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==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]]''.
There are 3 variations of citizens who live in the player's republics cities, [[Citizens#Worker|Worker]], [[Citizens#Student|Student]], [[Citizens#Passenger|Passenger]] and apart from that there is also the [[Citizens#Tourist|Tourist]] who will visit the republic. All of them are keen to walk on [[Infrastructure#Footpaths|Footpaths]] and like to take a bus or train.


The daily routine of a citizen is like this:
The game simulates every citizen individually, each having their own name, age, education and preferences.
{| class="article-table"
! Activity
! Duration
|-
!Working or education
|8h
|-
![[Free time]]
|16h
|-
!Travelling to work
|4h
|-
!Traveling during [[Free time|free time]]
|5h
|}


;Notes
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 try to fulfill during their free time. Their happiness, loyalty, and productivity are influenced by the conditions provided to them in the republic.
* Citizens only travel on the way to work or to other buildings. The player doesn't have to provide a way back as the '''citizens''' teleport home, unless a citizen owns a personal car, then they drive back home.
 
* 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.
==Demographics==
* Citizens will teleport home if they are too long in a transport vehicle like a bus or train.
===Getting citizens===
* By daisy chaining public transport, citizens can travel "forever" as long as they keep transferring to other vehicles.
Citizens can be acquired through various means: invitations, births, or relocation from other buildings.
* When citizens travel for more than 5 hours, a Happiness penalty applies to the citizens involved.
 
* Citizens walk a distance of 250m over mud paths and about 411m over gravel paths. (Check actual [[footpaths|footpath]] walking speed here)
'''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:
* Immigrants from the third world are usually uneducated and have a religious preference.
* [[File:Worker buyrub.png|frameless|24x24px]] 10 Soviet immigrants of various education levels but never uneducated, costing rubles
* Citizens don't like to be moved to another home, a Happiness penalty applies to the citizens involved.
* [[File:Worker buyrub.png|frameless|24x24px]] 5 Soviet experts of guaranteed University education, costing 2.5x as many rubles per individual
* Citizens can move to another home or to University halls of residence automatically, if the new home is in walking distance.
* [[File:Worker buyusd.png|frameless|24x24px]] 10 uneducated and unhealthy immigrants from the third world, costing dollars
* Sport has a positive effect on health for citizens, while alcohol has a negative effect.
 
* 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%.
If, at the moment of invitation, the apartment building has fewer free slots inside than the amount of invited people, the money is 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.
* 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.
 
*If a 21+ year old citizen finds no new place to live, he will flee the republic rather than live with his parents.
'''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, create more births. Thus, larger republics 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 food and healthcare is crucial for sustaining a population by births. If the health of a population drops too much, citizens are less likely to have babies.
 
'''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.
 
===Losing citizens===
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 become orphans.
 
===Life stages===
There are several, more or less unique stages of life that a citizen goes 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 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 can go to school by themselves and acquire a basic education. After they acquire it, they 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 advances 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 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 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 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 teleport home and give up for the day. Citizens looking for work are then 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 immediately leaves the vehicle and teleports 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 has 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 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 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 change between these states, depending on their age, schedule or other condition.
 
For example, an adult citizen with their own apartment has a schedule formed by 8 hours of work, followed by 16h of free time where they choose a series of free time activities to perform. Thus, they are in the worker state for 8h and in the free time citizen state for 16h.


==Variations==
===Worker===
===Worker===
A '''worker''' is a citizen that has a job. Jobs can be found anywhere in the republic, as long as the player provide them. Create jobs by building factories, shopping opportunities ([[grocery store]]s, [[small store]]s, [[shopping centre|shopping center]]s, etc), education opportunities, like [[school]]s and [[university|universities]], etc.
[[File:Workers workers loedu.png|frameless|24x24px]] A '''worker''' is a citizen that is seeking work. Most buildings provide jobs that workers travel to, either on foot, or via vehicles. Create jobs by building industry, commerce ([[grocery store]]s, [[small store]]s, [[shopping centre|shopping center]]s, etc), education ([[school]]s, [[university|universities]]), public services ([[cinema]]s, [[hospital]]s), 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, becoming capable of taking on jobs. Citizens younger than 21 years are unable to work.
 
Workers don't have fixed jobs, they work wherever they find. When a citizen decides to go to work, they 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.


A shift for a worker lasts 8 hours and starts when the worker arrives at his destination.
====Worker education====
{{Main|Education simulation}}


There are 3 levels of workers:
There are 3 levels of workers:
* [[File:Workers workers noedu.png|frameless|24x24px]] No education  
* [[File:Workers workers noedu.png|frameless|24x24px]] No education  
* [[File:Workers workers loedu.png|frameless|24x24px]] Basic education, reached after finishing school
* [[File:Workers workers loedu.png|frameless|24x24px]] Basic education, achieved after finishing school
* [[File:Workers workers hiedu.png|frameless|24x24px]] University education, reached after finishing 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 prioritize highly educated positions. Uneducated workers are unable to work.


There are numerous kinds of jobs requiring no or some level in education. Some factories require workers with a basic level of education. Other specific factories (e.g. the [[uranium processing plant]]s) require workers with a mix of basic education and workers with university education.
====Foreign Worker====
Similar to a regular worker, a '''foreign worker'''<ref>''Available from Workers & resources: Soviet Republic [[Patch_0.8.8#0.8.8|patch 0.8.8]]''</ref> 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.


;Notes
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) is able to load these workers and transport them to wherever they're needed.  
* Uneducated workers, depending on [[game settings]], cannot work;
* The more time a worker spends traveling to his work, the longer his work shift will last as compensation;
* There is a need of about 3x more workers than jobs, because of the work shift;
* Workers don't have set jobs, instead they search for any nearby building with available jobs at the beginning of each workday;
** They search for jobs by themselves within a walking radius of around 450m. If they can't find a site to work at they look for options to get to a destination, for example a bus stop.


===Foreign Worker===
If a line is used to import foreign workers, it is possible to choose the education level of the workers that the vehicle takes. However, a bus dispatched from a [[Construction office]] or [[Demolition office]] does not have this choice and will pick up all of the foreign workers available at the [[customs house]].
A '''foreign worker'''<ref>''Available from Workers & resources: Soviet Republic [[Patch_0.8.8#0.8.8|patch 0.8.8]]''</ref> is the same as a [[#worker|worker]] but with the difference that this worker doesn't live in the player's city. The player can hire these foreign workers from a [[customs house]] at the border. Depending on which bloc the customs house is on, a worker will come to work in the player's republic from that bloc. That can be a Soviet or NATO worker.


The foreign workers which can be hired are educated workers:
There are several types of foreign workers that can be found:
* [[File:foreign_east_meedu.png|frameless|24x24px]] Soviet worker with basic education
* [[File:foreign_east_meedu.png|frameless|24x24px]] Soviet worker with basic education
* [[File:foreign_east_hiedu.png|frameless|24x24px]] Soviet worker with University education
* [[File:foreign_east_hiedu.png|frameless|24x24px]] Soviet worker with University education
* [[File:foreign_west_meedu.png|frameless|24x24px]] NATO worker with basic education
* [[File:foreign_west_meedu.png|frameless|24x24px]] NATO worker with basic education
* [[File:foreign_west_hiedu.png|frameless|24x24px]] NATO worker with University education
* [[File:foreign_west_hiedu.png|frameless|24x24px]] NATO worker with University education


The player doesn't have to take care of the foreign worker happiness. When the foreign workers work time has finished the foreign worker teleports back home to the bloc where the worker came from.
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===
[[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 satisfy their various demands, such as buying things, drinking, or visiting a cultural building, before going home to rest. To do this, they 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 have several demands each time. When one demand is satisfied, they 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 remain until the 16 hours free time ends and they have to go back to work or study.


;Notes
Satisfying the demands of citizens keeps them happy. Their happiness drops if they are unable to fulfill their needs.
* The player has no control over which foreign worker is being picked up from the customs house.
* Foreign workers can be picked up with buses scheduled on a direct line or by buses from a construction office.


===Student===
===Student===
[[File:Workers workers students.png|frameless|24x24px]] A '''student''' is a citizen that goes to a [[school]] or an [[university]], to get educated. A student can study until the age of 21 if he is living with his parents. For later education the player has to build [[university halls of residence]] as hostels/student dormitories.
{{Main|Education simulation}}
 
[[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.


After finishing school a student reaches basic education. The university education is reached after finishing a [[university]].
A citizen can start studying as early as 6 years of age, at which point they start going to school until they achieve basic education. As early as 15 years of age, they can 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.


;Notes
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 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 who's living in a University halls of residence and finishes is education, will teleport to any free home on the map.
 
A student living in [[university halls of residence]] will immediately find and move to any available regular apartment in the republic after they finish their University education.
 
===Prisoner===
{{Main|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 spend their work shift time doing nothing at the prison.
 
Citizens 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 Criminality stat.


===Tourist===  
===Tourist===  
{{Main|Tourism#Tourists|t1=Tourism}}
{{Main|Tourism#Tourists|t1=Tourism}}
[[File:Workers tourist.png|frameless|24x24px]] A '''tourist''' is a temporary citizen that visits the player's republic. Tourist are picked up from the [[customs house]] and will spent rubles or dollars in activities during their stay in the republic.
[[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 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 spend rubles or dollars, depending on their country of origin.


===Passenger===
==Stats==
[[File:workers_passangers_half.png|frameless|24x24px]] A '''passenger''' is an off-hours worker or non-worker, going to fulfill one of their needs. Passengers will usually move to stations if there is now way to fulfill one or more of their needs within a range of about 411m from their [[residence]]s, over gravel [[footpaths]]. Check other [[footpaths|footpath]] walking speed here. The needs to be fulfilled can range from [[#culture|culture]], [[#Alcohol|alcohol]], [[#food and shopping|food and shopping]], [[#religion|religion]] or [[#sport|sport]]s.
Citizen stats roughly group into 3 categories: personal attributes, needs, and demands.


Passengers are able to embark in vehicles and disembark at stations with nearby [[buildings|facilities]] that provide what they need, making investments in public transportation more viable. If there are no ways to fulfill their needs, citizens will lose some happiness. Statistics of needs can be both found at a [[#per citizen|per citizen]] and a [[#By building|by building]] level.
===Personal attributes===
This group includes things that aren't needs or demands by themselves, but are influenced by many factors including free-time activities or other needs and demands.


==Happiness==
====Productivity====
'''Productivity''' is the most important value of a citizen in the republic. It means that each citizen can produce more products or serve more people. A republic that is twice as productive only requires half the population, and therefore half the space, resources, and infrastructure to create the same amount of products or services.
 
While the largest impact on productivity is caused by happiness, it is not the only stat influencing it. Health, satiety and loyalty have their impact on productivity as well.
 
The lowest possible productivity is 30%, while on the high end, it can go beyond 100%. This means that factories can run at maximum speed with less than maximum amount of workers.
 
Keeping an eye on the productivity of a population is important. If productivity drops for any reason, stores may not be able to keep up with customers, factories might not produce fast enough, hospitals might not treat patients quickly enough, police stations may become overloaded with cases, and many others, causing further unhappiness and loss of productivity, and ultimately ending in a death spiral for the republic.
 
====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 [[#General|citizens]] in the player's republic and during [[free time]] [[#General|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. Maintaining high happiness is crucial for avoiding escapes. A happiness of 0% causes an immediate escape.


Happiness is influenced by a lot of preferences like:
Happiness is influenced, either positively or negatively, by all the other stats. Additionally, relocating citizens from one building to another causes a high happiness penalty.
{{Columns|2|
* [[#Loyalty|Loyalty]]
* [[#Health|Health]]
* [[#Food and shopping|Food and shopping]]
* [[#Culture|Culture]]
* [[#Sport|Sport]]
* [[#Alcohol addiction|Alcohol addiction]]
* [[#Crime|Crime]]
* [[#Religion|Religion]]}}


To influence each preference the player has to build specific buildings.
====Health====
[[File:status_health.png|alt=Health status icon|border|right|frameless|75x75px]]
'''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.


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


==Statistics==
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]].
=== Loyalty===
 
'''Related buildings'''
* [[Hospital]]
 
====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 they feel affected by unfulfilled needs and demands.
 
A good way to improve loyalty is by placing monuments within range of commonly visited buildings. For each visit of the building, a citizen has its loyalty improved based on the nearby monument, up to a maximum of 50% loyalty. Beyond this, propaganda from [[radio station]]s or [[television station]]s are used to increase loyalty. Giving personal cars to people also increases loyalty. Only by combining all these methods together can loyalty reach 100%.


The player can control the minimum loyalty of [[#worker|workers]] working at a building critical jobs by increasing or decreasing the 'Government loyalty' percentage:
Certain critical jobs, such as [[school]]s or [[radio station]]s, are affected by the loyalty of citizens working there. Citizens with lower loyalty can be restricted from working within these jobs 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 visits citizens' apartments and install listening devices to evaluate their loyalty. Without them, the loyalty of the citizens is 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.  
Based on the difficulty settings (unsatisfied citizens reaction level), low loyalty affects birth rates. Additionally, very low loyalty (less than 30%) affects the happiness of the player's citizens.


;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
====Criminality====
*Low loyalty will affect birth-rate based on the player's difficulty settings (Unsatisfied [[#General|citizen]] Reaction Level).
[[File:status_crime.png|alt=Crime status icon|border|right|frameless|75x75px]]
*Low loyalty will decrease the productivity of the player's workers even if they are happy and healthy.
{{Main|Crime and Justice}}
*High loyalty boost it even beyond 100% depending further on happiness, satiety and health.
'''Criminality''' represents the predisposition of a citizen to committing crimes around the city, affecting the happiness and health of nearby citizens.
*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.


===Health ===
Criminality can be raised by poor conditions in the republic; in other words, unhappy and disloyal citizens can quickly become criminals. This can be counteracted by keeping citizens happy first and foremost, or by arresting criminals for rehabilitation in [[prison]].
[[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.  
When a citizen goes to [[prison]], all of their children become orphans and move to an [[orphanage]].
 
'''Related buildings'''
* [[Radio station]] - can help suppress criminality of citizens with radios
* [[Television station]] - can help suppress criminality of citizens with TVs
* [[Police station]] - arrests criminals after committing crimes
* [[Court house]] - judges criminals after being arrested
* [[Prison]] - houses criminals during their sentences
 
====Electronics====
'''Electronics''' represent the level of personal consumer electronics that a citizen has access to. They are not necessary to keep citizens happy, however they can be very beneficial if used properly.
 
If available, citizens will occasionally buy [[electronics]] from stores during their free time. University educated citizens are more likely to buy electronics. This increases their Electronics level. There are three main thresholds for the Electronics level:
* 1.0, the citizen owns a radio
* 2.0, the citizen owns a TV
* 3.0, the citizen owns a computer
 
Depending on the Electronics level of a citizen, they can be influenced by the respective buildings: the [[radio station]] influences radio owners while the [[television station]] influences TV owners. This can be very beneficial, as it provides a way to influence large amounts of the population, either with propaganda or in other ways.


;Related buildings
'''Related buildings'''
*[[Hospital]] - can boost citizen's health. It's required in health-related emergencies and for regular visit by citizens.
* [[Small store]]
* [[Shopping center]]
* [[Radio station]]
* [[Television station]]


; Notes
===Needs===
* Hospitals heal emergency patients to a higher health value before they leave.
This group contains things that a citizen requires in order to live, such as food and clothes.
* 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.


===Food and shopping===
====Satiety====
[[File:status_satiety.png|alt=Satiety status icon|border|right|frameless|75x75px]]
[[File:status_satiety.png|alt=Satiety status icon|border|right|frameless|75x75px]]
The activity of visiting places where goods are sold in order to buy things (such as food, clothing, etc.)
A daily need that is fulfilled by visiting stores that sell [[food]]. Every free time period, a citizen requires 1.5kg (0.0015t) of [[food]] from a store. A lack of [[food]] in stores brings Satiety down from 100%, affecting happiness and health and increasing the demand for [[food]], such that when food is brought back to shelves, a large wave of citizens will rapidly enter the store.
 
Besides [[food]], citizens also occasionally want to buy [[meat]], about once every two free time periods. While it is more expensive to acquire, it offers increased happiness and health benefits, beyond simply increasing satiety.
 
'''Related buildings'''
* [[Grocery store]]
* [[Grocery kiosk]]
* [[Shopping centre|Shopping center]]
* [[Small Shopping centre|Small Shopping center]]


Build these buildings to influence '''Satiety''':
====Clothing quality====
*[[Grocery store]]
An occasional need that is fulfilled by visiting stores that sell [[clothes]]. A lack of [[clothes]] in stores brings Clothing quality down from 100%, affecting happiness and health, especially during winter.
*[[Small store]]
*[[Shopping centre|Shopping center]]
*[[Small Shopping centre|Small Shopping center]]
*[[Restaurant]]/[[Bistro]]


===Culture===
'''Related buildings'''
[[File:status_culture.png|alt=Culture status icon|border|right|frameless|75x75px]]
* [[Small store]]
The way of life for the entire republic.
* [[Shopping center]]


Build these buildings to influence '''Culture''':
===Demands===
*[[Cinema]]
This group contains things that a citizen often wants to do during free time in order to keep themselves happy and productive. These activities are chosen randomly at the start of each free time period.
*[[Museum]]
*[[Theater]]


;Notes
The percentage number refers to how much the citizen prefers that activity. A higher percentage for a specific activity means that the citizen has a higher chance to choose that activity. For example, a citizen with 100% Culture enjoyment may choose to take part in culture activities roughly twice as often as a citizen with 0% culture enjoyment.
*Culture has a medium effect on happiness.


===Sport===
If a demand is not fulfilled that day, the citizen's happiness will reduce, along with a slight reduction in the preference for that activity.
[[File:status_sport.png|alt=Sport status icon|border|right|frameless|75x75px]]
A physical game played for amusement and health, can be performed indoor or outdoor.


Build these buildings to influence '''Sport''':
If a demand is fulfilled that day, the citizen's happiness will increase, along with a slight increase in the preference for that activity.
*[[Indoor pool]], [[Outdoor swimming pool]]
*[[Tennis playground]]
*[[Football playground]], [[Volleybal court|Volleyball court]], [[Basketball and volleyball court]]
*[[Sport hall]]


;Notes
Note that the stat increase for a specific demand may take some time to reflect after placing the relevant building. The "Unable to enjoy x" alerts mean "The last time a person tried to meet this need, they couldn't" and will remain until they try again.
*Sport has a positive impact on health but the positive effect on happiness is small.
*When [[Game Settings#Seasons|seasons]] are enabled, [[#General|citizens]] won't play sports outdoors during the winter.


===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 a large impact on the happiness of any citizen, but requires a specific location for their consumption. However, they cause a big impact in a citizen's life, as each [[pub]] visit slightly lowers health. However, this health effect can be partially improved with [[research]].


Alcohol can be utilized to counter [[#religion|religion]] needs of a citizen in early game.
In the early game, alcohol can be used to counteract the negative effects of not fulfilling the [[#religion|religion]] needs of a citizen, until citizens lose interest in [[#religion|religion]].


'''Related buildings''':
'''Related buildings'''
*[[Pub]]
* [[Pub]]


=== Crime===
====Culture enjoyment====
[[File:status_crime.png|alt=Crime status icon|border|right|frameless|75x75px]]
[[File:status_culture.png|alt=Culture status icon|border|right|frameless|75x75px]]
{{Main|Crime and Justice}}
The way of life for the entire republic. Culture enjoyment is a key aspect of citizen satisfaction and happiness.
A crime is an act done by a [[#General|citizen]] which is against the laws of a republic. A [[#General|citizen]] who does this is called a criminal. Criminals can be arrested by police forces and are required to serve sentences in [[prison]]s 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 [[#General|citizens]] due to their crimes.
 
'''Related buildings'''
* [[Cinema]]
* [[Museum]]
* [[Theater]]
* [[Radio station]]
* [[Television station]]


Every [[#General|citizen]] has a hidden preference “Criminality.” It's randomly generated in [[#General|citizens]] and if crimes are not be solved, it will cause growth of crime rate. Low government [[#Loyalty|loyalty]] and high unemployment also have an impact on crime rate.
====Sports enjoyment====
[[File:status_sport.png|alt=Sport status icon|border|right|frameless|75x75px]]
A physical game played for amusement and health, can be performed indoors or outdoors.


;Related buildings
Indoors sports buildings, while more expensive to build and maintain, have the benefit of remaining functional during the winter months.
*[[Radio station]] - can help suppress criminality of [[#General|citizens]] with radios.
*[[Television station]] - can help suppress criminality of [[#General|citizens]] with TVs.
*[[Police station]] - arrests criminals after committing crimes.
*[[Court house]] - judges criminals after being arrested.
*[[Prison]] - houses criminals during their sentences.


;Notes
'''Related buildings'''
*When a [[#General|citizen]] goes to [[prison]] and they have a child, the child becomes an orphan and will move to an [[orphanage]].
* [[Indoor pool]], [[Outdoor swimming pool]]
* [[Tennis playground]]
* [[Football playground]], [[Volleybal court|Volleyball court]], [[Basketball and volleyball court]]
* [[Sport hall]]


===Religion ===
====Religion sympathy====
[[File:status_religion.png|alt=Religion status icon|border|right|frameless|75x75px]]
[[File:status_religion.png|alt=Religion status icon|border|right|frameless|75x75px]]
Religion, when its need is not met, can reduce happiness. Similar to [[#crime|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.
The demand for religion, when it is not met, can slightly reduce happiness. Similar to [[#crime|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 [[#General|citizens]] with radios.
*[[Television station]] - can help suppress religion of [[#General|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
'''Related buildings'''
*Religion has only a tiny effect on happiness, comparable to sports.
* [[Radio station]] - can help suppress religion of citizens with radios
*[[Orphanage]]s can help to reduce religiousness before adulthood for orphans.
* [[Television station]] - can help suppress religion of citizens with TVs
* [[Church]] - can't be build by the player, and are only available in a downloaded map or in a random generated map with the option ''Build cities'' enabled


==Analyze statistics==
==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.
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.


Line 315: Line 398:
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.
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====
==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.
* 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%.
*When the player doesn't providing housing to ''Children 21+ (Still living with parents).'', they will escape.
*To keep citizens in the republic, keep the average lifespan to 75 or above.


<references />
<references />

Latest revision as of 13:25, 24 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 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 is 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, create more births. Thus, larger republics have to deal with an exponentially increasing population, which can plateau if citizens are unable to find their own apartment (overpopulation).

Availability of food and healthcare is crucial for sustaining a population by births. If the health of a population drops too much, citizens are less likely to have babies.

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.

Losing citizens

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 become orphans.

Life stages

There are several, more or less unique stages of life that a citizen goes 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 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 can go to school by themselves and acquire a basic education. After they acquire it, they 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 advances 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 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 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 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 teleport home and give up for the day. Citizens looking for work are then 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 immediately leaves the vehicle and teleports 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 has 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 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 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 change between these states, depending on their age, schedule or other condition.

For example, an adult citizen with their own apartment has a schedule formed by 8 hours of work, followed by 16h of free time where they choose a series of free time activities to perform. Thus, they are in the worker state for 8h and in the free time citizen state for 16h.

Worker

Workers workers loedu.png A worker is a citizen that is seeking work. Most buildings provide jobs that workers 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, becoming capable of taking on jobs. Citizens younger than 21 years are unable to work.

Workers don't have fixed jobs, they work wherever they find. When a citizen decides to go to work, they 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 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) is 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 takes. However, a bus dispatched from a Construction office or Demolition office does 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 satisfy their various demands, such as buying things, drinking, or visiting a cultural building, before going home to rest. To do this, they 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 have several demands each time. When one demand is satisfied, they 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 remain until the 16 hours free time ends and they have to go back to work or study.

Satisfying the demands of citizens keeps them happy. Their happiness drops 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 start going to school until they achieve basic education. As early as 15 years of age, they can 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 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 after 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 spend their work shift time doing nothing at the prison.

Citizens 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 Criminality 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 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 spend rubles or dollars, depending on their country of origin.

Stats

Citizen stats roughly group into 3 categories: personal attributes, needs, and demands.

Personal attributes

This group includes things that aren't needs or demands by themselves, but are influenced by many factors including free-time activities or other needs and demands.

Productivity

Productivity is the most important value of a citizen in the republic. It means that each citizen can produce more products or serve more people. A republic that is twice as productive only requires half the population, and therefore half the space, resources, and infrastructure to create the same amount of products or services.

While the largest impact on productivity is caused by happiness, it is not the only stat influencing it. Health, satiety and loyalty have their impact on productivity as well.

The lowest possible productivity is 30%, while on the high end, it can go beyond 100%. This means that factories can run at maximum speed with less than maximum amount of workers.

Keeping an eye on the productivity of a population is important. If productivity drops for any reason, stores may not be able to keep up with customers, factories might not produce fast enough, hospitals might not treat patients quickly enough, police stations may become overloaded with cases, and many others, causing further unhappiness and loss of productivity, and ultimately ending in a death spiral for the republic.

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. Maintaining high happiness is crucial for avoiding escapes. A happiness of 0% causes an immediate escape.

Happiness is influenced, either positively or negatively, by all the other stats. Additionally, relocating citizens from one building to another causes a high happiness penalty.

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 they feel affected by unfulfilled needs and demands.

A good way to improve loyalty is by placing monuments within range of commonly visited buildings. For each visit of the building, a citizen has its loyalty improved based on the nearby monument, up to a maximum of 50% loyalty. Beyond this, propaganda from radio stations or television stations are used to increase loyalty. Giving personal cars to people also increases loyalty. Only by combining all these methods together can loyalty reach 100%.

Certain critical jobs, such as schools or radio stations, are affected by the loyalty of citizens working there. Citizens with lower loyalty can be restricted from working within these jobs 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 visits citizens' apartments and install listening devices to evaluate their loyalty. Without them, the loyalty of the citizens is 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.

Based on the difficulty settings (unsatisfied citizens reaction level), low loyalty affects birth rates. Additionally, very low loyalty (less than 30%) affects the happiness of the player's citizens.

Related buildings

Criminality

Crime status icon
Main article: Crime and Justice

Criminality represents the predisposition of a citizen to committing crimes around the city, affecting the happiness and health of nearby citizens.

Criminality can be raised by poor conditions in the republic; in other words, unhappy and disloyal citizens can quickly become criminals. This can be counteracted by keeping citizens happy first and foremost, or by arresting criminals for rehabilitation in prison.

When a citizen goes to prison, all of their children become orphans and move to an orphanage.

Related buildings

Electronics

Electronics represent the level of personal consumer electronics that a citizen has access to. They are not necessary to keep citizens happy, however they can be very beneficial if used properly.

If available, citizens will occasionally buy electronics from stores during their free time. University educated citizens are more likely to buy electronics. This increases their Electronics level. There are three main thresholds for the Electronics level:

  • 1.0, the citizen owns a radio
  • 2.0, the citizen owns a TV
  • 3.0, the citizen owns a computer

Depending on the Electronics level of a citizen, they can be influenced by the respective buildings: the radio station influences radio owners while the television station influences TV owners. This can be very beneficial, as it provides a way to influence large amounts of the population, either with propaganda or in other ways.

Related buildings

Needs

This group contains things that a citizen requires in order to live, such as food and clothes.

Satiety

Satiety status icon

A daily need that is fulfilled by visiting stores that sell food. Every free time period, a citizen requires 1.5kg (0.0015t) of food from a store. A lack of food in stores brings Satiety down from 100%, affecting happiness and health and increasing the demand for food, such that when food is brought back to shelves, a large wave of citizens will rapidly enter the store.

Besides food, citizens also occasionally want to buy meat, about once every two free time periods. While it is more expensive to acquire, it offers increased happiness and health benefits, beyond simply increasing satiety.

Related buildings

Clothing quality

An occasional need that is fulfilled by visiting stores that sell clothes. A lack of clothes in stores brings Clothing quality down from 100%, affecting happiness and health, especially during winter.

Related buildings

Demands

This group contains things that a citizen often wants to do during free time in order to keep themselves happy and productive. These activities are chosen randomly at the start of each free time period.

The percentage number refers to how much the citizen prefers that activity. A higher percentage for a specific activity means that the citizen has a higher chance to choose that activity. For example, a citizen with 100% Culture enjoyment may choose to take part in culture activities roughly twice as often as a citizen with 0% culture enjoyment.

If a demand is not fulfilled that day, the citizen's happiness will reduce, along with a slight reduction in the preference for that activity.

If a demand is fulfilled that day, the citizen's happiness will increase, along with a slight increase in the preference for that activity.

Note that the stat increase for a specific demand may take some time to reflect after placing the relevant building. The "Unable to enjoy x" alerts mean "The last time a person tried to meet this need, they couldn't" and will remain until they try again.

Alcohol addiction

Alcohol status icon

Citizens really do enjoy alcoholic beverages, created from crops, anyone is able to drink their problems away. Alcohol has a large impact on the happiness of any citizen, but requires a specific location for their consumption. However, they cause a big impact in a citizen's life, as each pub visit slightly lowers health. However, this health effect can be partially improved with research.

In the early game, alcohol can be used to counteract the negative effects of not fulfilling the religion needs of a citizen, until citizens lose interest in religion.

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.

Related buildings

Sports enjoyment

Sport status icon

A physical game played for amusement and health, can be performed indoors or outdoors.

Indoors sports buildings, while more expensive to build and maintain, have the benefit of remaining functional during the winter months.

Related buildings

Religion sympathy

Religion status icon

The demand for religion, when it is not met, can slightly 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 - can't be build by the player, and are only available in a downloaded map or in a random generated map with the option Build cities enabled

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.
  • 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%.
  1. Available from Workers & resources: Soviet Republic patch 0.8.8