Okay - now for a bit of an in-depth exposé of what makes a Peep tick: the character stats. Some of you will almost certainly find this next tedious and anal (and probably unnecessary, given Startopia's freewheeling approach) and want to jump on to the next page. Much of the following has been gleaned from the text data files found in the Mission subfolder inside your Startopia install on your hard disk.
Peeps have nine character ratings much like an role played character, but they live in a live, simulated environment and not a dice rolled sheet of statistics made for turn based play. The game engine uses these stats to simulate a crude little personality, like nine different fuel gauges inside their heads, instead of static ratings to show how well they can smack goblins. Stats don't differentiate between characters or to show if one is superior or inferior to another: Startopian Peeps are all fundamentally identical on the "inside". All Peeps are born equals. These character stats are simply tracking how everything on the Station affects them. The nine "health" bars record everything from actual health through to how drunk they get down at the local. If a certain stat gets too low then it triggers a response in the Peep to try an restore those lost points. The only clues to a Peep's current state of well being come from the cute little animations they do, the floating "emoticons" that come and go above their heads, or... or you find a corpse.
Each Peep's character stat has a maximum capacity of 10,000 points. The actual behaviour of a Peep depends on how "full" a particular stat is. Any stat sitting between 6000 and 10,000 points is considered optimal, and the Peep is perfectly satisfied in this area. That is, it might be happily well fed, feeling loved, fit as a fiddle, enjoying the perks of a perfectly relaxed bladder, and so on.
At less than 6000 points, the Peep's mood changes; they start to feel the first pangs of hunger, feel a bit off colour, experience tiredness, etc. and the need to replenish those missing points starts to concern them. Whether or not they immediately act on these needs tends to be influenced by their employment ratings. They will head off to seek the nearest Station facility that can address this need, and you'll be informed by a small greeny white "emoticon" materialising above their heads to let you know what's on their minds.
Below 3000 points, the attribute is considered minimal and the Peep's need becomes really pressing. Emoticons turn an urgent shade of red. The Peep will drop everything and try to get those points fulfilled as soon as it can. At this point in time, the depleted stat will start affecting other characters stats - invariably for the worse - so trying to keep Peeps out of the red, so to speak, is a smart move. At under 10 points, the attribute has effectively zeroed. This is usually when you see a Peep experience death, deep depression, psychosis or they decide there and then to resign and leave the Station.
A lot of things influence a Peep. Just by standing around doing nothing, a Peep slowly loses all their points; they get progressively bored, hungry, tired, and eventually need to got to the toilet. On top of that, if they've caught a disease, or they feel under-promoted, or the Station has too much litter, or they're standing in a patch of Bio-Deck they really like, or there's a queue at the Lavatron, or whatever - then all these effects will stack up on their little psyches too. Some species will lose more of one stat than another, e.g. Gem Slugs are "fussy" because they bore quicker than everyone else; Karmaramans are "lazier" because they lose Sleep points faster, Kasvagorians get hungrier faster, and so on. (Grekka Targ by comparison, don't have any specific racial bonuses - apart from being rather boring to the other species - they're sort of Startopia's Platonic ideal of a Peep).
If a Peep eats a Dine-O-Mat meal, receives a Sick Bay cure, gets smacked around the ears by an rampaging Skrasher or struck by a laser beam then their various stats change in a big lump sum. Again, racial types, the Peep's current situation or the state of the facility they are in will affect how these events change the final outcome. So, what are all these influences? And how does a good Station Administrator minimise the yucky ones and encourage good ones? As mentioned before, Startopia is fairly easy going. Its a sim management game, not StarCraft; its not a sudden death contest where split second decisions make or break you. Things are indirect and take a little time to show. Kick back and take it easy. Enjoy the view. Get yourself a nice big hot chocolate or something. Works wonders for me!