PAX AUTOCRATICACompendium

Citizen traits and stats

Citizens are the resource this game is actually about. These are their ten stat lines and every trait we have confirmed, quoted exactly as the game words them.

Last verified · Game build 0.184.0.196275

The ten stat lines

Every citizen carries a separate figure for each of these, shown per hour except Carry Load.

StatUnitWhat it gates
Construction Speedper hourHow fast they raise and repair structures.
Research Speedper hourFeeds the research-points-per-day pool.
Production Speedper hourManufacturing throughput at workshops.
Mining Speedper hourOre and Titanite extraction.
Logging Speedper hourWood harvesting.
Gathering Speedper hourSurface resources and herbs.
Cooking Speedper hourKitchen output — directly gates your food reserve.
Planting Speedper hourGreenhouse / farm work.
Breeding Speedper hourAnimal Farm output.
Carry LoadflatHow much a hauler moves per trip.
The Soldier Management detail card listing every per-hour stat and the citizen’s traits
The detail card. Stats above, traits below, colour-coded by polarity. Official screenshot © Multiverse

Confirmed traits

TraitPolarityExact in-game text
ConformistPositiveStronger positive response to directives and Glory Assemblies; views punishment as justified.
AgilePositiveIncreases movement speed by 8%.
Damage BoostPositiveIncreases damage by 2%.
Faint-heartedNegativeFear accumulates faster; lower breakdown threshold.
Low EnergyNegativeFatigue accumulation rate +20%. Stamina recovery rate −30%. Requires more frequent rest.

Population states

StateMeaning
GratefulRule through comfort and prosperity and citizens read the State as a provider.
LoyalThe stable end state of either doctrine — the one you are actually farming for.
AfraidFear works, but Faint-hearted citizens break under it faster than the rest.
Quietly rebelliousThe pre-revolt state. Dissent escalates into revolt if you ignore it.

These are separate from traits. A trait is permanent; a state is where the citizen currently sits. How to move them.

Alerts and status tags

TagWhat it means
ExhaustedA named citizen has run their stamina out and needs rest.
OverworkA count of soldiers currently past their limit.
Low Food ReservesReplenish food reserves at the Kitchen.
Production CompleteA workshop finished an item — e.g. Radiant Fighter Chest Plate IV ×1.
Pending ImprisonmentA captive is queued for a cell but does not have one yet.

Plus [Captive], which marks a captured enemy who has not been converted. Prisoner handling.

The day phases that drive all of it

PhaseEffect
Work HoursAssigned jobs produce at their per-hour rates.
Social HoursCitizens talk, argue, and try to learn skills from each other.
Rest HoursStamina recovers. Skipping rest is how Overwork and Exhausted alerts pile up.

Social Hours are where the character layer lives. Citizens chat, argue, and attempt to learn skills from each other — with the event log reporting failures as often as successes, e.g. "sought advice from [—] on Planting Speed, but was unable to learn it".

Frequently asked

What traits do citizens have in Pax Autocratica?

Confirmed traits include Conformist, Agile and Damage Boost (positive) and Faint-hearted and Low Energy (negative). Each has explicit in-game wording, and two carry exact percentages.

What does Low Energy do?

Fatigue accumulation rate +20%, stamina recovery rate −30%, and the citizen requires more frequent rest.

What does Conformist do?

Stronger positive response to directives and Glory Assemblies, and the citizen views punishment as justified — the trait that makes a fear doctrine work.

Why are some citizens so much slower?

Because every job has its own per-hour rate per citizen. Observed spreads run from 164/H down to 13/H on the same citizen across different jobs.

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