Personality & Traits

No two Hearthfolk are quite the same. Traits, passions, and values shape who each villager truly is.

Traits

Each villager is born with two traits drawn from the trait pool. Traits are permanent and create real mechanical differences — a Diligent worker produces measurably more than a Lazy one.

Children born in the settlement get an additional trait when they reach adulthood, shaped by how happy their childhood was. A child raised in comfort tends to develop a positive trait; one raised in hardship may develop something harder-edged. Newborns can also inherit traits from their parents (40% chance per parent trait).

TraitEffect
Diligent+15% work output
Lazy−15% work output
Sociable+25% social need regain from proximity and visits
SolitarySocial need decays 25% slower, but also regains 25% slower — they need less people, but get less from them
Cheerful+5 happiness each day, passively
Melancholy−5 happiness each day, passively
HardyWarmth need decays 25% slower
FrailWarmth and Sleep needs decay 20% faster
Big Appetite+10% work output; hunger decays 30% faster — eats heartily and works hard for it
Pious+50% faith gained per chapel candle visit

Some traits conflict — a villager can't be both Diligent and Lazy, or both Cheerful and Melancholy. Conflicting traits are filtered out during the roll.

Childhood Traits

Children who grow up in the settlement gain one extra trait when they come of age, drawn from the childhood pool. Which end of the pool they land on depends on how happy their childhood was — the game tracks average happiness across the whole childhood and uses it to weight the roll. A child whose average stays above 65 has a 70% chance of a positive trait; below 40 and that flips to 70% negative. Somewhere in the middle produces a roughly even spread across all three tones.

Childhood traits can be inherited by their own children later, the same as any other trait.

TraitEffectTone
TrustingSocial need decays 20% slower — grew up expecting kindness from the worldPositive
Curious+10% work output — always asking questions, always learningPositive
Bookish+2 baseline happiness when educatedPositive
ResilientHealth decays 20% slower — hardened by early difficultyMixed
Restless+10% work output; hunger decays 15% fasterMixed
Withdrawn−25% social gain from gatherings — learned early to expect littleNegative
AnxiousSleep decays 25% faster — restless even when calmNegative
Bitter−3 baseline happiness — carries old hurts that never quite healedNegative

Personality Traits

A second pool of personality traits captures the quieter, more distinctive sides of character — the kind of person someone simply is, in ways that don't map neatly onto a single virtue or flaw. These enter the roll alongside the standard trait pool.

TraitEffect
Steady-HeartedDeeply content in the daily round. +3 happiness passively; social need decays 15% slower
Quiet-HeartedLoves small company, not crowds. Social need decays and regains 40% slower — they need less stimulation, but large gatherings give them little. Conflicts with Sociable.
EarnestSays what they mean, hears what's said. +1 happiness; gains slightly less from social gatherings (sometimes misses the joke)
FocusedOnce they take to a craft, the world quiets around them. +15% work output; social need decays 15% slower. Conflicts with Restless.
ObservantSpots small things others miss. +1 happiness; +10% work output
Gentle-SouledFeels the village's joys and sorrows deeply. +20% social gain; sleep decays 10% faster — the first to lie awake worrying
MethodicalNever hurries, never wastes a motion. +10% work output; sleep decays 10% slower

Personality Values

In addition to traits, each villager holds two values — core beliefs about what makes life meaningful. Values provide a small daily happiness bonus when their condition is met. Like traits, values are partially inheritable.

ValueGives +1 happiness/day when…
FamilyTheir spouse, father, or mother is still alive
CraftThey have a workplace assigned
KnowledgeThey received an education as a child
TraditionThe settlement has passed at least 3 edicts
CommunityThe settlement has at least 6 adult citizens
NatureThey're standing near at least 4 trees
LeisureThey visit the tavern and drink (+2 per drink, not per day)
PietyThey attend chapel (+2 per candle visit, not per day)

Favorites

Every villager has a favorite food and a favorite drink. When they eat or drink their favorite, they get a small bonus happiness boost on top of the normal meal moodlet. Favorites can be any resource in the game — including rare or exotic ones the villager may never actually encounter.

You can see a villager's favorites in their citizen panel under Skills. If you can provide their favorite, it's worth doing — the bonus is modest but accumulates over time.

Relationships

Every pair of citizens has a relationship score ranging from −100 to +100. This score is asymmetric — how Tilda feels about Tolman is tracked separately from how Tolman feels about Tilda.

BandScore rangeEffect on social interactions
HostileBelow −25Proximity to this person gives reduced social gain
Neutral−25 to +25Normal social interactions
Friendly+25 to +75Slightly more social gain from proximity
CloseAbove +75Meaningful additional social gain; preferred marriage candidates

How relationships develop

Relationship scores are visible in the citizen panel. When matchmaking for marriage, villagers favour whichever eligible partner they have the highest score with.