PAX AUTOCRATICACompendium

How Pax Autocratica actually plays

One day cycle, two completely different games, and a prisoner system that stops them being separate. Here is the whole loop with the real screens attached.

Last verified · Game build 0.184.0.196275

The day clock runs everything

The colony runs on a clock displayed top-left, marked T.C. Day with a phase label. The phase decides what your population is doing:

PhaseWhat happens
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 not filler. The event log fills with lines like "[Miralisse Novarin] sought advice from [—] on Planting Speed, but was unable to learn it" and "[Caitlin Jenkins] had a chat with [Frank Baker]". Skill transfer between citizens is a real mechanic and it fails often.

The colony HUD showing the day clock at 14:19 Work Hours, T.C. Day 23, objectives, and build mode icons
Clock and phase, top left. Objectives below it. Build modes bottom right. Alerts stack on the right edge. Official screenshot © Multiverse

The colony half: rates, not vibes

Building placement happens in first person through three modes, bound to number keys:

ModeKey
Construction mode1
Relocation mode2
Destruction mode3

Placement shows you exactly what a structure costs before you commit: the Execution Gallows displays a construction workload of 114 and a footprint of 10m × 10m × 15m, alongside its three material requirements.

The building placement UI showing the Execution Gallows with construction workload and material costs
Every building exposes its workload and footprint at placement time. Read them — footprint planning gets painful later. Official screenshot © Multiverse

Then you assign people. Every citizen carries a separate per-hour figure for each job type, and the gap between citizens is enormous — the same screen shows workers producing 130/H and 10/H. Assign by the number.

The Assign Work screen listing colony buildings by job category with slot counts
The Assign Work list, showing each building’s job category and how many slots are filled. Official screenshot © Multiverse

Research and policy are the same tree

Research runs from a points-per-day pool — the observed build showed 6,446/day against a 1,523-point requirement, resolving in about a minute of real time. The tree mixes ordinary base-building unlocks with policy unlocks, and the policies are where the game's tone lives.

The Reproductive Allocation Facility, for example, is gated behind unlocking Mandatory Reproduction at Victory Square, has a Build Limit of 1, and provides 2 Reproduction Slots. High-Pressure Labor is another Victory Square research. These are not flavour text — they are nodes with prerequisites.

The research tree screen with a blueprint detail panel for the Reproductive Allocation Facility
Research points per day sit on the right, with the unlock prerequisite spelled out in the detail panel. Official screenshot © Multiverse

The expedition half

Leaving the colony puts you on a star map of the Tyris System, starting in Elysia. The observed run was Sector I: Scourgeborn Control Zone, with a named site — The Scourgeborn Arena — at a listed distance. Two meters run across the top:

Objectives are explicit and stacked, e.g. Defeat Auryto Overlord; Gain Auryto Sector Expedition Progress: 0/100%; Defeat Sattleri Sacred Altar: 0/1.

The expedition star map showing Sector I Scourgeborn Control Zone with progress and enemy strength meters
Expedition Progress and Enemy Strength both rise as you push deeper. The second one is your exit signal. Official screenshot © Multiverse

On the ground it is a first-person shooter with squad orders — Move, Attack, Follow Me — and a full bullet-hell vocabulary: projectile rings, lasers, missiles, drones and artillery, from elites, bosses and Sector Overlords.

A boss firing a dense radial pattern of purple projectiles at the player
This is what the framerate discussion is actually about. Performance guide. Official screenshot © Multiverse

Core Fragments build the run

During an expedition you are offered Core Fragments — three at a time, with a redraw and a skip option. Each has a rarity colour, an explicit numeric effect, and often tags that other cores key off.

The collection screen caps at 12 slots. That is your whole run budget, which is why grabbing the biggest number on offer is usually the wrong call: a Toxic-Drone Core does literally nothing unless you also hold Toxic Fog and Drone sources.

The Choose a Core Fragment screen showing Retaliation Core, Drone EMP and Toxic-Drone Core options
Three offers, one pick. Full effect text on the core database. Official screenshot © Multiverse

Prisoners are the bridge

This is the mechanic that makes it one game instead of two. Weakened enemies can be captured and dragged home, where four paths open: fear, indoctrination, execution, or conversion. Conversion turns an enemy into a citizen — with their own stat lines and traits, good and bad.

The cost structure is what catches people out. Captives show as [Captive] in Soldier Management and can sit in a Pending Imprisonment state when you have more bodies than cells. Capturing ten enemies when you can process three is a net loss.

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