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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.

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.

balanced island
Vector
(SX, SY) = (0, 0)
Residents
0
Strength
max(|SX|, |SY|) = 0 ≤ ⅔·0 = 0.0 → balanced
ambitious islandpushy islandenthusiastic islandreckless islandlively islandemotional islandgentle islandeccentric islandreserved islandconsiderate islandchill islandthoughtful islandcautious islandfocused islandartistic islandsurvivalist islandpushy islandrecklessislandOutgoingemotionalislandeccentricislandConsiderateconsiderateislandthoughtfulislandReservedfocusedislandsurvivalistislandAmbitiousbalanced islandbalanced island
Your residents 0 residents

Click a personality to add a resident there. Right-click to remove one.

← Reserved / Considerate  ·  Ambitious / Outgoing →

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.

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 fieldIn-game sliderAxis it feeds
GaietyMovementX
ActivenessSpeechX
AudaciousnessEnergyY
SociabilityThinkingY

The internal English names don’t line up with the UI labels (the “Movement” slider is stored as Gaiety).

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.

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:

DirectionStrong vibeWeak vibe
pushy islandambitious island
reckless islandenthusiastic island
emotional islandlively island
eccentric islandgentle island
considerate islandreserved island
thoughtful islandchill island
focused islandcautious island
survivalist islandartistic 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.