How the island vibe is determined
The island vibe shown on the Resident personalities screen and on the island info panel is not stored in the save. The game recomputes it on the fly from the personality sliders of every current resident.
Each resident is reduced to a single point on the 2-axis personality chart, every point nudges an island-wide arrow one way or another, and the direction and length of the resulting arrow pick one of 17 labels: one balanced island, eight “strong” vibes, and eight “weak” vibes.
Try it
Section titled “Try it”Build an island below and watch the vibe update live. Each click drops a resident onto the personality chart, the arrow is the island’s overall lean.
- Vector
- (SX, SY) = (0, 0)
- Residents
- 0
- Strength
- max(|SX|, |SY|) = 0 ≤ ⅔·0 = 0.0 → balanced
Click a personality to add a resident there. Right-click to remove one.
The short version
Section titled “The short version”If you don’t care about the numbers:
- Every resident sits in one of 16 personality types (the 4x4 chart). Where they sit depends only on four of their personality sliders.
- Each resident leans the island a little in their direction. The more residents pulling the same way, the longer the island’s arrow gets.
- The direction of that arrow picks the flavour of the vibe (pushy, lively, chill, artistic…). Its length relative to your population decides whether it shows as a strong version or a softer weak one.
- If everyone cancels out perfectly, you get the neutral
balanced island.
The four sliders that matter
Section titled “The four sliders that matter”Every Mii carries five hidden personality sliders in Mii.CharacterParam. Only four of them feed the vibe, the fifth (Commonsense, the “Overall” slider) is ignored.
| Save field | In-game slider | Axis it feeds |
|---|---|---|
Gaiety | Movement | X |
Activeness | Speech | X |
Audaciousness | Energy | Y |
Sociability | Thinking | Y |
The internal English names don’t line up with the UI labels (the “Movement” slider is stored as Gaiety).
From sliders to a point on the chart
Section titled “From sliders to a point on the chart”Each slider value (1-8 in game, 0 = unset) is looked up in one of two score tables, and the two sliders on an axis are added together:
X = T1[Gaiety] + T2[Activeness]Y = T1[Audaciousness] + T2[Sociability]
T1 = [50, 10, 20, 30, 40, 60, 70, 80, 90] (index 0 = unset → 50)T2 = [50, 5, 15, 25, 35, 65, 75, 85, 95]Each axis value is then bucketed into a small push of -2, -1, +1 or +2, lower values lean negative, higher ones positive. That gives each resident a tiny 2D vector (X push, Y push): their pull on the island.
Summing the island
Section titled “Summing the island”The game adds up all those vectors, X pushes into a single SX and Y pushes into SY. That (SX, SY) pair is the island’s arrow shown in the visualisation. The label comes from two questions about it:
Which direction? The angle of the arrow is split into eight 45° sectors (octants), centred on the eight compass directions. Each octant has a name:
| Direction | Strong vibe | Weak vibe |
|---|---|---|
| → | pushy island | ambitious island |
| ↗ | reckless island | enthusiastic island |
| ↑ | emotional island | lively island |
| ↖ | eccentric island | gentle island |
| ← | considerate island | reserved island |
| ↙ | thoughtful island | chill island |
| ↓ | focused island | cautious island |
| ↘ | survivalist island | artistic island |
Strong or weak? This compares the arrow’s length to your population. The island is strong when max(|SX|, |SY|) is more than two-thirds of your resident count, and weak otherwise.
So a handful of residents with the same personality produce a strong vibe easily, but on a crowded island it takes a real consensus to tip past weak. And if SX and SY both come out exactly zero, direction and strength don’t apply at all: the island is simply balanced.