Citizens: Difference between revisions

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m (In opening paragraphs: Added the Amevia race and updated race count to 8. Adjusted some grammar. Added race link.)
(Moved non-citizen specific information over to the subjects page. Expanded upon citizen specific topics and made corrections to the actual classification of citizens per clarification from Jake.)
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{{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 eight unique [[races]]: 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 your settlement.
{{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 will make up the largest group of [[subjects]]. Citizens can be of all eight [[races]]: 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 your settlement.


Each race 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 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 race 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 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.


A settlement's population comes in five separate type of citizens: subjects, retirees, recruits, students, [[nobles]], [[slaves]] and children. Children do not contribute anything while eating up the settlement's food, but can go to [[school]] and learn helpful skills, which will give them a massive advantage when they grow up and [[Workforce|work]]. 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. 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. 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.


== Mechanics ==
== Mechanics ==
===Working===
By default, all citizens will wander around and do [[odd jobber|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. 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.
=== Working ===


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.
==== Odd Jobbers ====
{{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.


===Battle===
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.
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.
 
==[[File:cretonians_small_icon.png]] Cretonians==
{{main|Cretonians}}
Cretonians are the most peaceful race, 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==
{{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==
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|Cantors}}
Cantors are the rarest and one of the most unique of the 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==
==== Occupations ====
{{main|Garthimis}}
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.
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==
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|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==
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|Tilapis}}
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.


==[[File:argonosh_small_icon.png]] Argonosh==
=== Immigration ===
{{main|Argonosh}}
{{imagefix|[[File:immigration_anim.gif|left]]}}'''Immigration''' is the process of citizens moving into your [[settlement]]. When overall population happiness is above 80%, immigrants will begin taking interest in moving into your settlement. The [[climate]] the settlement is in will dictate the amount of immigrants from a certain [[race]] to show up more frequently that favor said climate. For example, starting your 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.
Argonosh are likely to be the oldest type of race in the game. They excel at being fast and doing serious damage in combat, but despise doing any real work. However, when it comes to crime or punishment related duties, they excel greatly there.


==Health==
Immigration can be controlled to the point where only a certain amount of people of a certain race can show up at once. Immigration should be managed carefully, because even though having your population grow leads to more things being done for the settlement, a population that's too high can empty your [[food]] storage faster than it can be replenished, leading to a hungry population. Immigrants have fewer expectations from your settlement than non-immigrants.
Health is another game mechanic that players must carefully monitor. [[Physician]]s and [[hospital]]s must be built to maintain this, and [[knowledge]] points must be spent to increase both health-related scenarios as well as improving the buildings to monitor health. The physician building allows citizens to make regular checkups, while the hospital is able to actually cure an ailment. However, the physician building will be available to players before a hospital, and physicians can increase the chances of citizens fighting an ailment, but won't be able to outright cure or prevent it.


==Religion==
[[Cretonians]], [[Dondorians]], [[Humans]], [[Garthimis]], [[Amevias]] and [[Tilapis]] show up normally, but [[Argonosh]] and [[Cantors]] are not available for immigration.
{{main|Religion}}
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 [[gods|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.


There are 4 things that impact the religious happiness for your citizens:
==== How it works... ====
* '''Faith''' - The amount of citizens who have been able to worship at a temple of their god. Also effected by the quality of the temples they worship at.
{{imagefix|[[File:immigration_counter_anim.gif|left]]}}When a race'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 races are. An example image of the Cretonians is shown above. The first number shows how many people of a race 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 race icon. Once this is done, the immigrants will arrive from the side of the world and move to your settlement. By going through the Population GUI, you can customize the maximum number of potential immigrants that can come in at once, or you can set it to "auto", which automatically lets them in the second they're available. In the upper center area of the screen, there is a number that tells you how many immigrants have arrived recently, this number will be in a small box with a green arrow next to it. This part of the screen is shown in the animated image above.
* '''Opposition''' - The tension caused by subjects of conflicting religions, makes citizens unhappy.
* '''Burial''' - The current happiness of your citizens with the burial of their dead. Better burial grounds will make them happier.
* '''Desecration''' - The amount of corses disturbed by the destruction of occupied burial grounds, makes citizens unhappy.
 
==Happiness traits==
* '''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==
===Physics===
<!-- some properties use the same icon -->
* [[File:weight_icon_smallest.png]] '''Weight''' - The weight of a subject.
* [[File:stamina_icon_smallest.png]] '''Stamina''' - How far a subject can walk or run before needing to rest.
* [[File:speed_icon_smallest.png]] '''Speed''' - The speed of a subject, expressed in a tiles per second.
* [[File:acceleration_icon_smallest.png]] '''Acceleration''' - How fast a subject speeds up.
* [[File:healing_icon_smallest.png]] '''Healing''' - Determines how fast a subject heals its injuries and at what point of injuries it can recover from.
* [[File:lifespan_icon_smallest.png]] '''Lifespan''' - The maximum amount of years a subject can live for.
* [[File:heatres_icon_smallest.png]] '''Heat Resistance''' - The ability for a subject to a endure hot temperatures.
* [[File:coldres_icon_smallest.png]] '''Cold Resistance''' - The ability for a subject to endure cold temperatures.
 
===Behavior===
* [[File:weight_icon_smallest.png]] '''Lawfulness''' - A lawful citizen is one that is reluctant to commit crime.
* [[File:heatres_icon_smallest.png]] '''Skinnydipping''' - How often a subject skinnydips.
* [[File:chain_icon_smallest.png]] '''Submission''' - Submission is useful for slaves. Submissive slaves will be reluctant to revolt and you can mistreat them more.
* [[File:happiness_icon_smallest.png]] '''Happiness''' - Happiness is the overall happiness of your citizens. Unhappy citizens might riot.


===Battle===
===Battle===
* [[File:offense_icon_smallest.png]] '''Offense Skill''' - A soldier's offensive skill determines the ability to land a successful hit on an enemy and evade the enemy armour.
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 convert to recruits. Equipment can be provided to increase their performance.
* [[File:defense_icon_smallest.png]] '''Defense Skill''' - A soldier's defensive skill is used when attacked frontally, to block or dodge an enemy's attack.
* [[File:armor_icon_smallest.png]] '''Armor''' - Armour protects a subject from pierce damage, by reducing it upon a successful blow. It protects from all directions.
* [[File:pierce_icon_smallest.png]] '''Pierce Damage''' - Damage dealt by a subject that cuts. A lot more devastating than blunt damage, but can be evaded by armour.
* [[File:stamina_icon_smallest.png]] '''Blunt Damage''' - Damage that disregards armour and is sheer force. Will be absorbed by the opponents weight, possibly causing injuries.
* [[File:accuracy_icon_smallest.png]] '''Accuracy''' - A soldier's capability to fling a projectile. This is multiplied with the stats of the ammunition in use.
* [[File:range_power_icon_smallest.png]] '''Range Power''' - The power a subject is able to put into flinging a projectile. This is multiplied with the stats of the ammunition in use.
* [[File:morale_icon_smallest.png]] '''Morale''' - A soldier's morale is what determines how long, and against what odds and setbacks, it will fight for before taking flight.
 
===Rates===
* [[File:defecation_icon_smallest.png]] '''Defecation''' - Defecation rate determines how often a subject needs to empty their bowl.
* [[File:soiling_icon_smallest.png]] '''Soiling''' - The rate at which subject turn dirty and need to wash.
* [[File:piety_icon_smallest.png]] '''Piety''' - The rate at which a subject want to visit a temple.
* [[File:hunger_icon_smallest.png]] '''Hunger''' - At which rate subjects became hungry and need to eat.
* [[File:thirst_icon_smallest.png]] '''Thirst''' - The rate at which a subject wants to consume drink.
* [[File:sleep_icon_smallest.png]] '''Sleep''' - The rate at which a subjects need to sleep.
* [[File:learning_icon_smallest.png]] '''Learning''' - The rate at which a subject is educated or indoctrinated.
 
===Civics===
* [[File:maintenance_icon_smallest.png]] '''Maintenance''' - Decreases the rate at which our buildings degrade.
* [[File:bartering_icon_smallest.png]] '''Bartering''' - Improves the trust with your trade partners and allows you to sell your goods for a better price. This bonus is relatives to the base price of the particular resources.
* [[File:soiling_icon_smallest.png]] '''Spoilage''' - Decreases the spoilage rate of goods.
 
===Rooms===
The following relates to the production speed of working at these buildings.
* [[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===
* [[File:settle_icon_smallest.png]] '''Settle''' - Increases your starting subjects and resources.
* [[File:knowledge_icon_smallest.png]] '''Knowledge''' - Starting knowledge.
 
==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.
* [[Weapons]] for better melee
* '''Glutton''' - Someone who likes to eat.
* [[Armor]] for greater defense
* '''Sleeper''' - Likes to sleep a little bit more.
* [[Bows]] for greater ranged
* '''Sprinter''' - A bit faster than the rest.


==Gallery==
==Gallery==

Revision as of 13:40, 12 September 2023

This is a good article!
GUI showing information of the population.
List of citizens in a settlement.

Citizens are the very lifeblood and backbone of a settlement. They will make up the largest group of subjects. Citizens can be of all eight races: 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 your settlement.

Each race 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 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.

There are four classes of citizen: normal citizens, retirees, recruits, students. 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.

Mechanics

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 your settlement. When overall population happiness is above 80%, immigrants will begin taking interest in moving into your settlement. The climate the settlement is in will dictate the amount of immigrants from a certain race to show up more frequently that favor said climate. For example, starting your 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 race can show up at once. Immigration should be managed carefully, because even though having your population grow leads to more things being done for the settlement, a population that's too high can empty your food storage faster than it can be replenished, leading to a hungry population. Immigrants have fewer expectations from your settlement than non-immigrants.

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

How it works...

When a race'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 races are. An example image of the Cretonians is shown above. The first number shows how many people of a race 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 race icon. Once this is done, the immigrants will arrive from the side of the world and move to your settlement. By going through the Population GUI, you can customize the maximum number of potential immigrants that can come in at once, or you can set it to "auto", which automatically lets them in the second they're available. In the upper center area of the screen, there is a number that tells you how many immigrants have arrived recently, this number will be in a small box with a green arrow next to it. This part of the screen is shown in the animated image above.

Battle

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 convert to recruits. Equipment can be provided to increase their performance.

Gallery