Citizens eat from your town's food storage every morning, work faster the happier they are, and grow loyal through gifts, requests and raids you win.
Every citizen has a daily food cost: 8 for a generic citizen and 10 for the specialists. Each morning their hunger goes up by 20%, then drops by the share of that cost they managed to eat: new hunger = min(100%, hunger + 20%) x (1 - eaten / food cost). A citizen who eats their full cost ends the morning at zero hunger, no matter how hungry they were.
They eat from the food storage buildings of their own town, hungriest citizen first. Each one takes the most filling dish that doesn't overshoot what they still need, and falls back to the smallest dish if everything overshoots. The overshoot isn't wasted: it carries over to the next citizen in line. Food with a value of 0 still counts as 0.5. Eating also restores a citizen to full health.
| Citizen | Food cost | Efficiency | Expertise |
|---|---|---|---|
| Blacksmith | 10 | 11 | 11 |
| Generic | 8 | 8 | 8 |
| Leatherworker | 10 | 8 | 13 |
| Lumberjack | 10 | 13 | 8 |
| Merchant | 10 | 9 | 9 |
What hunger costs
| Hunger | Efficiency | Happiness | Loyalty gain |
|---|---|---|---|
| Over 5% | -5% | -1 | - |
| Over 10% | -10% | -2 | -0.05 |
| Over 25% | -25% | -4 | -0.15 |
| Over 50% | -50% | -6 | -0.5 |
| Over 75% | -75% | -8 | -0.75 |
| 100% | -100% | -10 | -1 |
Starving citizens don't die in the current version. Hunger stops at 100%, which takes efficiency to zero, so a starving town simply stops working. The old routine that killed citizens at full hunger is still in the code but nothing calls it.
Food values
Happiness scales how fast a citizen works (efficiency) and how well (expertise). At 1 or more, both go up by a lerp from 3% to 300% across 0 to 100 happiness: +6% at 1 happiness, +18% at 5 and +33% at 10. Below zero they fall the same way, from -3% at -1 to -99% at -100. Anything between 0 and 1 does nothing.
Where it comes from
- Decorations placed around a building add appeal to it, and appeal turns into happiness for the citizens there: +1 at 6 appeal, +2 at 16, +3 at 32 and +4 at 64, filling in smoothly between steps. Each building caps its appeal (a level 1 Farmstead holds 6, a top-level Blacksmith 64), so upgrading raises the ceiling. The furniture list shows each decoration's appeal.
- Each loyalty level adds happiness, up to +3 (table below).
- Special gifts add +1 or +2 for 12 in-game days; wine adds +2 for a day.
- Hunger and injuries take it away (tables above and below).
Loyalty has five levels, 0 to 4. Reaching the next level takes 100 x 2^level points, 1,500 in total to go from 0 to 4. Loyalty lost can drop a citizen back a level. Every gain is multiplied by the citizen's loyalty gain stat, which starts at 1 and falls when they're hungry.
| Level | Points needed | Happiness | Expertise | Experience gain |
|---|---|---|---|---|
| 1 | 100 | +1 | - | +10% |
| 2 | 200 | +2 | +0.5 | +15% |
| 3 | 400 | +2.5 | +1 | +20% |
| 4 | 800 | +3 | +1 | +30% |
Loyalty comes from gifts, fulfilled requests and won raids (10 to 50 points each, depending on the raid). A lost raid takes up to 5 to 30 points from every citizen in the town.
You can hand a citizen almost anything. Gear and other items that don't stack are worth a tenth of their price in loyalty. Stackable items they don't like get handed straight back, with one exception: food is always accepted, feeds them and counts toward the day's food. Every background currently likes the same nine items and hates none:
A single Diamond is worth more than the 1,500 points it takes to max out loyalty. Wine is the cheap option: 20 loyalty per bottle plus a day of +2 happiness.
Special gifts
| Item | Effect |
|---|---|
| +1 level in Philosopher | |
| -1 happiness for 3 days | |
| +1 level in Blacksmith | |
| -20% food cost | |
| +1 happiness and +0.5 loyalty gain for 12 days | |
| +2 happiness for 12 days | |
| +1 level in Philosopher | |
| +1 level in Philosopher | |
| +1 level in Farmer | |
| +1 level in Farmer | |
| +2 happiness for 12 days | |
| +1 level in Miner | |
| +1 happiness for 12 days | |
| +1 level in Digger | |
| +1 level in Lumberjack | |
| +1 happiness for 12 days | |
| +150 loyalty | |
| +2 happiness, +0.05 loyalty gain and -1 efficiency for 1 day |
Each morning, every citizen without an open request has a 10% chance to ask for something (15% while you have fewer than five citizens). The item is drawn from the request list for your world tier. A new request lasts one day, or two once you've spoken to them about it. Hand the item over as a gift to collect the reward and the loyalty, and the citizen won't ask again for two or three days.
Citizens level up in the job they work. Going from level n to n+1 takes 100 x 1.4^n experience (Merchants need 200 x 2^n), scaled by their experience gain stat, so loyal citizens level faster. Each building level caps how far its workers can go, and upgrading the building lifts the cap. Some trinkets add a job level instantly (see Special gifts above).
| Job | God | Level cap per building level |
|---|---|---|
| Baker | Ceres | 4 / 7 / 10 |
| Blacksmith | Vulcan | 4 / 7 / 10 |
| Carpenter | Ceres | 3 / 6 / 8 / 10 |
| Digger | Vulcan | 3 / 6 / 8 / 10 |
| Farmer | Ceres | 4 / 7 / 10 |
| Leatherworker | Diana | 4 / 7 / 10 |
| Lumberjack | Diana | 3 / 6 / 8 / 10 |
| Merchant | Mercury | 4 / 7 / 10 |
| Miner | Mars | 3 / 6 / 8 / 10 |
| Philosopher | Mercury | 4 / 10 |
| Potter | Mars | 5 / 10 |
Job levels also matter at the altar: sacrificing a citizen feeds their job's god 10 experience for every level past the first (see Worship).
Losing a raid can injure citizens. Each injury lasts one in-game day, and the percentages multiply the stat rather than subtracting flat points.
| Injury | Effect |
|---|---|
| Broken Arm | -50% efficiency |
| Broken Leg | -30% efficiency |
| Wounded Eye | -50% efficiency, -25% expertise |
| Broken Rib | -25% efficiency, -25% experience gain |
| Concussion | -50% experience gain, -50% expertise |
| Tinnitus | -50% happiness |
| Tetanus | -25% happiness |
| Infected Wound | +1 food cost, -25% happiness |
