provisions you draw on without thinking. The supply does one job, which is keeping you from starving.

How rations work: when your satiety drops below 50 and you've got supply on hand, you auto-eat, topping back up to the satisfied line at a cost of 0.2 ration points per point of satiety restored. It runs on its own, but caps at satisfied. The content-and-above healing bonuses only come from eating actual food.

You build the supply by packing food into ration points. Spoiled or low-grade food converts badly, and anything under 25% fresh can't be packed at all:

$$ \text{ration points} = \text{base ration value} \times \text{servings} \times \frac{\text{freshness}}{100} \times \frac{\text{quality}}{50} $$

flowchart LR A["Fresh-enough food"] -->|pack| B["Ration supply"] B -->|auto-eat below 50| C["Satiety restored to 50"] D["Eat food directly"] -->|can exceed 50| E["Satiety up to 100<br/>(healing bonuses)"]

This turns foraging into logistics: stock up when you can, and a prepared traveller stays fed automatically instead of babysitting a hunger bar.

Spoilage & the fridge

Perishable food has a shelf life, decaying fresh → putrid over time. Freshness matters twice: it lowers both the nourishment you get and how well the food packs into rations.

  • Below ~15% fresh = rotten. Eating it risks food sickness, worse the more spoiled it is.
  • At $0\%$ it's just waste.

Refrigeration pauses the clock entirely. Food in a working fridge stops decaying; pull it out (or let the fridge break) and the timer resumes exactly where it stopped. So stockpile in the cold and pack rations from the fresh.

flowchart LR F["Fresh"] --> A["Aging"] --> S["Stale"] --> R["Rotten<br/>(sickness risk)"] --> P["Putrid<br/>(waste)"] C["Refrigerated"] -.->|pauses decay| F

See also

  • Skill Checks — survival and scavenging skills help you find and judge food.
  • Sex — driven by the same ticking, over-time effects as hunger and food sickness.

This page was last edited on 2026-06-19 02:22

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This page was last edited on 2026-06-19 02:22

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