Workforce: Difference between revisions

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<small>*Building fulfillments for a race that's 100%.</small>
[[Category:Gameplay elements]]
[[Category:Gameplay elements]]

Revision as of 18:21, 29 June 2021

Your workforce or employees are citizens that perform assigned jobs. For employees to be made, the player must first construct buildings that are meant for creating services and/or resources. Then, the player must assign employees to said buildings. These employees will constantly do their jobs in their respective buildings, only stopping to fulfill any wants or needs they have.

Note that citizens, by default, and not designated for employment will be an odd jobber, which is someone who idles until the player gives a command or wants something built. More employees cannot be assigned to anything if there are none available. This can be rectified by reducing employees elsewhere or growing your settlement's population.

Work priorities can be customized, which is very helpful for making sure that individuals belonging to a certain race are working to their strengths. Priorities can set for rooms in general, for different races and for slaves.

Races

Each of the five races in the game have unique bonuses that boost their efficiency in doing certain jobs, but as a trade-off, also possess negative work traits. Because of this, the player should manage

Race Expertise *Highest building bonuses
Cretonians Farming Cotton Farm    Fruit Farm    Grain Farm    Opiate Farm    Vegetable Farm    Guardpost    Canteen    Eatery    Tavern
Dondorians Mining/Refining Carpenter    Jeweler    Masonry    Papermaker    Tool Smithy    Weapon Smithy    Guardpost    Court
Cantors Everything Weapon Smithy    Guardpost    Court
Garthimis Reproduction Guardpost    Court
Humans Intelligence Guardpost    Court    Library    Administration

*Building fulfillments for a race that's 100%.