Citizens: Difference between revisions
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==[[File:dondorians_small_icon.png]] Dondorians== | ==[[File:dondorians_small_icon.png]] Dondorians== | ||
{{main|Dondorians}} | {{main|Dondorians}} | ||
Dondorians are fundamentally the opposite of Cretonians, as they are adept at fighting and excel at [[ | Dondorians are fundamentally the opposite of Cretonians, as they are adept at fighting and excel at [[refinery]] work and mining. They prefer colder climates and in terms of food, prefer [[meat]] and [[fish]]. | ||
==[[File:cantors_small_icon.png]] Cantors== | ==[[File:cantors_small_icon.png]] Cantors== |
Revision as of 13:05, 27 August 2021
Citizens are the very lifeblood of a settlement. They come in five unique races: the Cretonians, Dondorians, Cantors, Garthimis and Humans. 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 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 immigrants of a race that matches a climate they prefer.
A settlement's population comes in five separate type of citizens: subjects, retirees, recruits, nobles and slaves.
An individual citizen, however, comes if four types: standard subjects, slaves, prisoners and invaders. These four types can be differentiated by the color of the clothes they wear.
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.
Mechanics
Working
By default, all citizens will wander around and do odd jobs, unless they are given employment in a building. There must almost always be unemployed citizens to be free to do tasks such as build buildings, cut down trees or 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 hearths. As mentioned before, the wants and needs differ between races, and each individual person.
Odd jobbers will aimlessly wander around, waiting for player-made commands 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.
Battle
At some point, when your settlement is developed enough, you 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 will begin as recruits, then upgrade to capable soldiers. Equipping these soldiers with battlegear will greatly increase their combat performance.
Cretonians
- Main article: 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 vegetarians and prefer wooden structures.
Dondorians
- Main article: Dondorians
Dondorians are fundamentally the opposite of Cretonians, as they are adept at fighting and excel at refinery work and mining. They prefer colder climates and in terms of food, prefer meat and fish.
Cantors
- Main article: Cantors
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.
Garthimis
- Main article: 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.
Humans
- Main article: 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.
Traits
- Happiness - The overall happiness of your citizens. Immigration will follow if your happiness is above 70%. Emigration will happen if it's below 30%. Happiness is calculated by race. They like different things. The more people that immigrate to your settlement, the higher will their expectation will be. New immigrants have less expectations.
- Fulfillment - The current fulfillment is the product of all happiness modifiers multiplied together.
- Expectations - As your population grow, so will your subjects' expectations. Expectation is tied to a species occurrence in the climate you've chosen to settle and is slightly exponential with growth. Immigrants have less expectation.
- Population
- Work
- Food
- Services - Services are provided by building service rooms and allow access to your subjects.
- Access - Having your subjects equip certain items can boost them in different ways. It can also improve happiness amongst them.
- Environment
- Equipment - Having your subjects equip certain items can boost them in different ways. It can also improve happiness amongst them.
- Battle
- Needs
- Afterlife
- Storage
Properties
- Res. Hot
- Res. Cold
- Armour
- Pierce Damage
- Offensive Skill
- Defensive Skill
- Stamina
- Strength
- Work Pref.
- Defecation
- Soil
- Hunger
- Thirst
- Healing
- Heal Above
- Sleep
- Immunity
- Skinny dipping
- Cannibalism
- Mourning
- Life span
- Youth
- Intelligence
- Criminality
- Submission
Administration
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 and loyalty
Four things can be chosen for each: elevation, prosecution, exile and massure.
- Elevation - Some special treatment for a species increases growth and happiness. Boosts loyalty.
- 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
These traits are active abilities that are randomly given to citizens.
- Fighter - A natural-born fighter amongst ones kin.
- Glutton - Someone who likes to eat.
- Sleeper - Likes to sleep a little bit more.
- Sprinter - A bit faster than the rest.
Gallery
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Working in a warehouse.
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Citizens skinny dipping.
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Many faces of the citizens.
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A Cretonian trapped in an inescapable area.