Citizens: Difference between revisions

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{{imagefix|[[File:citizen_face.png|50px|left]]}}[[File:citizen_gui.png|thumb|200px|The Citizen GUI.]]'''Citizens''' are the very lifeblood and backbone of a [[settlement]]. For the majority of players, citizens are the largest class of [[subjects]]. Citizens can be of all eight [[species]]: the [[Amevias]], [[Argonosh]], [[Cantors]], [[Cretonians]], [[Dondorians]], [[Garthimis]], [[Humans]], and [[Tilapis]]. With the guide of the player, they are responsible for performing tasks and jobs to keep the settlement running and growing stronger, including the making of [[resources]]. All citizens have pre-generated names, personalities, faces, traits, wants, needs and preferred [[climate]]. These wants and needs must be met and managed by the player, to keep everyone [[Happiness|happy]] and working at maximum efficiency. Unhappy citizens may leave the settlement.  Individual citizens can be marked as a favorite, making them easier to track for the player. [[File:PopulationGUI.png|thumb|256x256px|List of citizens in a settlement.]]
{{tododiv|{{bubblesmall|Add icons '''''and''''' descriptions for the properties}} {{bubblesmall|More in-depth details on traits.}}|442px}}
Citizens are a type of subject and so they also have [[fulfillment]] and [[Subjects#Properties|properties]].  Additionally, the citizen population, as a group, has Loyalty and Happiness stats, which are unique to citizens.
{{imagefix|[[File:citizen_face.png|50px|left]]}}[[File:citizen_gui.png|thumb|200px|right|GUI showing information of the population.]][[File:population_list.png|thumb|200px|right|List of citizens in a settlement.]]'''Citizens''' are the very lifeblood and backbone of a [[settlement]]. They come in six unique races: the [[Cretonians]], [[Dondorians]], [[Cantors]], [[Garthimis]], [[Humans]] and [[Tilapis]]. With the guide of the player, they are responsible for performing all kinds of tasks and jobs to keep the settlement running and growing stronger. All citizens have pre-generated names, personalities, faces, traits, wants, needs and preferred [[climate]]. These wants and needs must be met and managed by the player, to keep everyone [[Happiness|happy]] and working at maximum efficiency. Unhappy citizens may leave your settlement.


Each race is unique in what they excel at, and what they like and dislike. When looking at each citizen individually, the details greatly increase. Each citizen has a pre-generated name, traits and personality. At any time, the player can click on a citizen to see their status. At any time, the player can check the amount of fulfillment and expectations of an individual, collectively as a race or all of the citizens in a settlement combined. Choosing a certain climate for your settlement will bring more [[Immigration|immigrants]] of a race that matches a climate they prefer.
Each species is unique in what they excel at, and what they like and dislike. The player can click on a citizen to see their status and greater details about that individual. The player can check the amount of fulfillment and expectations of an individual, collectively as a species or all of the citizens in a settlement combined. Choosing a certain climate for the settlement will bring more [[Immigration|immigrants]] of a species that matches a climate they prefer.  Certain species may also like or dislike other species, adding difficulty to a settlement made up of many species; most notably, all of them.


A settlement's population comes in five separate type of citizens: subjects, retirees, recruits, students, [[nobles]], [[slaves]] and children. As the player's settlement expands and increases in quality, it will begin to see a rise in population through immigration. Note that population must be managed carefully, as if it's too low, there won't be enough people available to perform enough tasks and/or take employment, and if it's too high, the amount of [[food]] may not be enough to sustain everyone. Rising population will also increase standards and expectations of everyone.
There are four classes of citizen: normal citizens, retirees, recruits, students. Only normal citizens are part of the settlement's [[workforce]]. As the player's settlement expands and increases in quality, it will begin to see a rise in population through immigration. Note that population must be managed carefully, as if it's too low, there won't be enough people available to perform enough tasks and/or take employment, and if it's too high, the amount of [[food]] may not be enough to sustain everyone. Rising population will also increase standards and expectations of everyone.


Enemy citizens can attack the player's settlement at certain times. Citizens can be marked as a favorite, making them easier to track for the player. Certain races may also like or dislike other races, adding difficulty to a settlement made up of many races; most notably, all of them.
Enemy citizens can attack the player's settlement at certain times.  


== Mechanics ==
==Loyalty & Happiness==
===Working===
The Loyalty stat is the overall measure of citizen loyalty to the settlement.  If this stat is less than 100%, there is a chance there could be riots. The stat is impacted heavily by Happiness, but also influenced by [[School|Indoctrination]], education, soldiers present in the settlement, armies stationed elsewhere on the world map, and whether or not a species is the species the player began the game with.
By default, all citizens will wander around and do [[odd jobber|odd jobs]], unless they are given [[Workforce|employment]] in a [[building]]. There must almost always be unemployed citizens to be free to do tasks such as build buildings, [[Fell Tree|cut down trees]] or [[Clear Rock|collect stone]] from rocks in the ground. If they are employed, they will always be working the job the player assigned them.


Regardless of what a person's job is, they will always take time off to fulfill their needs, such as sleeping, eating, maintaining their hygiene, drinking, using the bathroom, relaxing (if they can) and being near [[hearth]]s. As mentioned before, the wants and needs differ between races, and each individual person.
Happiness is [[fulfillment]] in proportion to expectations.  Fulfillment is gained by providing services and ''fulfilling'' citizens' desires, such as access to lavatories, food, housing, various forms of entertainment, and more.  Expectation increases with the population in your settlement.  Happiness is also impacted by bonuses that may be gained via technology, serial killers on the loose, if a species is being prosecuted, and if free drink rations are being handed out.


Odd jobbers will aimlessly wander around, waiting for player-made [[command]]s and will fulfill them as soon as possible. Employed individuals will constantly maintain their job, always collecting and using resources, and/or making them if the job entails this. If there are no resources for someone to properly do their job, they will just stand around with nothing to do.
==Working==


===Battle===
===Odd Jobbers===
At some point, when your settlement is developed enough, you will begin to face [[raid]]s. To prepare for this, a [[training ground]] must be built, and the magnitude of training for the citizens should also be properly managed. If citizens are tough enough, they should be able to fight off raids, or at least weaken them. When training, citizens will begin as recruits, then upgrade to capable soldiers. Equipping these soldiers with [[battlegear]] will greatly increase their combat performance.
{{imagefix|[[File:employment_counter.png|left]]}}'''Odd jobbers''' are a default, pseudo-employment option for citizens and [[slaves]]. Any citizen or slave without an occupation will be an odd jobber by default. They will wander around the [[settlement]] and be available for doing certain tasks given by the player, such as [[Fell Tree|cutting trees]], [[Clear Rock|collecting stone]] or [[Dig Into Mountain|cutting into mountains]]. If too many [[Workforce|employees]] are chosen for jobs, the counter can actually go into the negatives.


==[[File:cretonians_small_icon.png]] Cretonians==
It is advisable that players always have a decent amount of odd jobbers around the settlement, so they're always available to do much-needed tasks. If the amount of odd jobbers becomes too low, players can decrease the amount of employees working for certain [[building]]s, and/or simply allow more [[Immigration|immigrants]] to move in.
{{main|Cretonians}}
Cretonians are the most peaceful of the three races, and excel at farming rather than more grueling work such as mining. They prefer warmer climates and areas with bodies of water. They are [[vegetables|vegetarians]] and prefer wooden structures.


==[[File:dondorians_small_icon.png]] Dondorians==
If there's not enough employees or odd jobbers to do something, a building or task will warn the player of this in red text.
{{main|Dondorians}}
Dondorians are fundamentally the opposite of Cretonians, as they are adept at fighting and excel at [[Work|refinery]] work and mining. They prefer colder climates and in terms of food, prefer [[meat]] and [[fish]].


==[[File:cantors_small_icon.png]] Cantors==
===Occupations===
{{main|Cantors}}
All citizens and slaves will wander around and do [[odd jobber|odd jobs]], unless they are given employment in a [[building]]. By default, employees will be automatically assigned to any open occupations.
Cantors are the rarest and unique of the three races. Cantors are giants that are hard to recruit to your settlement and are hard to please. Cantors excel at almost all things in the game.


==[[File:garthimis_small_icon.png]] Garthimis==
Regardless of what a person's job is, they will always take time off to fulfill their needs, such as sleeping, eating, maintaining their hygiene, drinking, using the bathroom, relaxing (if they can) and being near [[hearth]]s.
{{main|Garthimis}}
Garthimis are humanoid-insect hybrids, and can produce offspring the fastest of all the races. They do not care for the finer things in life, and do not take life nor death very seriously, making them excellent cannon fodder. Similar to Dondorians, they prefer meat and fish.


==[[File:Humans_small_icon.png]] Humans==
Employed individuals will constantly maintain their job, always collecting and using resources, and/or making them if the job entails this. If there are no resources for someone to properly do their job, they will just stand around with nothing to do.
{{main|Humans}}
Humans are the most mentally flexible and free-willed of all the races. They also have the ability to withstand any type of climate. The foods they prefer are bread, fish, mushrooms and eggs.


==[[File:tilapis_small_icon.png]] Tilapis==
==Immigration==
{{main|Tilapis}}
{{imagefix|[[File:immigration_anim.gif|left]]}}'''Immigration''' is the process of citizens moving into the [[settlement]]. When overall population happiness is above 80%, immigrants will begin taking interest in moving into the settlement. The [[climate]] the settlement is in will dictate the amount of immigrants from a certain [[species]] to show up more frequently that favor said climate. For example, starting the settlement in a colder climate will have more [[Dondorians]] immigrating than if the climate was warmer, simply because that's the climate that Dondorians prefer.
Tilapis play the role of "dark elves" in the game. They are deeply passionate about the plant life and wildlife in the world, as well as passing judgement on others in a crime and justice sense, making them excellent at jobs related to those things. They are the second-rarest race in the game, right after the Cantors.


==Religion==
Immigration can be controlled to the point where only a certain amount of people of a certain species can show up at once. Immigration should be managed carefully, because even though having the population grow leads to more things being done for the settlement, a population that's too high can empty [[food]] storage faster than it can be replenished, leading to a hungry population. Immigrants have lower expectations than non-immigrants.
{{stub}}
Religion is yet another factor that contributes to the mental makeup and happiness of citizens. Each citizen will be inclined to believe in a certain god from the start, but this can be converted at any time. [[Temples]] can be built to appease citizens, giving them the opportunity to worship their favored gods.


==Happiness traits==
[[Cretonians]], [[Dondorians]], [[Humans]], [[Garthimis]], [[Amevias]] and [[Tilapis]] immigrate normally, but [[Argonosh]] and [[Cantors]] are not available for immigration.
* '''Loyalty''' - The overall loyalty of your citizens. The goal of any despot is to keep this high. Lower loyalty than 100% could lead to bloody riots. Happiness is a big factor, but other means exist...
* '''Happiness''' - Happiness is fulfillment is gained by providing services and a just rule. Expectation is the amount of citizens in your city. Happiness boosts submission and promotes immigration. This category has mini-categories included in how happiness is calculated.
** '''Fulfillment''' - A fulfillment modifier can be access to a tavern, or a road, or increased food rations. Each race has different weights tied to each modifier. Focus should be on the biggest modifiers first. Total fulfillment is an exponential function of the sum of all your fulfillment modifiers divided by the sum of all max fulfillments.
** '''Expectations''' - As your population grows, so will your subjects' expectations. Expectation is tied to a species occurrence in the climate you've chosen to settle and grows linearly.
** '''Prosecuted''' - Prosecution is the number of citizens that have been wrongfully arrested without committed a crime.
** ''Bonus''' - Bonuses boosts certain areas of the game.
* '''Population''' - Statistics regarding population.
* '''Food''' - Stats related to food and hunger.
* '''Services''' - Services are provided by building service rooms and allow access to your subjects.
* '''Equipment''' - Having your subjects equip certain items can boost them in different ways. It can also improve happiness amongst them.
* '''Environment''' - External factors.
* '''Religion''' - Stats related to religion and afterlife.
* '''Work''' - Work related stats.
* '''Education''' - Stats regarded your education levels, and boosts surrounding it.
* '''Battle''' - Battle related stats.


==Properties==
===How it works...===
===Physics===
{{imagefix|[[File:immigration_counter_anim.gif|left]]}}When a species's happiness is above 80%, the chance to gain immigrants occurs. This is seen at the right of the screen, where the small icons of the three species are. An example image of the Cretonians is shown above. The first number shows how many people of a species are in the settlement, while the second number below the first shows the number of potential immigrants. To let the immigrants in, simply double-click on the species icon. Once this is done, the immigrants will arrive from the side of the world and move to the settlement. By going through the Population GUI, the maximum number of potential immigrants that can come in at once can be set, or it can be set to "auto", which automatically lets them in whenever available.  
<!-- some properties use the same icon -->
* [[File:weight_icon_smallest.png]] '''Weight'''
* [[File:stamina_icon_smallest.png]] '''Stamina'''
* [[File:speed_icon_smallest.png]] '''Speed'''
* [[File:acceleration_icon_smallest.png]] '''Acceleration'''
* [[File:healing_icon_smallest.png]] '''Healing'''
* [[File:lifespan_icon_smallest.png]] '''Lifespan'''
* [[File:heatres_icon_smallest.png]] '''Heat Resistance'''
* [[File:coldres_icon_smallest.png]] '''Cold Resistance'''


===Behavior===
==Battle==
* [[File:weight_icon_smallest.png]] '''Lawfulness'''
When the settlement is developed enough, it will begin to face [[raid]]s. To prepare for this, a [[training ground]] must be built, and the magnitude of training for the citizens should also be properly managed. If citizens are tough enough, they should be able to fight off raids, or at least weaken them. When training, citizens convert to recruits. Equipment can be provided to increase their performance.
* [[File:heatres_icon_smallest.png]] '''Skinnydipping'''
* [[File:chain_icon_smallest.png]] '''Submission'''
* [[File:happiness_icon_smallest.png]] '''Happiness'''


===Battle===
* [[Weapons]] for better melee
* [[File:offense_icon_smallest.png]] '''Offense Skill'''
*[[Armor]] for greater defense
* [[File:defense_icon_smallest.png]] '''Defense Skill'''
*[[Bows]] for greater ranged
* [[File:armor_icon_smallest.png]] '''Armor'''
* [[File:pierce_icon_smallest.png]] '''Pierce Damage'''
* [[File:accuracy_icon_smallest.png]] '''Accuracy'''
* [[File:range_power_icon_smallest.png]] '''Range Power'''
* [[File:morale_icon_smallest.png]] '''Morale'''


===Rates===
==The Composition of Citizens==
* [[File:defecation_icon_smallest.png]] '''Defecation'''
[[File:SubjectsDiagramv064.png|alt=Diagram of the composition of Subjects and Citizens.|thumb|200x200px|Diagram of the composition of Subjects and Citizens.]]
* [[File:soiling_icon_smallest.png]] '''Soiling'''
'''All''' people in the settlement are subjects. Subjects are made of four classes: [[Nobles]], Citizens, [[Subjects|Children]], and Slaves. Children eventually grow into Citizens. Citizens are made up of four classes. Of those, three are non-working classes: Retirees, Recruits and Students. The final Citizens class is the working class.
* [[File:piety_icon_smallest.png]] '''Piety'''
* [[File:hunger_icon_smallest.png]] '''Hunger'''
* [[File:thirst_icon_smallest.png]] '''Thirst'''
* [[File:sleep_icon_smallest.png]] '''Sleep'''
* [[File:learning_icon_smallest.png]] '''Learning'''


===Civics===
Clicking the first box in the overview panel at the top left of the screen will open the Subjects GUI. Adding all of these classes together will yield the total subjects in the settlement.
* [[File:maintenance_icon_smallest.png]] '''Maintenance'''
* [[File:bartering_icon_smallest.png]] '''Bartering'''
* [[File:soiling_icon_smallest.png]] '''Spoilage'''


===Rooms===
The way Citizens are counted towards different totals is done differently in all three places that these numbers are displayed.  
* [[File:catapult_icon_smallest.png]] '''Catapults'''
* [[File:carry_icon_smallest.png]] '''Carry Capacity'''
* [[File:woodworker_icon_smallest.png]] '''Woodcutters'''
* [[File:fishery_icon_smallest.png]] '''Fisheries'''
* [[File:clay_mine_icon_smallest.png]] '''Claypits'''
* [[File:coal_mine_icon_smallest.png]] '''Coal Mines'''
* [[File:gem_mine_icon_smallest.png]] '''Gem Mines'''
* [[File:ore_mine_icon_smallest.png]] '''Ore Mines'''
* [[File:sithilon_mine_icon_smallest.png]] '''Sithilon Mines'''
* [[File:stone_mine_icon_smallest.png]] '''Stone Mines'''
* [[File:hunter_icon_smallest.png]] '''Hunters'''
* [[File:cottom_farm_icon_smallest.png]] '''Cotton Farms'''
* [[File:fruit_farm_icon_smallest.png]] '''Fruit Farms'''
* [[File:grain_farm_icon_smallest.png]] '''Grain Farms'''
* [[File:mushroom_farm_icon_smallest.png]] '''Mushroom Farms'''
* [[File:opiate_farm_icon_smallest.png]] '''Opiate Farms'''
* [[File:vegetable_farm_icon_smallest.png]] '''Vegetable Farms'''
* [[File:auroch_pasture_icon_smallest.png]] '''Auroch Pastures'''
* [[File:enteledont_pasture_icon_smallest.png]] '''Entelodont Pastures'''
* [[File:globdien_pasture_icon_smallest.png]] '''Globdien Pastures'''
* [[File:onx_pasture_icon_smallest.png]] '''Onx Pastures'''
* [[File:bakery_icon_smallest.png]] '''Bakeries'''
* [[File:brewery_icon_smallest.png]] '''Breweries'''
* [[File:charcoaler_icon_smallest.png]] '''Charcoalers'''
* [[File:metal_icon_smallest.png]] '''Metal Smelters'''
* [[File:weaver_icon_smallest.png]] '''Weavers'''
* [[File:bowyer_icon_smallest.png]] '''Bowyers'''
* [[File:carpenter_icon_smallest.png]] '''Carpenters'''
* [[File:fletcher_icon_smallest.png]] '''Fletchers'''
* [[File:jeweler_icon_smallest.png]] '''Jewelers'''
* [[File:mason_icon_smallest.png]] '''Masonries'''
* [[File:papermaker_icon_smallest.png]] '''Papermakers'''
* [[File:pottery_icon_smallest.png]] '''Potteries'''
* [[File:rationmaker_icon_smallest.png]] '''Rationmakers'''
* [[File:smithy_icon_smallest.png]] '''Smithies'''
* [[File:clothier_icon_smallest.png]] '''Tailors'''
* [[File:training_ground_icon_smallest.png]] '''Training Grounds'''
* [[File:archery_range_icon_smallest.png]] '''Archery Ranges'''
* [[File:library_icon_smallest.png]] '''Libraries'''
* [[File:admin_icon_smallest.png]] '''Administrators'''
* [[File:cretonian_breeder_icon_smallest.png]] '''Cretonian Breeders'''
* [[File:garthimi_hatchery_icon_smallest.png]] '''Garthimi Hatcheries'''
* [[File:human_nursery_icon_smallest.png]] '''Human Nurseries'''
* [[File:tilapi_nursery_icon_smallest.png]] '''Tilapi Nurseries'''


===Start===
'''Summary:'''
* [[File:settle_icon_smallest.png]] '''Settle'''
* [[File:knowledge_icon_smallest.png]] '''Knowledge'''


==Administration==
*Subjects GUI - The word citizen indicates "Only Working Citizens".
By building an [[administration]] building, admin points can be accumulated. Through the world screen, these points can be spent to make upgrades and/or heavy alterations to the settlement, many of which heavily affect the races of a settlement's population - many of these choices can boost or diminish both the population and citizens' loyalty, depending on what is chosen. Each choice is separated by race.
*Population GUI - The word citizen indicates "Only Working Citizens", but the quantity listed for population indicates "All Citizens", which are working citizens, retirees, recruits and students.
*Status Level GUI - The word citizen indicates two different groups of people.  Citizen on the left is "All Citizens". Citizen on the right is "All of the Citizens in all of the Settlements Controlled By the Player".
{{clear}}


===Population and loyalty===
===The Subjects GUI===
Four things can be chosen for each: elevation, prosecution, exile and massure.
[[File:SubjectsGUI.png|thumb|The Subjects GUI|222x222px]]
*'''Elevation''' - Some special treatment for a species increases growth and happiness. Boosts loyalty.
Open this GUI by selecting the first square in the overview panel at the top left of screen. In this GUI, the number of citizens displayed is only the citizens that are capable of performing occupations or odd jobs. Retirees, recruits and students have been deducted from the total number of citizens. This is especially obvious when comparing the listed quantity of citizens to the second square, which indicates total citizens, both working and non-working, on the above overview panel.{{clear}}
*'''Prosecution''' - Prosecuting a species, severely diminishes growth and decreases happiness. Reduces loyalty and potentially increasing population.
*'''Exile''' - Forbid this species from immigrating and sends off any citizens to neighboring regions where they are still welcome. Reduces loyalty. Reduces both population and loyalty.
*'''Massacre''' - Commit genocide and instantly rid yourself of this species. Will cause an outrage, of course; make sure you have enough military presence to handle an eventual uprising. Greatly reduces both population and loyalty.


===Programs===
Admin points can also be spent on programs and improving conditions of many factors. Five things can be improved: infrastructure, sanitation, education, law and entertainment.
*'''Infrastructure''' - Increasing this improves living condition for all and thus increases maximum carrying capacity of the region. It also increase production.
*'''Sanitation''' - Increasing this lowers chances of epidemics and increases growth.
*'''Education''' - Increasing this contributes to your knowledge points and makes subjects more productive, while decreasing growth slightly.
*'''Law''' - Increasing this also increases loyalty significantly, but decreases production slightly.
*'''Entertainment''' - Increasing this improves happiness, but decreases industry output slightly.


==Active traits==
===The Population GUI===
These traits are active abilities that are randomly given to citizens.
[[File:PopulationGUI.png|thumb|The Population GUI|257x257px]]
Open this GUI by right clicking on a species on the right of the screen.  When selecting "All" from the list of species to the left, this GUI's citizen value will match the citizen value from the Subjects GUI.  However, the Population value is the total amount of citizens in the settlement, ''including'' retirees, recruits and students.  In other words, it equates to the total of all working and non-working citizens.  Additionally, these numbers can be viewed on a per species basis by selecting a species on the left of the screen.{{clear}}


* '''Fighter''' - A natural-born fighter amongst ones kin.
 
* '''Glutton''' - Someone who likes to eat.
===The Status Level GUI===
* '''Sleeper''' - Likes to sleep a little bit more.
[[File:StatusLevelGUI.png|thumb|The Status GUI's Level Tab|200x200px]]
* '''Sprinter''' - A bit faster than the rest.
This GUI can be opened by clicking the first icon in the row of icons at the top right of the screen. This GUI shows "Citizens" on the left, which is the total of both working and non-working citizens in the settlement and should match the second square of the overview panel at the top left of the screen. The term "Citizens" on the right, however, is the quantity of citizens across the entire Kingdom. If the player has other settlements, this number will be greater than the number on the left.{{clear}}


==Gallery==
==Gallery==
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[[Category:Gameplay elements]]
[[Category:Gameplay elements]]
[[Category:Races]]
[[Category:Species]]
[[Category:Articles_with_gallery]]
[[Category:Articles with gallery]]
<br>
<br>
{{navbar_races}}
{{navbar_species}}

Latest revision as of 19:04, 16 September 2023

The Citizen GUI.

Citizens are the very lifeblood and backbone of a settlement. For the majority of players, citizens are the largest class of subjects. Citizens can be of all eight species: the Amevias, Argonosh, Cantors, Cretonians, Dondorians, Garthimis, Humans, and Tilapis. With the guide of the player, they are responsible for performing tasks and jobs to keep the settlement running and growing stronger, including the making of resources. All citizens have pre-generated names, personalities, faces, traits, wants, needs and preferred climate. These wants and needs must be met and managed by the player, to keep everyone happy and working at maximum efficiency. Unhappy citizens may leave the settlement. Individual citizens can be marked as a favorite, making them easier to track for the player.

List of citizens in a settlement.

Citizens are a type of subject and so they also have fulfillment and properties. Additionally, the citizen population, as a group, has Loyalty and Happiness stats, which are unique to citizens.

Each species is unique in what they excel at, and what they like and dislike. The player can click on a citizen to see their status and greater details about that individual. The player can check the amount of fulfillment and expectations of an individual, collectively as a species or all of the citizens in a settlement combined. Choosing a certain climate for the settlement will bring more immigrants of a species that matches a climate they prefer. Certain species may also like or dislike other species, adding difficulty to a settlement made up of many species; most notably, all of them.

There are four classes of citizen: normal citizens, retirees, recruits, students. Only normal citizens are part of the settlement's workforce. As the player's settlement expands and increases in quality, it will begin to see a rise in population through immigration. Note that population must be managed carefully, as if it's too low, there won't be enough people available to perform enough tasks and/or take employment, and if it's too high, the amount of food may not be enough to sustain everyone. Rising population will also increase standards and expectations of everyone.

Enemy citizens can attack the player's settlement at certain times.

Loyalty & Happiness

The Loyalty stat is the overall measure of citizen loyalty to the settlement. If this stat is less than 100%, there is a chance there could be riots. The stat is impacted heavily by Happiness, but also influenced by Indoctrination, education, soldiers present in the settlement, armies stationed elsewhere on the world map, and whether or not a species is the species the player began the game with.

Happiness is fulfillment in proportion to expectations. Fulfillment is gained by providing services and fulfilling citizens' desires, such as access to lavatories, food, housing, various forms of entertainment, and more. Expectation increases with the population in your settlement. Happiness is also impacted by bonuses that may be gained via technology, serial killers on the loose, if a species is being prosecuted, and if free drink rations are being handed out.

Working

Odd Jobbers

Odd jobbers are a default, pseudo-employment option for citizens and slaves. Any citizen or slave without an occupation will be an odd jobber by default. They will wander around the settlement and be available for doing certain tasks given by the player, such as cutting trees, collecting stone or cutting into mountains. If too many employees are chosen for jobs, the counter can actually go into the negatives.

It is advisable that players always have a decent amount of odd jobbers around the settlement, so they're always available to do much-needed tasks. If the amount of odd jobbers becomes too low, players can decrease the amount of employees working for certain buildings, and/or simply allow more immigrants to move in.

If there's not enough employees or odd jobbers to do something, a building or task will warn the player of this in red text.

Occupations

All citizens and slaves will wander around and do odd jobs, unless they are given employment in a building. By default, employees will be automatically assigned to any open occupations.

Regardless of what a person's job is, they will always take time off to fulfill their needs, such as sleeping, eating, maintaining their hygiene, drinking, using the bathroom, relaxing (if they can) and being near hearths.

Employed individuals will constantly maintain their job, always collecting and using resources, and/or making them if the job entails this. If there are no resources for someone to properly do their job, they will just stand around with nothing to do.

Immigration

Immigration is the process of citizens moving into the settlement. When overall population happiness is above 80%, immigrants will begin taking interest in moving into the settlement. The climate the settlement is in will dictate the amount of immigrants from a certain species to show up more frequently that favor said climate. For example, starting the settlement in a colder climate will have more Dondorians immigrating than if the climate was warmer, simply because that's the climate that Dondorians prefer.

Immigration can be controlled to the point where only a certain amount of people of a certain species can show up at once. Immigration should be managed carefully, because even though having the population grow leads to more things being done for the settlement, a population that's too high can empty food storage faster than it can be replenished, leading to a hungry population. Immigrants have lower expectations than non-immigrants.

Cretonians, Dondorians, Humans, Garthimis, Amevias and Tilapis immigrate normally, but Argonosh and Cantors are not available for immigration.

How it works...

When a species's happiness is above 80%, the chance to gain immigrants occurs. This is seen at the right of the screen, where the small icons of the three species are. An example image of the Cretonians is shown above. The first number shows how many people of a species are in the settlement, while the second number below the first shows the number of potential immigrants. To let the immigrants in, simply double-click on the species icon. Once this is done, the immigrants will arrive from the side of the world and move to the settlement. By going through the Population GUI, the maximum number of potential immigrants that can come in at once can be set, or it can be set to "auto", which automatically lets them in whenever available.

Battle

When the settlement is developed enough, it will begin to face raids. To prepare for this, a training ground must be built, and the magnitude of training for the citizens should also be properly managed. If citizens are tough enough, they should be able to fight off raids, or at least weaken them. When training, citizens convert to recruits. Equipment can be provided to increase their performance.

The Composition of Citizens

Diagram of the composition of Subjects and Citizens.
Diagram of the composition of Subjects and Citizens.

All people in the settlement are subjects. Subjects are made of four classes: Nobles, Citizens, Children, and Slaves. Children eventually grow into Citizens. Citizens are made up of four classes. Of those, three are non-working classes: Retirees, Recruits and Students. The final Citizens class is the working class.

Clicking the first box in the overview panel at the top left of the screen will open the Subjects GUI. Adding all of these classes together will yield the total subjects in the settlement.

The way Citizens are counted towards different totals is done differently in all three places that these numbers are displayed.

Summary:

  • Subjects GUI - The word citizen indicates "Only Working Citizens".
  • Population GUI - The word citizen indicates "Only Working Citizens", but the quantity listed for population indicates "All Citizens", which are working citizens, retirees, recruits and students.
  • Status Level GUI - The word citizen indicates two different groups of people. Citizen on the left is "All Citizens". Citizen on the right is "All of the Citizens in all of the Settlements Controlled By the Player".

The Subjects GUI

The Subjects GUI
Open this GUI by selecting the first square in the overview panel at the top left of screen. In this GUI, the number of citizens displayed is only the citizens that are capable of performing occupations or odd jobs. Retirees, recruits and students have been deducted from the total number of citizens. This is especially obvious when comparing the listed quantity of citizens to the second square, which indicates total citizens, both working and non-working, on the above overview panel.


The Population GUI

The Population GUI
Open this GUI by right clicking on a species on the right of the screen. When selecting "All" from the list of species to the left, this GUI's citizen value will match the citizen value from the Subjects GUI. However, the Population value is the total amount of citizens in the settlement, including retirees, recruits and students. In other words, it equates to the total of all working and non-working citizens. Additionally, these numbers can be viewed on a per species basis by selecting a species on the left of the screen.


The Status Level GUI

The Status GUI's Level Tab
This GUI can be opened by clicking the first icon in the row of icons at the top right of the screen. This GUI shows "Citizens" on the left, which is the total of both working and non-working citizens in the settlement and should match the second square of the overview panel at the top left of the screen. The term "Citizens" on the right, however, is the quantity of citizens across the entire Kingdom. If the player has other settlements, this number will be greater than the number on the left.

Gallery