Ohh okay. No, that was not what I was thinking of doing. What I was proposing was that morale modifiers be categorized. You know how if you eat a sausage and then some pizza, it says both “enjoyed sausage” and “enjoyed pizza”? Under the current system, you have a pizza cap and a sausage cap, and a cap for every food item in the game. This lets you get a huge morale boost from binge-eating on many different kinds of food. This same goes for morale penalties – every possible source of morale loss in the game has its own cap, and if everything goes wrong at once, you end up in the negative hundreds D8 zone.
A related but distinct problem is the fact that all those morale modifiers wear off at different rates, leading to bizzare fluctuations in morale as your pleasure from reading a book wears off, letting your displeasure from having eating something nasty (which lasts way too long) dominate your psyche again and submerge you in crippling depression.
My proposal was to collapse similar morale modifiers into one – not just on the ‘v’ screen, but under the hood as well. You would have a single “enjoyed food”, a single “enjoyed reading” modifier, a single “enjoyed drugs” modifier, and so on.