Citizens
Content review required
This article has been deemed to require a review of it's content.
|
General
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.
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.
Notes
- 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.
- Citizens will teleport home if they are too long in a transport vehicle like a bus or train.
- 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.
- Citizens walk a distance of 250m over mud paths and about 411m over gravel paths. (Check actual footpath walking speed here)
- Immigrants from the third world are usually uneducated and have a religious preference.
- Citizens don't like to be moved to another home, a Happiness penalty applies to the citizens involved.
- 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.
- 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.
- 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.
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
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.
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.
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.
Worker education
There are 3 levels of workers:
- No education
- Basic education, achieved after finishing school
- 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. Depending on game settings, 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:
- Soviet worker with basic education
- Soviet worker with University education
- NATO worker with basic education
- 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
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.
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
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. 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.
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.
Tourist
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
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. After the sentence is finished, they return to normal life and move to a regular apartment.
Statistics
Happiness
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 influenced by a lot of preferences like:
To influence each preference 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%.
- 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 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
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 is a state of complete physical, mental and social well-being and not merely the absence of disease or infirmity. A 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.
Related buildings
- Hospital - can boost citizen's health. It's required in health-related emergencies and for regular visit by citizens.
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 is the quality of being faithful to the republic. citizens who are loyal remain firm in their friendship with the republic. Every 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. citizens with lower loyalty can be restricted from working within certain critical jobs such as school, television station or radio stations, to reduce the risk of negative influence (and therefore lower government loyalty) over students or other citizens.
The player can control the minimum loyalty of workers working at a building critical jobs by increasing or decreasing the 'Government loyalty' percentage:
To get to know how loyal the player's 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.
The secret police building is where only the highly educated 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 citizens homes to gather loyalty information on the people living there.
Related buildings
- Monuments - can help boost loyalty by its vicinity.
- Radio station - can help boost loyalty of citizens with radios.
- Television station - can help boost loyalty of citizens with TVs.
- Secret police - can precisely verify and show a building and citizen's loyalty.
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.
- Monuments can increase government loyalty by up to 50% for citizens who pass by them.
- Personal cars give the player maximum 75-85% loyalty based on the unsatisfied 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 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 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
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 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.
Alcohol can be utilized to counter religion needs of a citizen in early game.
Related buildings
Culture enjoyment
The way of life for the entire republic.
Related buildings
Notes
- Culture has a medium effect on happiness.
Sports enjoyment
A physical game played for amusement and health, can be performed indoor or outdoor.
Related buildings
- Indoor pool, Outdoor swimming pool
- Tennis playground
- Football playground, Volleyball court, Basketball and volleyball court
- Sport hall
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, 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
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
- 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.
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
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
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 (), the screen moves to the position in the world where the player pointed at. When pressing on the 'view'-icon () 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 () behind the Home building, the screen moves to the position of the citizen's home, the same applies for a 'view'-icon () 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
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
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:
- Statistics information about total numbers of workers in different areas.
- Horizontal bars related to areas which influence the workers happiness.
- Statistics information about total numbers.
- 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:
- Satiated
- Health
- Government loyalty
- Alcohol addiction
- Culture enjoyment
- Sport enjoyment
- Religion sympathy
- Clothing quality
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
- Escapes are citizens which are leaving the players republic because their preferences where not satisfied.
- Citizens escape when happiness is dropping to below 80%.
- 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.
- To keep citizens in the republic, keep the average lifespan to 75 or above.
- ↑ Available from Workers & resources: Soviet Republic patch 0.8.8