Hi.
Not meaning to shoot your idea down, but I would like to say what I don’t like about it.
I am generally not a fan of adding more meters for the player to fiddle with as it just adds another layer of things to micromanage and, in my opinion, actually detracts from immersion rather than enhancing it. I am all for making the effects of mood more substantial but I don’t think dividing it into sub-categories is the way to go on about it. I like complex systems, but complication doesn’t always translate to complexity, often it just translates to tedium.
I also don’t like hidden meters. Since we’re discussing them right now and thinking about them, of course they sound intuitive and easy to grasp. However, with my long experience as a software developer, I know that what might seem very intuitive and straightforward to the designer can often end up being very confusing to the end user. I don’t like it when the game starts punishing me for stuff I am not aware of.
Another problem I see is that this system punishes players who actually try do better for their character. If character A is a flee ridden, diseased, dressed in rags, raw meat devouring beast, the addiction system means that he’ll be doing as well as character B who created a little heaven on earth where gourmet food is in plentiful supply, the bed is warm and fluffy, and his own private strip joint is teaming with scantily clad beauties. Except, character B has to do ten times the amount of work just not to suffer any penalties. In practice, it might end up that people will avoid things that make them happy, just so they can remain happy.
All of this is theoretical of course, as there is no way to really tell how any system will work out until somebody actually tries it. If you ever get around to making this into a mod, I would love to try it. But generally speaking, a lot of ideas that try to simulate real life in games for the sake of reality, drive people to develop playing styles that are more unrealistic than in abstracted systems.
Anyways, that’s how I feel.