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.
| Stat | Unit | What it gates |
|---|---|---|
| Construction Speed | per hour | How fast they raise and repair structures. |
| Research Speed | per hour | Feeds the research-points-per-day pool. |
| Production Speed | per hour | Manufacturing throughput at workshops. |
| Mining Speed | per hour | Ore and Titanite extraction. |
| Logging Speed | per hour | Wood harvesting. |
| Gathering Speed | per hour | Surface resources and herbs. |
| Cooking Speed | per hour | Kitchen output — directly gates your food reserve. |
| Planting Speed | per hour | Greenhouse / farm work. |
| Breeding Speed | per hour | Animal Farm output. |
| Carry Load | flat | How much a hauler moves per trip. |
Confirmed traits
| Trait | Polarity | Exact in-game text |
|---|---|---|
| Conformist | Positive | Stronger positive response to directives and Glory Assemblies; views punishment as justified. |
| Agile | Positive | Increases movement speed by 8%. |
| Damage Boost | Positive | Increases damage by 2%. |
| Faint-hearted | Negative | Fear accumulates faster; lower breakdown threshold. |
| Low Energy | Negative | Fatigue accumulation rate +20%. Stamina recovery rate −30%. Requires more frequent rest. |
Population states
| State | Meaning |
|---|---|
| Grateful | Rule through comfort and prosperity and citizens read the State as a provider. |
| Loyal | The stable end state of either doctrine — the one you are actually farming for. |
| Afraid | Fear works, but Faint-hearted citizens break under it faster than the rest. |
| Quietly rebellious | The 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
| Tag | What it means |
|---|---|
Exhausted | A named citizen has run their stamina out and needs rest. |
Overwork | A count of soldiers currently past their limit. |
Low Food Reserves | Replenish food reserves at the Kitchen. |
Production Complete | A workshop finished an item — e.g. Radiant Fighter Chest Plate IV ×1. |
Pending Imprisonment | A 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
| Phase | Effect |
|---|---|
| Work Hours | Assigned jobs produce at their per-hour rates. |
| Social Hours | Citizens talk, argue, and try to learn skills from each other. |
| Rest Hours | Stamina 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.
Related
- Loyalty & revolt — What to do with the states above
- Converting prisoners — Where new citizens come from
- Buildings — Where to put them