Satisfaction ModelEvery factor that moves the needle, with exact values and caps
How It Works
Satisfaction is recalculated every day from the sum of all active factors, added to a base of 50, and clamped to 5-95. The monthly report shows the score; the satisfaction panel itemizes each factor.
score = clamp(50 + sum(all factors), 5, 95)
Positive Factors
| Factor | Max Value | How to Get It |
|---|---|---|
| Plants & greenery | +8 | +1 per plant, capped at 8. |
| Tasteful decor | +10 | Paintings (+2 each, cap 6), posters (+1 each), floor lamps (+1 each, cap 4), aquarium (+4). |
| Mood lighting | +6 | Neon sign (+3), string lights (+1 each, cap 3). |
| Phone booths | +8 | +3 per booth, capped at 8 total. |
| Designer interiors | +5 | +2 per themed room, capped at 5. |
| Natural light | +6 | From windows. +1 per 2 windows, capped at 6. |
| Meeting room available | +5 | Have any meeting room. |
| Lounge to unwind in | +5 | Have any lounge room. |
| Event space | +3 | Have any event space room. |
| Great coffee | +8 | Coffee machine + illy vendor = +8. Local Roaster = +6. |
| Premium perks | +10 | Espresso bar (+5), massage chairs (+2 each, cap 4), arcade (+3). Cap total at 10. |
| Bathroom situation | +4 | Enough toilets (≥1 per 10 members). |
| Room to breathe | +3 | Occupancy ≤55% with 8+ members. |
| Friendly reception | +6 | +3 base + min(3, receptionist skill). |
| Community management | +12 | Coverage ratio × 12. Full coverage with enough community managers = +12. |
| Cleanliness | +5 | Cleaning coverage ≥ floor tiles. |
| Beautiful renovation | +4 | Interior Renovation upgrade. |
| Blissfully quiet | +3 | Soundproofing upgrade. |
| Gym & showers | +5 | Gym & Showers upgrade. |
| Showers available | +3 | Shower stall in bathroom (if no gym upgrade). |
| 24/7 smart access | +6 or +8 | SALTO = +6, Kisi = +8. |
| Blazing internet | +4 | Dedicated 1 Gbps line. |
| Easy bookings & billing | +4 | Any management software. |
| Recent community event | +6 | Event buff active (5 days after an event). |
| Night concierge | +3 | Night-shift staff + access control + nightlife scenario. |
| Thriving events scene | +5 | Events Manager + Event Space in eventHungry scenarios. |
| Well-kept kitchen | +6 | Kitchen items present + cleaner or dishwasher. Without cleaning: −8 “Dirty kitchen”. |
| Filtered water on tap | +2 | Water purifier placed. |
| Price perception | +8 | Good prices relative to market + quality. See Economy. |
Theoretical maximum positive sum: approximately +120 from all factors combined. In practice, scores above 85 are excellent.
Negative Factors
| Factor | Max Penalty | Cause |
|---|---|---|
| Coffee machines with no beans! | -4 | Coffee machine placed but no coffee vendor. |
| Bathroom situation | -20 | Not enough toilets. -(needed - have) × 7, capped at -20. |
| Hard to find a free desk | -10 | Occupancy ≥92%. |
| Getting crowded | -5 | Occupancy 80-91%. |
| Packed and noisy | -8 | High density (members/tiles > 0.3) without soundproofing. |
| Buzzy but managed | -3 | High density WITH soundproofing (softened penalty). |
| Worn-out furniture | -10 | -1.5 per worn item (≥65% wear), capped at -10. |
| No community management | -4 | Zero community managers. |
| Cleanliness | -10 | No cleaner at all. |
| Staff visibly unhappy | varies | -3 per staff member with morale <35 (except Ray of Sunshine). |
| Where are the events?! | -8 | eventHungry scenario without Events Manager + Event Space. |
| Locked out at night | -10 | accessCritical scenario without access control. |
| Manual billing chaos | -3 | No management software. |
| Dirty kitchen | -8 | Kitchen items but no cleaner or dishwasher. |
| Price perception | -12 | Prices too high relative to market + quality. |
| Timed debuffs | varies | From incidents (AC breakdown, pipe burst, etc.). Temporary, decay in days. |
Individual Member Happiness
Each member's happiness drifts toward their "personal satisfaction" at 12% per day. Personal satisfaction = general satisfaction ± trait delta ± friendship bonus.
Member Personality Traits
~55% of members have a personality trait that adjusts their satisfaction:
| Trait | Happy When | Unhappy When |
|---|---|---|
| Coffee Addict | Coffee machine + vendor: +5 | Missing: -5 |
| Quiet Focus | Phone booth: +4 | No booth: -1. Crowded (≥85% occ): -4 |
| Social Butterfly | Event buff: +4, community mgr: +2 | No community mgr: -3 |
| Plant Parent | 5+ plants: +4 | Few plants: -2 |
| Night Owl | Access control: +5 | No access: -3 |
Friends add +2 happiness per friend (max 4 friends = +8), directly reducing churn.
Churn Mechanics
- Monthly members: daily leave probability = clamp(0.30 - happiness × 0.004, 0.01, 0.35) / 30. Friends reduce this by up to 50%.
- Contract members: can't leave mid-term. At renewal: stay probability = clamp(0.25 + happiness/100 + friends×0.03, 0.3, 0.97).
- Below 35% satisfaction: daily leave probability doubles; the floor drops to 0.08 (crisis mode).
- Teams: renew or leave as a unit. Average happiness of the team determines the decision.
Tier Upgrades & Downgrades
- Upgrade: happy members (≥72 happiness) at contract end have 25% chance to upgrade one tier, IF the price is tolerable.
- Downgrade: unhappy members (<55 happiness) at contract end have 35% chance to downgrade one tier.