Room Impressiveness Nightmares? Fix 'Em In RimWorld
Quick Navigation
Room Impressiveness Calculator
Room Dimensions
Room Stats
Impressiveness Reference Table
Impressiveness Level | Value Range | Bedroom Mood | Dining/Rec Mood | Notes |
---|---|---|---|---|
Awful | < 20 | -5 | -5 | Ascetic pawns get +5 mood |
Dull | 20 - 34 | -3 | -3 | Typical early game room |
Mediocre | 35 - 49 | 0 | 0 | Neutral mood effect |
Decent | 50 - 59 | +2 | +2 | Base goal for most rooms |
Slightly Impressive | 60 - 69 | +3 | +3 | Knight throne room (60+) |
Somewhat Impressive | 70 - 99 | +4 | +4 | Greedy pawns need 65+ |
Very Impressive | 100 - 119 | +5 | +5 | Praetor throne room (100+) |
Extremely Impressive | 120 - 169 | +6 | +6 | Baron/Baroness (120+) |
Unbelievably Impressive | 170 - 239 | +7 | +7 | Count/Countess (170+) |
Wondrously Impressive | ≥ 240 | +8 | +8 | Stellarch (240+) |
Why Room Impressiveness Matters

🔧 Quick Room Management Actions
Master these essential room management commands: Deconstruct walls to expand space, Uninstall furniture to reorganize, Reinstall items for better placement, Reconnect power systems, and use Designate for automatic cleaning connections. These tools are your keys to rapid room improvements!
An impressive room isn't just for looks – it directly affects your colony's mood and can be required for certain quests and noble titles. Pawns who eat in a nice dining room or sleep in an impressive bedroom get positive mood thoughts (and bad thoughts if the room is ugly). If you're new to RimWorld, start with our beginner's guide to understand the basics before diving into room optimization.
DLC Importance
- Royalty DLC: Nobles demand fancy rooms. A Knight's throne room must be at least "Impressive" (60+ impressiveness), and higher ranks expect even more lavish accommodations. Fail to meet these and your noble gets a −6 "Undignified throne room" debuff and might refuse ceremonies.
- Ideology DLC: Your colony's ideoligion can change expectations. A "Rough Living – welcomed" precept means colonists prefer rough, unimpressive rooms (you'll actually get mood boosts for humble living!).
- Biotech DLC: Adds new room types like Nurseries and Deathrest Chambers, where impressiveness can affect children's development and sanguophage mood.
In short – impressiveness impacts day-to-day mood stability, success of Royalty ceremonies, and even how you design your base under certain Ideology memes.
The 4 Factors of Impressiveness
Room impressiveness is an aggregate score based on four factors: Wealth, Space, Beauty, and Cleanliness. The lowest factor heavily weights the result – meaning if one aspect is abysmal, it drags the whole impressiveness down more than the others can lift it.
Space
Calculated with a weighting: open walkable tiles count more than occupied ones. Bigger is better—a 6x6 room (36 tiles) or larger is automatically on the high end.
- 0–12 tiles: "Cramped" (-5 mood)
- 13–28: "Rather tight"
- 29–54: "Average-sized"
- 55–69: "Somewhat spacious"
- 70–129: "Quite spacious"
- 130–349: "Very spacious"
- 350+: "Extremely spacious"
Beauty
How visually pleasing the room is. Affected by furniture quality, artwork, plants, floor type, and negative beauty like blood or vomit.
- Artwork is king: A single sculpture can transform a room
- Floors matter: Smooth stone/carpet give +2 Beauty per tile
- Quality matters: Higher quality items provide more beauty
- Plants help: Flower pots add +15 beauty when blooming
Wealth
Total market value of all items, structures, and flooring in the room. High-quality or precious material furniture contributes a lot of wealth.
- Strong diminishing returns after $1500
- Material matters: Gold/jade items add substantial wealth
- Warning: Room wealth contributes to raid difficulty
- Quality multiplies value: Masterwork items worth ~170% more
Cleanliness
Measured on a scale where 0 is neutral, positive is clean and negative is dirty. A dirty room can absolutely wreck impressiveness.
- One patch of dirt/blood gives -0.4 cleanliness
- Sterile tiles give +0.6 cleanliness (great for hospitals)
- A single speck of dirt can drop a tier of impressiveness
- Assign dedicated cleaners before important events
Remember:
Impressiveness is heavily weighted by the lowest factor. A clean, mediocre room often beats a filthy, wealthy one in impressiveness. Always address your weakest stat first!
5-Step Quick Fix Guide
Suppose you get a quest that demands an impressiveness of 60 in a throne room, or your new Baroness is whining about her bedroom. You need results now:
-
Deep Clean the Room
Remove all filth. Draft a pawn and right-click > clean on every dirt spot or use the Cleaning tool. Don't forget corners under furniture (use the "Toggle room stats display" to highlight dirt, if needed). This alone might take you from "Slightly Impressive" to "Impressive" if dirt was the only thing holding it back. (+Cleanliness, immediate effect)
-
Remove Ugly Items
Get any trash, corpse, rotten food out of there. Also check if you have ugly furniture (like a tattered armchair at -Beauty). If it's not crucial, uninstall it. Sometimes less is more – an empty room that's clean can be more impressive than one with an ugly lamp and dirty plant pot. (+Beauty, also easier to clean)
-
Increase Space (if possible)
Can you temporarily expand the room? For a throne room, maybe deconstruct a wall to make it bigger. Impressiveness updates live; if you knock out a wall and make that space part of the room, the stats will recalc once it's enclosed again. If expansion isn't an option, consider removing a non-required piece of furniture to free up a tile or two of space. (+Space, sometimes the needed push)
-
Add a Sculpture or Plant
Bring a sculpture from elsewhere (any quality) and install it in the room. Even a "poor" small sculpture adds +20 beauty. No sculpture handy? Place a plant pot and plant daylilies – that's +15 beauty when bloom (though it takes time to grow). In a pinch, even a stack of 1000 silver on the floor adds wealth (and has neutral beauty) to help bump impressiveness a tad. (+Beauty, +Wealth)
-
Upgrade Furniture Quality
If time allows and you have materials, re-build a key item with your best constructor. For example, replace that normal bed with an excellent bed. Higher quality = more beauty and more value. If it comes out Masterwork, you'll see a big impressiveness jump. Alternatively, build an end table or dresser (they're quick to make) and try for a good quality result to add into the room. (+Beauty, +Wealth)
Example:
For an Acolyte ceremony needing a 60 impressiveness throne room, you had 54 ("Decent") initially. You clean up (it jumps to 58). You uninstall a research bench that was in the room (+space, now impressiveness 62). Boom, it's "Slightly Impressive: 62" – requirement met. Then you toss in a sculpture and it goes even higher, giving some buffer. Quest complete, noble happy!
Visual Examples: Before & After

✓ Extremely Impressive Recreation Room
This recreation room showcases perfect balance: spacious layout, high-quality furniture, beautiful decorations, and spotless cleanliness. Notice the strategic placement of sculptures and the fine flooring.

⚠ Decent Bedroom (47 Impressiveness)
Loughran's bedroom shows a "Decent" rating at 47 impressiveness. While functional, it could benefit from better furniture quality, additional decorations, or improved flooring to reach "Impressive" status.

✗ Cleanliness Nightmare
This room demonstrates how dirt and filth can completely destroy impressiveness. Even with good furniture and space, the poor cleanliness drags down the entire rating. Clean this up immediately!

⚠ Kitchen Cleanliness Issues
This kitchen shows how food preparation areas can quickly become messy. While kitchens don't need impressiveness for function, keeping them clean prevents negative mood effects and food poisoning.

✓ Impressive Room Layout Example
This room demonstrates excellent layout principles: adequate space, quality furniture placement, decorative elements, and clean flooring. Use this as inspiration for your own room designs.
Common Problems & Solutions
Royalty DLC: Noble Requirements
Ideology DLC: Precepts & Living Spaces
Biotech DLC: New Room Types
Mods & Tools
Conclusion
Think of crafting an impressive room like cooking a fine meal. You need the right balance of ingredients: enough space (meat of the dish), some beauty (spices and herbs), a base of wealth or quality (the staple carbs), and absolutely no dirt (you wouldn't want a fly in your soup!). Too much of one ingredient can't save a dish if another is missing – just like a gold floor (wealth) can't fix a cramped closet (lack of space). But follow the recipe and you'll serve up a room that makes your colonists say "Wow!" every time they walk in.
Action Steps Recap:
Clean regularly, add beauty smartly, expand when able, and balance all four factors – do this, and even the most demanding noble or picky pawn will be impressed!
Further Resources
- RimWorld Wiki – Rooms & Impressiveness: Technical details on how impressiveness is calculated and tables of impressiveness levels.
- "RimWorld Room Stats and Mood" – Guide by Julian: Explains in simpler terms how room stats affect moods, with examples.
- Royalty and Ideology Official Manual Pages: Details the specific requirements of titles and effects of Ideology precepts on rooms.
- Community Thread: "Barracks vs. Bedrooms": Discussion with many players chiming in on the pros and cons of barracks.
- YouTube – "RimWorld Base Design: Interiors": Shows examples of efficient room setups for different purposes.