Realistically, your body is producing oils all the time, that is why soap is effective. Germs and other particulates anchor themselves in the natural oils produced by the skin, and because of that they become moderately water insoluble. Dust baths work by saturating the oil with particulate to the point where it ‘scrapes’ off. It’s not inherently cleansing; it simply overwhelms the oils that contain the germs and makes it easier to remove.
Anyway, I’ve tried to be very clear that I don’t see hygiene as the sole solution to the morale imbalance. A willingness to introduce small things that when ignored can build up into a problem - that will solve the problem, however. I am not against an accumulative hygiene penalty - my first iteration of the system allowed the player to reach Filthy through the passage of time, and not just from boomers etcetera. I decided to simplify it because the very notion of penalties was already such an embattled position that it didn’t make sense to push the point.
The characterization of it being a ‘chore’ seems ludicrous to me, given a game where any given action takes exactly two key presses and no waiting time. It’s not a ‘chore’ by any definition of the word I go by. In order to stay fed you need to consume certain resources and that need for resources drives the character out into the world to experience threats. It doesn’t matter whether you are hunting for food or soap or medicine - it’s an incentive to leave your home and search out necessities. What I am seeing is an urge to include nearly all things into the same pool.
It doesn’t matter whether you read a book or take a shower. A stop at the library is enough to keep you ‘clean’ for months, in so far as they do the exact same thing. To ignore the differences between hygiene and entertainment completely devalues them.
Hell I’d even like to see a ‘boredom’ mood modifier if you haven’t done anything entertaining in a while, like read a book or played a game. I think there’s more than enough room for things like this so long as they are not so persistent or severe as to get in the way. As I said before, a -5 or -10 to mood isn’t enough to make anyone stop what they are doing. It’s not interruptive. If you are out killing zombies and looting a store you aren’t going to stop and say OH MY GOD and run back to your safehouse to alleviate your mood problem. But it’s also something that you can’t ignore forever. Because it will accumulate with other small problems.
Personally? I like the idea of there being different and specific negative influences on mood that can only be rectified with a certain type of resource. It’s not a ‘chore’ it’s a damn game where time passes instantly. It’d be a chore if you had to play a mini-game every time you wanted to clean up. Otherwise, I just don’t see the problem.
But it sounds like you guys have made up your mind. I’m sure the game will continue to be great either way, so good luck.