Citizens: Difference between revisions

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{{Construction}}
{{Construction}}
'''Citizens''' are the very lifeblood of a [[settlement]]. They come in three races: the [[Cretonians]], [[Dondorians]] and [[Cantors]]. 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, traits, wants and needs. 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.
[[File:citizen_gui.png|thumb|200px|right|GUI showing information of the population.]]'''Citizens''' are the very lifeblood of a [[settlement]]. They come in three races: the [[Cretonians]], [[Dondorians]] and [[Cantors]]. 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, traits, wants and needs. 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.
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.


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.
A settlement's population comes in five separate type of citizens: subjects, retirees, recruits, nobles and slaves.
 
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.


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]], [[Fell Tree|cut down trees]] or [[Clear Rock|collect stone]] from rocks in the ground.
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]], [[Fell Tree|cut down trees]] or [[Clear Rock|collect stone]] from rocks in the ground.
==Traits==
* Happiness
* Fulfillment
* Expectations
* Population
* Work
* Food
* Services
* Access
* Environment
* 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
* Mounring
* Life span
* Youth
* Intelligence
* Criminality
* Submission
==Traits==
* Fighter
* Glutton
* Sleeper
* Sprinter


[[Category:Gameplay elements]]
[[Category:Gameplay elements]]

Revision as of 07:05, 14 May 2021

 This page is currently incomplete and/or under construction. Please wait for it to be completed or edit it to aid in finishing it.
GUI showing information of the population.

Citizens are the very lifeblood of a settlement. They come in three races: the Cretonians, Dondorians and Cantors. 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, traits, wants and needs. 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.

A settlement's population comes in five separate type of citizens: subjects, retirees, recruits, nobles and slaves.

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.

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.

Traits

  • Happiness
  • Fulfillment
  • Expectations
  • Population
  • Work
  • Food
  • Services
  • Access
  • Environment
  • 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
  • Mounring
  • Life span
  • Youth
  • Intelligence
  • Criminality
  • Submission

Traits

  • Fighter
  • Glutton
  • Sleeper
  • Sprinter