Citizens: Difference between revisions

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{{Review}}
{{Review}}
==General==
Citizens (also referred to as workers) are the individuals who grow up and live in the cities of the republic. They are the backbone of the economy, and managing their needs is a crucial part of ''[[Workers & Resources: Soviet Republic]]''.
Citizens (also known as workers) are the individuals who live in the cities of the republic. They are the backbone of the economy, and managing their needs is a crucial part of ''[[Workers & Resources: Soviet Republic]]''.


The game simulates every citizen individually, each having their own name, age, education and preferences.
The game simulates every citizen individually, each having their own name, age, education and preferences.


Each citizen has a routine that includes working (or education for students), free time and travelling. They also have various demands, such as food, shopping, culture, sport and religion, which they will try to fulfill during their free time. Their happiness and loyalty are influenced by the conditions provided to them in the republic.
Each citizen has a routine that includes working (or education for students), free time and travelling. They also have various demands, such as food, shopping, culture, sport and religion, which they will try to fulfill during their free time. Their happiness, loyalty, and productivity are influenced by the conditions provided to them in the republic.


'''Notes'''
==Demographics==
* Citizens will wait for 1 minute (1 hour in-game) at a bus stop and if there is no building of interest, after that minute, the citizens will teleport home.
===Getting citizens===
* Citizens will teleport home if they are too long in a transport vehicle like a bus or train.
Citizens can be acquired through various means: invitations, births, or relocation from other buildings.
* By daisy chaining public transport, citizens can travel "forever" as long as they keep transferring to other vehicles.
 
* When citizens travel for more than 5 hours, a Happiness penalty applies to the citizens involved.
'''Invitations''' are the main method that a new republic forms its' population. Each residential building, once finished, has the option to invite people to live in it, at the cost of money. There are three types of invitations possible:
* Citizens walk a distance of 250m over mud paths and about 411m over gravel paths. (Check actual [[footpaths|footpath]] walking speed here)
* [[File:Worker buyrub.png|frameless|24x24px]] 10 Soviet immigrants of various education levels but never uneducated, costing rubles
* Immigrants from the third world are usually uneducated and have a religious preference.
* [[File:Worker buyrub.png|frameless|24x24px]] 5 Soviet experts of guaranteed University education, costing 2.5x as many rubles per individual
* Citizens don't like to be moved to another home, a Happiness penalty applies to the citizens involved.
* [[File:Worker buyusd.png|frameless|24x24px]] 10 uneducated and unhealthy immigrants from the third world, costing dollars
* Citizens can move to another home or to University halls of residence automatically, if the new home is in walking distance.
 
* Sport has a positive effect on health for citizens, while alcohol has a negative effect, but this can be partially mitigated via research.
If, at the moment of invitation, the apartment building has fewer free slots inside than the amount of invited people, the money will be paid only for the amount of people that actually fit in the building. For example, if inviting 10 Soviet immigrants costs 2000 rubles, and there are only 5 free slots remaining, the invitation will bring in 5 people and cost only 1000 rubles.
* Citizens stay at home instead of going to cinema or theater, when the program rating of the player's TV or radio station is over 30% and the culture preference is over 70%.
 
* 21+ year old citizens living with their parents can relocate to any free residence in the whole map, but they will prefer free flats in walking distance and areas with lower unemployment.
'''Births''' are a natural way of increasing population. They happen at random to citizens that reached 21 years of age and have their own apartment. Birthrate can be influenced by [[research]]. Births create more citizens, which, in turn, will create more births. Thus, larger republics will have to deal with an exponentially increasing population, which can plateau if citizens are unable to find their own apartment (overpopulation).
* Highly educated citizens sometimes ask for electronic gadgets, these electronic gadgets sometimes break and the citizens demand a new one.
 
* Citizens will leave the player's republic if happiness is at a low value, depending on the satiety and loyalty the citizens might reconsider that decision.
Availability of healthcare is crucial for sustaining a population by births. If the health of a population drops too much, children may die before they reach adulthood.
 
'''Relocation''' is a method of moving citizens from one apartment building to another. By itself it does not increase the total population of a republic, but it can be used to populate a new city from the pre-existing population of other cities.
 
On maps with pre-generated villages, relocating from the villages is a good way to quickly get people into a growing city.
 
The downside of relocation is that it severely reduces the happiness of a citizen.
 
===Citizen loss===
There are two mechanisms by which a republic can lose its population: deaths and escapes. In either case, the citizen simply disappears from the game.
 
'''Death''' is a consequence of a citizen reaching its' lifespan. This can either happen in time, as the citizen ages, or during a crisis, when the health drops either to 0%, or low enough to cause the lifespan to drop below the current age of the citizen. This means that older people are more vulnerable to events such as lack of heating during winter.
 
'''Escapes''' occur when the happiness of citizens reaches a critically low value. However, depending on satiety and loyalty, they may reconsider this decision. Keeping both at maximum can prevent escapes, even if the citizen is unhappy.
 
==Life cycle==
Citizens in the republic follow a realistic aging process, starting as babies and growing up to adulthood, eventually dying due to old age at around 70-80 years of age. This aging is tied to the game's time progression, aging 12 years for every 1 in-game year. This means that their age counter increases every month on the same day by 1.
 
Each newborn citizen has a single parent, but a parent can have multiple children. The children live with the parent, not taking up any slots in the apartment building, until they reach age 21 and can find a free apartment to move into. If the parent dies, escapes or goes to prison in this time, the children will become orphans.
 
===Life stages===
There are several, more or less unique stages of life that a citizen will go through:
* [[File:Workers childs0.png|frameless|24x24px]] Baby, ages 0-5
* [[File:Workers childs2.png|frameless|24x24px]] Child, ages 6-8
* [[File:Workers childs1.png|frameless|24x24px]] Child, ages 9-14
* [[File:Workers childs3.png|frameless|24x24px]] Teenager, ages 15-20+
* [[File:Workers.png|frameless|24x24px]] Productive age worker, ages 21+
 
'''Babies''' are citizens in their first stage of life. They will always stay at home and require the full attention of their parent, which will be unable to take on other jobs, unless there is a free spot in a nearby [[kindergarten]] where the baby can stay while their parent goes to work. They have no needs, nor do they undertake any education.
 
At birth, they inherit the stats of the parent, thus it is not impossible to find a baby with a non-zero alcohol addiction stat, for example.
 
'''Children''' are the next stage of growth. They continue to live with their parent, like babies. Unlike babies however, they do not take the time of their parent anymore, and will go to school by themselves and acquire a basic education. Once they acquire it, they will stay at home all day.
 
'''Teenagers''' function just like children, with the exception that they are now capable of attending university and acquiring an University education. Once they reach 21 years of age, a teenager will advance to the next stage of life, leaving their parent's home and taking up a free apartment spot. If they are unable to find one, they will classify as "21+ without own flat" and will continue to function as a teenager, until new apartments are available.
 
'''Productive age workers''' are adult citizens that can go to work and live in their own apartment, taking up a slot in the building. If they possess basic education, they will prioritize working over going to an university, unless moved to an [[university halls of residence]]. If they do not possess any education, they will go to school to acquire it.
 
===Lifespan===
Each citizen has a specific lifespan, mainly dictated by their [[Health]] stat. With a high health stat of 90% or above, citizens can live up to about 80 years of age. Once the citizen passes their lifespan, they die.
 
Maintaining a high lifespan is essential to ensure a steady workforce and maintain population growth. This involves strategies such as controlling pollution, providing efficient healthcare, and ensuring heating during the cold months.
 
Citizens never retire; they work up until their last day.
 
==Movement==
In order to work, study or satisfy their needs, citizens will employ various methods to move across the republic, from simply walking along paths to taking public transport provided by the player, or even driving personal cars.
 
Regardless of the movement method used, citizens will always teleport home after they finish their business, be it either finishing their work shift, or fulfilling their demands. This means that it is not necessary to provide bidirectional public transport routes.
 
===Walking===
Citizens like to walk on paths and roads to work, school, bus stations, or any other building that they want to go to, as long as their destination is not too far away. The distance is dictated by the Walk speed of the various paths and roads that they walk on, up to a maximum of 480m of walking distance for 100% Walk speed. At 50% Walk speed, this distance is reduced to only 240m. A combination of several types of paths or roads with different Walk speeds average out to form the final maximum walking distance, thus maximum distance is achievable only by using [[Asphalt footpath with lamps]] for the entire distance.  
 
Walking reachability can be checked in the menu of each building, showing all the possible paths that a citizen can take from that building with a blue dotted line, along with the distance of each route. This option can also take into account paths that are still in construction, using a light blue dotted line to show how the route will look like once the path is finished. This is useful to ensure reachability before committing to building.
 
===Public transport===
If a citizen is unable to find a building that they're looking for in walking range, they will instead walk to a nearby public transport station where they will wait to be picked up by a vehicle, and willingly disembark at the first station that has their desired building in range. If no vehicle comes within 1h of waiting (one calendar day), they will teleport home and give up for the day. Citizens looking for work will be classified as unemployed until their next work shift starts.
 
Travelling inside of a single vehicle is limited to only 4h of the citizen's time. Once this time is reached, the citizen will immediately leave the vehicle and teleport home. To avoid this, using faster vehicles, improving infrastructure, or transferring to another vehicle is possible.
 
Each citizen also has a total amount of time travelled that day. This includes waiting in a station and travelling in vehicles, but not walking, and once past 5h, the citizen will have its' happiness decreased, but will not teleport home. This timer resets when the citizen moves on to the next activity in their daily schedule.
 
===Personal cars===
Citizens can possess cars. Those who do are able to drive to wherever they need, as long as there are parking lots near the origin and destination points. Additionally, citizens will only drive as long as the distance from lot to lot, as measured along the road, is a maximum of 2.5 km.
 
Personal cars are the only exception to the teleportation rule. Once they want to go home, citizens will always drive their car back to a parking lot near their apartment building.


==States==
==States==
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Once the citizen reaches 21 years of age, they are considered a productive age worker and will be capable of taking on jobs. Citizens younger than 21 years are unable to work.
Once the citizen reaches 21 years of age, they are considered a productive age worker and will be capable of taking on jobs. Citizens younger than 21 years are unable to work.


When a citizen decides to go to work, they will search for a free job within walking distance of their apartment. If none are found, they will instead go to a public transport station and wait for a vehicle to pick them up and take them to a job. Workers don't have fixed jobs, they will work wherever they can.
Workers don't have fixed jobs, they will work wherever they find. When a citizen decides to go to work, they will search for a free job within walking distance of their apartment. If none are found, they will instead go to a public transport station and wait for a vehicle to pick them up and take them to a job. If they wait for too long, or no public transport station exists, they will go home and be classified as unemployed until their next shift starts.


A shift for a worker lasts 8 hours and starts when the worker arrives at the workplace. Travel time does not count to the time worked. When the shift is over, the worker teleports home. Thus, transport back from the workplace is not needed.
A shift for a worker lasts 8 hours and starts when the worker arrives at the workplace. Travel time does not count to the time worked. When the shift is over, the worker teleports home. Thus, transport back from the workplace is not needed. However, if they came to work in their personal car, they will use it to go home.


====Worker education====
====Worker education====
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* [[File:Workers workers hiedu.png|frameless|24x24px]] University education, achieved after finishing any university
* [[File:Workers workers hiedu.png|frameless|24x24px]] University education, achieved after finishing any university


Most buildings require workers with at least a basic level of education, while others (e.g. [[school]]s or [[hospital]]s) require highly educated workers alongside basic educated ones. University educated workers are able to work anywhere is needed, including jobs requiring basic education, but will prioritize highly educated positions. Depending on game settings, uneducated workers are unable to work.
Most buildings require workers with at least a basic level of education, while others (e.g. [[school]]s or [[hospital]]s) require highly educated workers alongside basic educated ones. University educated workers are able to work anywhere is needed, including jobs requiring basic education, but will prioritize highly educated positions. Uneducated workers are unable to work.


====Foreign Worker====
====Foreign Worker====
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===Free time citizen===
===Free time citizen===
[[File:workers_passangers_half.png|frameless|24x24px]] A '''free time citizen''' is any citizen that doesn't work, study, is not a prisoner or tourist. For 16 hours, they will go fulfill various demands, such as buying things, drinking, or visiting a cultural building, before going home to rest. To do this, they will try to find a building that can satisfy their demands within walking distance of their home. If none are found, they will go to a public transport station and take a vehicle, and disembark at a station which has the building that they want nearby.
[[File:workers_passangers_half.png|frameless|24x24px]] A '''free time citizen''' is any citizen that doesn't currently work, study, is not a prisoner or tourist. For 16 hours, they will go fulfill various demands, such as buying things, drinking, or visiting a cultural building, before going home to rest. To do this, they will try to find a building that can satisfy their demands within walking distance of their home. If none are found, they will go to a public transport station and take a vehicle, and disembark at a station which has the building that they want nearby.


Often, free time citizens will have several demands each time. When one demand is satisfied, they will exit the building and try to find the next, without teleporting back home. They only teleport back home once all of their demands are met, where they will remain until the 16 hours free time ends and they have to go to work or study.
Often, free time citizens will have several demands each time. When one demand is satisfied, they will exit the building and try to find the next, without teleporting back home. They only teleport back home once all of their demands are met, where they will remain until the 16 hours free time ends and they have to go to work or study.
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[[File:Workers workers students.png|frameless|24x24px]] A '''student''' is a citizen that is seeking education in a [[school]] or [[university]]. In this regard, students are similar to [[worker]]s, with the exception that their "shift" lasts only 5 hours.
[[File:Workers workers students.png|frameless|24x24px]] A '''student''' is a citizen that is seeking education in a [[school]] or [[university]]. In this regard, students are similar to [[worker]]s, with the exception that their "shift" lasts only 5 hours.


A citizen can start studying as early as 6 years of age, at which point they will start going to school. Once they achieve basic education, at sometimes even as early as 15 years of age, they will go study to an university to achieve University education. The school or university do not have to be the same for each session of studying, they can go anywhere they choose.
A citizen can start studying as early as 6 years of age, at which point they will start going to school until they achieve basic education. As early as 15 years of age, they will go to study at an university to achieve University education. The school or university do not have to be the same for each session of studying, they can go anywhere they choose.


Once the citizen reaches 21 years of age, they are considered a productive age worker. However, they will still go to school if they did not manage to finish their basic education. Once basic education is achieved, productive age workers will prioritize working over further education. To get them to prioritize studying in an university, it is therefore required to move them into a [[university halls of residence]] that is within reach of an university.
Once the citizen reaches 21 years of age, they are considered a productive age worker. However, they will still go to school if they did not manage to finish their basic education. Once basic education is achieved, productive age workers will prioritize working over further education. To get them to prioritize studying in an university, it is therefore required to move them into a [[university halls of residence]] that is within reach of an university.


A student living in [[university halls of residence]] will immediately find and move to any available regular apartment in the republic when they finish their University education.
A student living in [[university halls of residence]] will immediately find and move to any available regular apartment in the republic when they finish their University education.
===Tourist===
{{Main|Tourism#Tourists|t1=Tourism}}
[[File:Workers tourist.png|frameless|24x24px]] A '''tourist''' is a temporary citizen that visits the player's republic. Tourists are picked up from the [[customs house]] by a vehicle and have to be brought to a hotel for the duration of their vacation. During their stay in the republic, they will explore the city, either by foot or using public transport, and spend rubles or dollars in activities.


===Prisoner===
===Prisoner===
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Prisoners can fill basic educated jobs. During their work time, a prison bus arriving at the prison can pick them up and transport them directly to the workplace. If there is no bus to pick them up, they will spend their shift time doing nothing at the prison.
Prisoners can fill basic educated jobs. During their work time, a prison bus arriving at the prison can pick them up and transport them directly to the workplace. If there is no bus to pick them up, they will spend their shift time doing nothing at the prison.


Citizens will remain prisoners for as long as their prison sentence lasts. After the sentence is finished, they return to normal life and move to a regular apartment.
Citizens will remain prisoners for as long as their prison sentence lasts, or until the escape. After that, they return to normal life and move to a regular apartment, ideally with a reduced Crime stat.


==Statistics==
===Tourist===
{{Main|Tourism#Tourists|t1=Tourism}}
[[File:Workers tourist.png|frameless|24x24px]] A '''tourist''' is a temporary citizen that visits the player's republic. Tourists are picked up from the [[customs house]] by a vehicle and have to be brought to a hotel for the duration of their vacation. During their stay in the republic, they will explore the city, either by foot or using public transport, behaving much like a free time citizen in this regard. On each visit of a building, they will spend rubles or dollars, depending on their country of origin.
 
==Stats==
===Happiness===
===Happiness===
[[File:Status_happiness.png|alt=Hapiness icon|border|right|frameless|75x75px]]
[[File:Status_happiness.png|alt=Hapiness icon|border|right|frameless|75x75px]]
'''Happiness''' is important for the citizens in the player's republic and during [[free time]], citizens are influenced by this. Happiness is the most important property to increase productivity. Productivity is the most important value of a person. It means that they produce more products/can serve more people while the cost for the person stays the same. If the people from the republic are twice as productive they need just half the space and therefore half the electricity, gas, food, clothes and all other things to live while delivering the same productivity as a group of people twice as large.
'''Happiness''' is important for the citizens in the player's republic and [[free time]] is when citizens have their happiness influenced. Happiness is the most important stat for increasing productivity. Productivity is the most important value of a person. It means that they produce more products/can serve more people while the cost for the person stays the same. If the people from the republic are twice as productive they need just half the space and therefore half the electricity, gas, food, clothes and all other things to live while delivering the same productivity as a group of people twice as large.


Happiness is influenced by a lot of preferences like:
Happiness is influenced by other stats:
{{Columns|2|
{{Columns|2|
* [[#Satiety|Satiety]]
* [[#Satiety|Satiety]]
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* [[#Crime|Crime]]}}
* [[#Crime|Crime]]}}


To influence each preference the player has to build specific buildings.
To influence each stat, the player has to build specific buildings.


'''Notes'''
'''Notes'''
*While happiness has the largest impact on productivity, it is not the only property influencing productivity. Health, satiety and loyalty have their impact on happiness as well but especially health has a lower impact (if citizens are sick, citizens are at the hospital anyway and happiness is reduced already due to sickness).
* While happiness has the largest impact on productivity, it is not the only property influencing productivity. Health, satiety and loyalty have their impact on happiness as well but especially health has a lower impact (if citizens are sick, citizens are at the hospital anyway and happiness is reduced already due to sickness).
*The lowest possible productivity is 30%.
* The lowest possible productivity is 30%.
*If happiness reaches a critically low value people can escape. However, there is a big chance that he reconsiders his decision depending on satiety and loyalty value. Keeping both values at maximum can prevent escapes, even if the person is unhappy.
* All demands have different negative effects if they are not fulfilled, each time they are picked. They have an even bigger negative effect if the value reaches 5% or lower.
*All demands have different negative effects if they are not fulfilled, each time they are picked. They have an even bigger negative effect if the value reaches 5% or lower.
* When an activity demand reaches a critical value of below 5%, every time the citizen wants this demand, the negative effect on happiness is increased.
*When an activity demand reaches a critical value of below 5%, every time the [[#General|citizen]] wants this demand, the negative effect on happiness is increased.
* Demands are picked randomly across all possible demands. There is no way to reduce demand for alcohol to a level where it does not hurt the player. Demand frequency still goes down a bit when the player can not deliver the stuff (like culture or alcohol), but it will be asked more frequently than before.
*Demands are picked randomly across all possible demands. There is no way to reduce demand for alcohol to a level where it does not hurt the player. Demand frequency still goes down a bit when the player can not deliver the stuff (like culture or alcohol), but it will be asked more frequently than before.
* Citizens don't like to be forced to move to another home by the player, a happiness penalty will be paid when force moving citizens.
* Citizens don't like to be forced to move to another home by the player, a happiness penalty will be paid when force moving citizens.


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===Health===
===Health===
[[File:status_health.png|alt=Health status icon|border|right|frameless|75x75px]]
[[File:status_health.png|alt=Health status icon|border|right|frameless|75x75px]]
Health is a state of complete physical, mental and social well-being and not merely the absence of disease or infirmity. A [[#General|citizen]] now and then is required to go to see a doctor. It can be heavily influenced by things such as pollution, water quality, temperature, and lack of food.  
Health is the state of physical, mental and social well-being and not merely the absence of disease or infirmity. Every now and then, a citizen demands to go to see a doctor. It is heavily influenced by things such as pollution, drinking water quality, building temperature, and lack of food. It itself influences the lifespan and happiness of the citizen.
 
Medical facilities are needed to boost a citizen's health. It's also required in health-related emergencies and for regular visit by citizens.
 
Health significantly influences both the birth rate and death rate, playing a crucial role in maintaining positive population growth. Without it, the republic may die sooner or later. Since births should be kept above deaths and escapes, health is crucial to boost births and reduce deaths. The birth rate is also influenced by satiety, happiness, loyalty and [[research]].


'''Related buildings'''
'''Related buildings'''
*[[Hospital]] - can boost citizen's health. It's required in health-related emergencies and for regular visit by citizens.
*[[Hospital]]
 
'''Notes'''
* Hospitals heal emergency patients to a higher health value before they leave.
* Health has the biggest impact on birth rate and deaths. Next to productivity, it is very important to have a constant positive population growth or the player's city will die sooner or later. As birth rate should always be kept above deaths and escapes, health be crucial to boost births and reduce deaths. The birth rate is also influenced by satiety, happiness and loyalty.
* Health below 80% kills people faster and makes them unhappy.


===Loyalty===
===Loyalty===
[[File:status_soviet.png|alt=Hapiness icon|border|right|frameless|75x75px]]
[[File:status_soviet.png|alt=Hapiness icon|border|right|frameless|75x75px]]
Loyalty is the quality of being faithful to the republic. [[#General|citizens]] who are loyal remain firm in their friendship with the republic. Every [[#General|citizen]] has government loyalty. The higher the loyalty the more productive they are at work and the less negative influence they have on overall happiness. [[#General|citizens]] with lower loyalty can be restricted from working within certain critical jobs such as [[school]], [[television station]] or [[radio station]]s, to reduce the risk of negative influence (and therefore lower government loyalty) over students or other citizens.
Loyalty is the quality of being faithful to the republic. Citizens who are loyal remain firm in their friendship with the republic. Every citizen has some amount of loyalty. The higher the loyalty, the more productive they are at work and the less negative influence they have on overall happiness.  


The player can control the minimum loyalty of [[#worker|workers]] working at a building critical jobs by increasing or decreasing the 'Government loyalty' percentage:
A good way to improve loyalty is by placing monuments within range of commonly visited buildings. For each visit, a citizen will have its loyalty improved based on the monument used, up to a maximum of 40% loyalty. Beyond this, [[radio station]]s or [[television station]]s are used to increase loyalty. Giving personal cars to people will also increase loyalty. Only by combining all these methods together can loyalty reach 100%.
 
Citizens with lower loyalty can be restricted from working within certain critical jobs such as [[school]]s or [[radio station]]s, to reduce the risk of negative loyalty influence over students or other citizens. This can be done by increasing or decreasing the 'Government loyalty' percentage:


[[File:MinimalGovernmentLoyalty ConfigSliderpng.png|frameless|450x450px]]
[[File:MinimalGovernmentLoyalty ConfigSliderpng.png|frameless|450x450px]]


To get to know how loyal the player's [[#General|citizens]] are to the government, the player has to spy on them. This is a task for the [[Secret police]]. The player will need them to investigate workers as their loyalty will be hidden and if it is hidden the player may think they are loyal but, they are not and they may be allowed to work in the player's education and broadcasting facilities negatively affecting the loyalty of those listening to them.
To get to know how loyal the citizens are to the government, the player has to spy on them. This task is performed by the [[Secret police]], which will visit citizens' apartments and install listening devices to evaluate their loyalty. Without them, the loyalty of the citizens will be hidden, causing players to mistakenly assume that their citizens are loyal. This will unknowingly cause disloyal citizens to work in critical jobs, such as [[school]]s or [[radio station]]s, negatively influencing the loyalty of other citizens.
 
The secret police building is where only the highly educated [[#General|citizens]] can work. They will have duty vehicles assigned to them which look like personal cars but are assigned to the secret police building. This allows the secret police to travel undercover to residential areas and install spy equipment into [[#General|citizens]] homes to gather loyalty information on the people living there.  


'''Related buildings'''
'''Related buildings'''
*[[Monuments]] - can help boost loyalty by its vicinity.
*[[Monuments]]
*[[Radio station]] - can help boost loyalty of [[#General|citizens]] with radios.
*[[Radio station]]
*[[Television station]] - can help boost loyalty of [[#General|citizens]] with TVs.
*[[Television station]]
*[[Secret police]] - can precisely verify and show a building and citizen's loyalty.
*[[Secret police]]


'''Notes'''
'''Notes'''
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*High loyalty boost it even beyond 100% depending further on happiness, satiety and health.
*High loyalty boost it even beyond 100% depending further on happiness, satiety and health.
*Very low loyalty (less than 30%) will decrease the happiness of the player's [[#General|citizens]] instantly based on the player's difficulty settings.
*Very low loyalty (less than 30%) will decrease the happiness of the player's [[#General|citizens]] instantly based on the player's difficulty settings.
*Monuments can increase government loyalty by up to 50% for [[#General|citizens]] who pass by them.
*Personal cars give the player maximum 75-85% loyalty based on the unsatisfied [[#General|citizens]] reaction level and quality of the car, the better and faster the car is the more impact on loyalty it has.
*Radio Broadcast can help the player gain up to 70-80% loyalty for [[#General|citizens]] without personal cars and 80-90% loyalty for those with personal cars.
*100% loyalty is only possible with TV broadcasting and it will be possible only for [[#General|citizens]] with personal cars as other will be limited to range of 80-90%.
*If the player demands more loyalty then 35%, the player's needs to use a radio station, with a 35/65 ratio of culture/propaganda.


===Alcohol addiction===
===Alcohol addiction===
[[File:status_alcohol.png|alt=Alcohol status icon|border|right|frameless|75x75px]]
[[File:status_alcohol.png|alt=Alcohol status icon|border|right|frameless|75x75px]]
Citizens really do enjoy [[alcohol]]ic beverages, created from crops, anyone is able to drink their problems away. Alcohol has one of the biggest impacts on happiness of any citizen, but require a specific location for their consumption. They do though cause a big impact in a citizen's life, as its consumption and addiction may lower health. By increasing happiness via alcohol there is a small chance to increase loyalty by a low amount.
Citizens really do enjoy [[alcohol|alcoholic beverages]], created from crops, anyone is able to drink their problems away. Alcohol has one of the biggest impacts on happiness of any citizen, but requires a specific location for their consumption. However, they cause a big impact in a citizen's life, as it can increase addiction.


Alcohol can be utilized to counter [[#religion|religion]] needs of a citizen in early game.
A high addiction percentage causes more frequent [[pub]] visits, each visit slightly lowering health. However, this health effect can be partially improved with [[research]]. Alcohol addiction will go down if the alcohol demand is not fulfilled for a long time.
 
In the early game, alcohol can be utilized to counter the [[#religion|religion]] needs of a citizen.


'''Related buildings'''
'''Related buildings'''
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===Culture enjoyment===
===Culture enjoyment===
[[File:status_culture.png|alt=Culture status icon|border|right|frameless|75x75px]]
[[File:status_culture.png|alt=Culture status icon|border|right|frameless|75x75px]]
The way of life for the entire republic.  
The way of life for the entire republic. Culture enjoyment is a key aspect of citizen satisfaction and happiness.
 
Note that the increase in culture status may take some time to reflect after building a cinema or starting a TV or radio broadcast. The "Unable to enjoy culture" alerts mean "The last time a person tried to meet this need, they couldn't" and will remain until they try again.


'''Related buildings'''
'''Related buildings'''
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*[[Museum]]
*[[Museum]]
*[[Theater]]
*[[Theater]]
 
*[[Radio station]]
'''Notes'''
*[[Television station]]
*Culture has a medium effect on happiness.


===Sports enjoyment===
===Sports enjoyment===
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====Notes====
====Notes====
*Escapes are citizens which are leaving the players republic because their preferences where not satisfied.
* When the number at ''Children 21+ (Still living with parents)'' is increasing, there is lack of housing in the republic.
*Citizens escape when happiness is dropping to below 80%.
* When the player doesn't providing housing to ''Children 21+ (Still living with parents).'', they will escape.
*When the number at ''Children 21+ (Still living with parents)'' is increasing, there is lack of housing in the republic.
* Sport has a positive effect on health for citizens, while alcohol has a negative effect, but this can be partially mitigated via research.
*When the player doesn't providing housing to ''Children 21+ (Still living with parents).'', they will escape.
* Citizens stay at home instead of going to cinema or theater, when the program rating of the player's TV or radio station is over 30% and the culture preference is over 70%.
*To keep citizens in the republic, keep the average lifespan to 75 or above.
* Highly educated citizens sometimes ask for electronic gadgets, these electronic gadgets sometimes break and the citizens demand a new one.
* Citizens will leave the player's republic if happiness is at a low value, depending on the satiety and loyalty the citizens might reconsider that decision.


<references />
<references />

Revision as of 21:09, 23 June 2024

Citizens (also referred to as workers) are the individuals who grow up and live in the cities of the republic. They are the backbone of the economy, and managing their needs is a crucial part of Workers & Resources: Soviet Republic.

The game simulates every citizen individually, each having their own name, age, education and preferences.

Each citizen has a routine that includes working (or education for students), free time and travelling. They also have various demands, such as food, shopping, culture, sport and religion, which they will try to fulfill during their free time. Their happiness, loyalty, and productivity are influenced by the conditions provided to them in the republic.

Demographics

Getting citizens

Citizens can be acquired through various means: invitations, births, or relocation from other buildings.

Invitations are the main method that a new republic forms its' population. Each residential building, once finished, has the option to invite people to live in it, at the cost of money. There are three types of invitations possible:

  • Worker buyrub.png 10 Soviet immigrants of various education levels but never uneducated, costing rubles
  • Worker buyrub.png 5 Soviet experts of guaranteed University education, costing 2.5x as many rubles per individual
  • Worker buyusd.png 10 uneducated and unhealthy immigrants from the third world, costing dollars

If, at the moment of invitation, the apartment building has fewer free slots inside than the amount of invited people, the money will be paid only for the amount of people that actually fit in the building. For example, if inviting 10 Soviet immigrants costs 2000 rubles, and there are only 5 free slots remaining, the invitation will bring in 5 people and cost only 1000 rubles.

Births are a natural way of increasing population. They happen at random to citizens that reached 21 years of age and have their own apartment. Birthrate can be influenced by research. Births create more citizens, which, in turn, will create more births. Thus, larger republics will have to deal with an exponentially increasing population, which can plateau if citizens are unable to find their own apartment (overpopulation).

Availability of healthcare is crucial for sustaining a population by births. If the health of a population drops too much, children may die before they reach adulthood.

Relocation is a method of moving citizens from one apartment building to another. By itself it does not increase the total population of a republic, but it can be used to populate a new city from the pre-existing population of other cities.

On maps with pre-generated villages, relocating from the villages is a good way to quickly get people into a growing city.

The downside of relocation is that it severely reduces the happiness of a citizen.

Citizen loss

There are two mechanisms by which a republic can lose its population: deaths and escapes. In either case, the citizen simply disappears from the game.

Death is a consequence of a citizen reaching its' lifespan. This can either happen in time, as the citizen ages, or during a crisis, when the health drops either to 0%, or low enough to cause the lifespan to drop below the current age of the citizen. This means that older people are more vulnerable to events such as lack of heating during winter.

Escapes occur when the happiness of citizens reaches a critically low value. However, depending on satiety and loyalty, they may reconsider this decision. Keeping both at maximum can prevent escapes, even if the citizen is unhappy.

Life cycle

Citizens in the republic follow a realistic aging process, starting as babies and growing up to adulthood, eventually dying due to old age at around 70-80 years of age. This aging is tied to the game's time progression, aging 12 years for every 1 in-game year. This means that their age counter increases every month on the same day by 1.

Each newborn citizen has a single parent, but a parent can have multiple children. The children live with the parent, not taking up any slots in the apartment building, until they reach age 21 and can find a free apartment to move into. If the parent dies, escapes or goes to prison in this time, the children will become orphans.

Life stages

There are several, more or less unique stages of life that a citizen will go through:

  • Workers childs0.png Baby, ages 0-5
  • Workers childs2.png Child, ages 6-8
  • Workers childs1.png Child, ages 9-14
  • Workers childs3.png Teenager, ages 15-20+
  • Workers.png Productive age worker, ages 21+

Babies are citizens in their first stage of life. They will always stay at home and require the full attention of their parent, which will be unable to take on other jobs, unless there is a free spot in a nearby kindergarten where the baby can stay while their parent goes to work. They have no needs, nor do they undertake any education.

At birth, they inherit the stats of the parent, thus it is not impossible to find a baby with a non-zero alcohol addiction stat, for example.

Children are the next stage of growth. They continue to live with their parent, like babies. Unlike babies however, they do not take the time of their parent anymore, and will go to school by themselves and acquire a basic education. Once they acquire it, they will stay at home all day.

Teenagers function just like children, with the exception that they are now capable of attending university and acquiring an University education. Once they reach 21 years of age, a teenager will advance to the next stage of life, leaving their parent's home and taking up a free apartment spot. If they are unable to find one, they will classify as "21+ without own flat" and will continue to function as a teenager, until new apartments are available.

Productive age workers are adult citizens that can go to work and live in their own apartment, taking up a slot in the building. If they possess basic education, they will prioritize working over going to an university, unless moved to an university halls of residence. If they do not possess any education, they will go to school to acquire it.

Lifespan

Each citizen has a specific lifespan, mainly dictated by their Health stat. With a high health stat of 90% or above, citizens can live up to about 80 years of age. Once the citizen passes their lifespan, they die.

Maintaining a high lifespan is essential to ensure a steady workforce and maintain population growth. This involves strategies such as controlling pollution, providing efficient healthcare, and ensuring heating during the cold months.

Citizens never retire; they work up until their last day.

Movement

In order to work, study or satisfy their needs, citizens will employ various methods to move across the republic, from simply walking along paths to taking public transport provided by the player, or even driving personal cars.

Regardless of the movement method used, citizens will always teleport home after they finish their business, be it either finishing their work shift, or fulfilling their demands. This means that it is not necessary to provide bidirectional public transport routes.

Walking

Citizens like to walk on paths and roads to work, school, bus stations, or any other building that they want to go to, as long as their destination is not too far away. The distance is dictated by the Walk speed of the various paths and roads that they walk on, up to a maximum of 480m of walking distance for 100% Walk speed. At 50% Walk speed, this distance is reduced to only 240m. A combination of several types of paths or roads with different Walk speeds average out to form the final maximum walking distance, thus maximum distance is achievable only by using Asphalt footpath with lamps for the entire distance.

Walking reachability can be checked in the menu of each building, showing all the possible paths that a citizen can take from that building with a blue dotted line, along with the distance of each route. This option can also take into account paths that are still in construction, using a light blue dotted line to show how the route will look like once the path is finished. This is useful to ensure reachability before committing to building.

Public transport

If a citizen is unable to find a building that they're looking for in walking range, they will instead walk to a nearby public transport station where they will wait to be picked up by a vehicle, and willingly disembark at the first station that has their desired building in range. If no vehicle comes within 1h of waiting (one calendar day), they will teleport home and give up for the day. Citizens looking for work will be classified as unemployed until their next work shift starts.

Travelling inside of a single vehicle is limited to only 4h of the citizen's time. Once this time is reached, the citizen will immediately leave the vehicle and teleport home. To avoid this, using faster vehicles, improving infrastructure, or transferring to another vehicle is possible.

Each citizen also has a total amount of time travelled that day. This includes waiting in a station and travelling in vehicles, but not walking, and once past 5h, the citizen will have its' happiness decreased, but will not teleport home. This timer resets when the citizen moves on to the next activity in their daily schedule.

Personal cars

Citizens can possess cars. Those who do are able to drive to wherever they need, as long as there are parking lots near the origin and destination points. Additionally, citizens will only drive as long as the distance from lot to lot, as measured along the road, is a maximum of 2.5 km.

Personal cars are the only exception to the teleportation rule. Once they want to go home, citizens will always drive their car back to a parking lot near their apartment building.

States

There are several states that a citizen can be in. Citizens will change between these states, depending on their age, schedule or other condition.

Worker

Workers workers loedu.png A worker is a citizen that is seeking work. Most buildings provide jobs that workers will travel to, either on foot, or via vehicles. Create jobs by building industry, commerce (grocery stores, small stores, shopping centers, etc), education (schools, universities), public services (cinemas, hospitals), or others. Additionally, workers are able to take part in construction.

Once the citizen reaches 21 years of age, they are considered a productive age worker and will be capable of taking on jobs. Citizens younger than 21 years are unable to work.

Workers don't have fixed jobs, they will work wherever they find. When a citizen decides to go to work, they will search for a free job within walking distance of their apartment. If none are found, they will instead go to a public transport station and wait for a vehicle to pick them up and take them to a job. If they wait for too long, or no public transport station exists, they will go home and be classified as unemployed until their next shift starts.

A shift for a worker lasts 8 hours and starts when the worker arrives at the workplace. Travel time does not count to the time worked. When the shift is over, the worker teleports home. Thus, transport back from the workplace is not needed. However, if they came to work in their personal car, they will use it to go home.

Worker education

Main article: Education simulation

There are 3 levels of workers:

  • Workers workers noedu.png No education
  • Workers workers loedu.png Basic education, achieved after finishing school
  • Workers workers hiedu.png University education, achieved after finishing any university

Most buildings require workers with at least a basic level of education, while others (e.g. schools or hospitals) require highly educated workers alongside basic educated ones. University educated workers are able to work anywhere is needed, including jobs requiring basic education, but will prioritize highly educated positions. Uneducated workers are unable to work.

Foreign Worker

Similar to a regular worker, a foreign worker[1] is capable of working 8 hour shifts at a workplace. These workers, however, do not live in the republic. They must be hired for money and transported directly to the workplace, or transferred to a station for further pickup.

Each customs house offers a number of foreign workers of varying education levels for hire. A vehicle (such as a bus, train, ship, or aircraft) will then be able to load these workers and transport them to wherever they're needed.

If a line is used to import foreign workers, it is possible to choose the education level of the workers that the vehicle will take. However, a bus dispatched from a Construction office or Demolition office will not have this choice and will pick up all of the foreign workers available at the customs house.

There are several types of foreign workers that can be found:

  • Foreign east meedu.png Soviet worker with basic education
  • Foreign east hiedu.png Soviet worker with University education
  • Foreign west meedu.png NATO worker with basic education
  • Foreign west hiedu.png NATO worker with University education

Functionally, there is no difference between Soviet and NATO workers, except the customs house they are hired from, and, consequently, the currency used to hire them.

The player doesn't have to take care of the foreign worker happiness. When their shift ends, foreign workers teleport back home, to the bloc where they came from.

Foreign workers are useful in case of crisis, or in the early game, when the republic has none or not enough workers to work the required jobs. However, it is not recommended to rely on them long-term, due to their high hiring cost.

Free time citizen

Workers passangers half.png A free time citizen is any citizen that doesn't currently work, study, is not a prisoner or tourist. For 16 hours, they will go fulfill various demands, such as buying things, drinking, or visiting a cultural building, before going home to rest. To do this, they will try to find a building that can satisfy their demands within walking distance of their home. If none are found, they will go to a public transport station and take a vehicle, and disembark at a station which has the building that they want nearby.

Often, free time citizens will have several demands each time. When one demand is satisfied, they will exit the building and try to find the next, without teleporting back home. They only teleport back home once all of their demands are met, where they will remain until the 16 hours free time ends and they have to go to work or study.

Satisfying the demands of citizens keeps them happy. Happiness will drop if they are unable to fulfill their needs.

Student

Main article: Education simulation

Workers workers students.png A student is a citizen that is seeking education in a school or university. In this regard, students are similar to workers, with the exception that their "shift" lasts only 5 hours.

A citizen can start studying as early as 6 years of age, at which point they will start going to school until they achieve basic education. As early as 15 years of age, they will go to study at an university to achieve University education. The school or university do not have to be the same for each session of studying, they can go anywhere they choose.

Once the citizen reaches 21 years of age, they are considered a productive age worker. However, they will still go to school if they did not manage to finish their basic education. Once basic education is achieved, productive age workers will prioritize working over further education. To get them to prioritize studying in an university, it is therefore required to move them into a university halls of residence that is within reach of an university.

A student living in university halls of residence will immediately find and move to any available regular apartment in the republic when they finish their University education.

Prisoner

Main article: Crime and justice

A prisoner is a citizen of the republic which has been incarcerated due to committing a crime. After the court house finishes the trial, the citizen is forcibly moved to the prison and becomes a prisoner. They function roughly similar to regular productive age citizens, in that they have a schedule of 8 hours of work and 16 hours of free time. However, they are unable to leave the prison grounds by themselves.

Prisoners can fill basic educated jobs. During their work time, a prison bus arriving at the prison can pick them up and transport them directly to the workplace. If there is no bus to pick them up, they will spend their shift time doing nothing at the prison.

Citizens will remain prisoners for as long as their prison sentence lasts, or until the escape. After that, they return to normal life and move to a regular apartment, ideally with a reduced Crime stat.

Tourist

Main article: Tourism

Workers tourist.png A tourist is a temporary citizen that visits the player's republic. Tourists are picked up from the customs house by a vehicle and have to be brought to a hotel for the duration of their vacation. During their stay in the republic, they will explore the city, either by foot or using public transport, behaving much like a free time citizen in this regard. On each visit of a building, they will spend rubles or dollars, depending on their country of origin.

Stats

Happiness

Hapiness icon

Happiness is important for the citizens in the player's republic and free time is when citizens have their happiness influenced. Happiness is the most important stat for increasing productivity. Productivity is the most important value of a person. It means that they produce more products/can serve more people while the cost for the person stays the same. If the people from the republic are twice as productive they need just half the space and therefore half the electricity, gas, food, clothes and all other things to live while delivering the same productivity as a group of people twice as large.

Happiness is influenced by other stats:

To influence each stat, the player has to build specific buildings.

Notes

  • While happiness has the largest impact on productivity, it is not the only property influencing productivity. Health, satiety and loyalty have their impact on happiness as well but especially health has a lower impact (if citizens are sick, citizens are at the hospital anyway and happiness is reduced already due to sickness).
  • The lowest possible productivity is 30%.
  • All demands have different negative effects if they are not fulfilled, each time they are picked. They have an even bigger negative effect if the value reaches 5% or lower.
  • When an activity demand reaches a critical value of below 5%, every time the citizen wants this demand, the negative effect on happiness is increased.
  • Demands are picked randomly across all possible demands. There is no way to reduce demand for alcohol to a level where it does not hurt the player. Demand frequency still goes down a bit when the player can not deliver the stuff (like culture or alcohol), but it will be asked more frequently than before.
  • Citizens don't like to be forced to move to another home by the player, a happiness penalty will be paid when force moving citizens.

Satiety

Satiety status icon

A need that is fulfilled by visiting stores that sell food. A lack of food in stores will bring Satiety down from 100%, causing unhappiness and an increasing demand for food, such that when food is brought back to shelves, a large wave of citizens will rapidly enter the store.

Related buildings

Health

Health status icon

Health is the state of physical, mental and social well-being and not merely the absence of disease or infirmity. Every now and then, a citizen demands to go to see a doctor. It is heavily influenced by things such as pollution, drinking water quality, building temperature, and lack of food. It itself influences the lifespan and happiness of the citizen.

Medical facilities are needed to boost a citizen's health. It's also required in health-related emergencies and for regular visit by citizens.

Health significantly influences both the birth rate and death rate, playing a crucial role in maintaining positive population growth. Without it, the republic may die sooner or later. Since births should be kept above deaths and escapes, health is crucial to boost births and reduce deaths. The birth rate is also influenced by satiety, happiness, loyalty and research.

Related buildings

Loyalty

Hapiness icon

Loyalty is the quality of being faithful to the republic. Citizens who are loyal remain firm in their friendship with the republic. Every citizen has some amount of loyalty. The higher the loyalty, the more productive they are at work and the less negative influence they have on overall happiness.

A good way to improve loyalty is by placing monuments within range of commonly visited buildings. For each visit, a citizen will have its loyalty improved based on the monument used, up to a maximum of 40% loyalty. Beyond this, radio stations or television stations are used to increase loyalty. Giving personal cars to people will also increase loyalty. Only by combining all these methods together can loyalty reach 100%.

Citizens with lower loyalty can be restricted from working within certain critical jobs such as schools or radio stations, to reduce the risk of negative loyalty influence over students or other citizens. This can be done by increasing or decreasing the 'Government loyalty' percentage:

MinimalGovernmentLoyalty ConfigSliderpng.png

To get to know how loyal the citizens are to the government, the player has to spy on them. This task is performed by the Secret police, which will visit citizens' apartments and install listening devices to evaluate their loyalty. Without them, the loyalty of the citizens will be hidden, causing players to mistakenly assume that their citizens are loyal. This will unknowingly cause disloyal citizens to work in critical jobs, such as schools or radio stations, negatively influencing the loyalty of other citizens.

Related buildings

Notes

  • Low loyalty will affect birth-rate based on the player's difficulty settings (Unsatisfied citizen Reaction Level).
  • Low loyalty will decrease the productivity of the player's workers even if they are happy and healthy.
  • High loyalty boost it even beyond 100% depending further on happiness, satiety and health.
  • Very low loyalty (less than 30%) will decrease the happiness of the player's citizens instantly based on the player's difficulty settings.

Alcohol addiction

Alcohol status icon

Citizens really do enjoy alcoholic beverages, created from crops, anyone is able to drink their problems away. Alcohol has one of the biggest impacts on happiness of any citizen, but requires a specific location for their consumption. However, they cause a big impact in a citizen's life, as it can increase addiction.

A high addiction percentage causes more frequent pub visits, each visit slightly lowering health. However, this health effect can be partially improved with research. Alcohol addiction will go down if the alcohol demand is not fulfilled for a long time.

In the early game, alcohol can be utilized to counter the religion needs of a citizen.

Related buildings

Culture enjoyment

Culture status icon

The way of life for the entire republic. Culture enjoyment is a key aspect of citizen satisfaction and happiness.

Note that the increase in culture status may take some time to reflect after building a cinema or starting a TV or radio broadcast. The "Unable to enjoy culture" alerts mean "The last time a person tried to meet this need, they couldn't" and will remain until they try again.

Related buildings

Sports enjoyment

Sport status icon

A physical game played for amusement and health, can be performed indoor or outdoor.

Related buildings

Notes

  • Sport has a positive impact on health but the positive effect on happiness is small.
  • When seasons are enabled, citizens won't play sports outdoors during the winter.

Religion sympathy

Religion status icon

Religion, when its need is not met, can reduce happiness. Similar to crime, Religion is a statistic that requires suppression instead of meeting its demand. As the game takes place in a soviet-like republic, it follows some policies that were implemented in similar states during the soviet era. One of this policies was the dissolution and non-state support of religions and religiousness.

Related buildings

  • Radio station - can help suppress religion of citizens with radios.
  • Television station - can help suppress religion of citizens with TVs.
  • Church - This building can't be build by the player. Churches are only available in a downloaded map or in a random generated map with the option Build cities enabled.

Notes

  • Religion has only a tiny effect on happiness, comparable to sports.
  • Orphanages can help to reduce religiousness before adulthood for orphans.

Clothing quality

Related buildings

Crime

Crime status icon
Main article: Crime and Justice

A crime is an act done by a citizen which is against the laws of a republic. A citizen who does this is called a criminal. Criminals can be arrested by police forces and are required to serve sentences in prisons that can vary in duration depending on one's crimes. These individuals are removed from the workforce, and by their actions, can cause happiness damage to nearby citizens due to their crimes.

Every citizen has a hidden preference “Criminality.” It's randomly generated in citizens and if crimes are not be solved, it will cause growth of crime rate. Low government loyalty and high unemployment also have an impact on crime rate.

Related buildings

Notes

  • When a citizen goes to prison and they have a child, the child becomes an orphan and will move to an orphanage.

Analyzing statistics

Feedback from the citizens living in the republic is very important for the player to create a republic that prospers. From feedback the player can take actions to satisfy the preferences of the citizens. Preferences are needs to keep citizens happy, like satiated, culture, sport. Actions, to satisfy preferences, can be by building extra housing, providing services to citizens, take care of health, crime, providing jobs, food, clothes, etc.

There are a few channels of getting feedback from the citizens in the players republic:

Notifications

Notification icon

Notifications are displayed in the top right corner of the screen. Notifications are there to signal the player that something is going on in the republic. Notifications do not have a severity level by themselves, but they can be grouped as: informational, warning, critical on impacting the republic.

- Informational notifications inform the player that certain vehicles become available as the years pass by. From that moment on the player can purchase or build that specific vehicle, if the player has the production facility for that.
- Warning notifications can be seen as information which impact the import and export of goods, with the consequence of impacting the economy. Global events can impact resource prices or pandemics can impact citizens' health.
- Critical notifications are notifications which impact citizens almost instantly. The player should pay special attention to these notifications. These notifications can be in the order of missing goods in shops, because of issues in the supply line from production, storage and/or slow transport. Also heating issues are of a critical factor and impacts health of citizens.

Notifications don't mention anything about the preferences of the citizens. It's all about notifying the player about things to which may impact citizens.

Per citizen

Notification icon
Single citizen statistics display.

The player has the ability to check the preferences of each individual citizen. To accomplish this the player has to select a citizen. Selecting a citizen while the citizen is walking to a destination, is not possible. The player must first select a building or vehicle in which civilians are present. Then a citizen can be chosen from that building or vehicle. After selecting a citizen, a window is displayed in which information can only be seen from that one specific citizen.

At the bottom of the window the preferences are displayed with a percentage beside it. The higher the percentage, the more the preferences is satisfied, except for religion and Alcohol addiction, these percentages should be low. The player can also see in this window the Current demand; what the citizen currently need. When the free time of the citizen starts, the citizen will start looking for these preferences. If the citizen cannot meet their preference, a penalty given to the player, by lowering the happiness. Below the Current demands are the Past days demands, unsatisfied are displayed. These are preferences which are not met the last couple of days and a penalty has been applied.

There is more information shown in this window apart from preferences. Some personal information is displayed like, name, age, lifespan, education level and information is displayed about work shift progression and duration, total travel time and destination. When pressing on a 'view'-icon (Button view.png), the screen moves to the position in the world where the player pointed at. When pressing on the 'view'-icon (Button view.png) in the red bar on top of the window, the screen focuses on the position of the citizen in the world and the screen scrolls where the citizen is going. When pressing on the 'view'-icon (Button view.png) behind the Home building, the screen moves to the position of the citizen's home, the same applies for a 'view'-icon (Button view.png) behind a vehicle, the screen moves to the vehicle instead.

The player can analyze problems in the republic by following a citizen in his life through the republic.

By building

Notification icon
Buiding statistics display.

The player can select a building and a window will appear with all kinds of information about that specific building. Somewhere in the middle of the window the preferences are displayed with a percentage below it. The higher the percentage, the more the preferences is satisfied, except for religion and alcohol addiction, these percentages should be low. The percentages shown are calculated for all citizens who have their home in that building.

In the top of the window remarks are displayed in red. These remarks give the player feedback to what the citizens, with their home in this building, need. These can be all kind of remarks from Temperature too low, Can't see doctor, unable to visit some building/place or not able to get food. It's up to the player to analyze and resolve the remarks, to keep the citizens happy.

Also in this window statistics are displayed related to some averages, education level, total numbers for electronics and cars. At the bottom there are gauges for power voltage and wattage, the temperature in the heat water tank for heating, information about water pressure, -usage, -quality and for sewage the filling and how much the sewage is polluted.

The player can use the red remarks to analyze and fix problems in the republic.

Population statistics

Notification icon
Population statistics menu.

The population statistics menu option is a very important option. This option is the feedback from the citizens, in the republic, to the player.

The population statistics overview can be found on the left hand side of the screen in the Advanced information menu. By hovering over the menu you can find the population statistics menu button, it's the button with some workers standing side by side. When pressing the button information is displayed to the player:

  1. Statistics information about total numbers of workers in different areas.
  2. Horizontal bars related to areas which influence the workers happiness.
  3. Statistics information about total numbers.
  4. Graph for trend analyses.

All information displayed in the population statistics is the collected result of every single citizen in the republic. Information is gathered by the game and statistically calculated and presented to the player.

When hovering hover an item in the population statistics, the graph at the bottom is automatically displaying the related information about that item. The player is able to adjust the time trend for the graph. The player can select different time spans to his need. Time spans like: This month, Last month, This year, Last year and 'All'. There is even a Custom option for selecting a time span between a specific start and end date.

The first area provides the total numbers how citizens demographically are divided information is displayed about:

  • Total number of citizens in the whole republic.
  • Productive age workers.
  • Babies 0-6 years.
  • Children 7-21 years.
  • Children 21+ (Still living with parents).

The productive age workers are the players actual workforce to help creating the republic. These workers can have jobs somewhere in the republic and the player should keep these workers happy and loyal. This groups comes of age and will die in the end. In their lifetime they can produce children to keep the republic alive.

Birth is very important for the future existence and prosperity of the republic. If no babies are born, the republic will eventually fail. Babies grow up to children and when they become 21 they are adults, ready to work in the republic. Health is very import for the players birth rate.

The second area is all kind of information about the citizens happiness. The information is displayed in horizontal bars in a percentage (%) from 0, on the left, to 100 on the right. In general counts the higher the better, there are some exceptions like, for instance, Religion, because of a player's real proletarian republic this must be suppressed. And there is Alcohol as this increases happiness but may impact health.

Happiness to citizens can be influenced by providing services/buildings to them. The player has ways to influence these items:

The third area is displaying statistical information, like: Unemployment and averages over Productivity, Age and Lifespan. Further there are some insights in the education level of the citizens and the demand for electronics and cars.

The fourth part is the graph with the time span trends, as described before. In here you find 4 more items: Births, Immigrants, Deaths and Escapes. Hovering over these items will show the trend over time for these items.

Notes

  • When the number at Children 21+ (Still living with parents) is increasing, there is lack of housing in the republic.
  • When the player doesn't providing housing to Children 21+ (Still living with parents)., they will escape.
  • Sport has a positive effect on health for citizens, while alcohol has a negative effect, but this can be partially mitigated via research.
  • Citizens stay at home instead of going to cinema or theater, when the program rating of the player's TV or radio station is over 30% and the culture preference is over 70%.
  • Highly educated citizens sometimes ask for electronic gadgets, these electronic gadgets sometimes break and the citizens demand a new one.
  • Citizens will leave the player's republic if happiness is at a low value, depending on the satiety and loyalty the citizens might reconsider that decision.
  1. Available from Workers & resources: Soviet Republic patch 0.8.8