Civilian Management

The territory of San Francisco is densely populated with civilians that have not yet been evacuated or infected. The player can decide how to deal with this humanitarian crisis however they see fit, by choosing to help protect civilians and curb the overall infection rate, or by taking a scorched earth approach and opting to eliminate any potential vectors for the virus.

Advanced Civilians can currently be enabled under the "Experimental" tab when starting a Pandemic round. This feature adds an additional layer of difficulty to the game. When disabled, civilians will still spawn but do not need to managed by the player and do not have any special interactions. When active, this feature enables the player to interact with civilians present in the world in a number of different ways. Players can gain direct control of civilians by "Accepting Guardianship" of them, as well as build a number of new unique structures to help the player manage civilians.

### Civilian Behavior

Civilians are neutral actors that will aimlessly wander around the map until a threat appears. They will attempt to run away from infected, and locate the players units/structures and wait to be offered assistance. Some civilians will spawn equipped with a pistol, and will attempt to kill any infected that come into their line of sight.

Once the player has accepted guardianship of a civilian, the player has complete control over the civilian and they will no longer move around on their own.

#### Reputation

Advanced Civilians will enable a hidden reputation system that will determine civilians attitude towards the player. If the player has a good reputation with civilians, they will remain neutral to the player and still try to locate safe areas by the player. If the player has a bad reputation with civilians, they will turn hostile and attack the players units on sight.

Reputation is maintained by accepting guardianship of civilians and not firing on uninfected civilians. Any time the player kills an uninfected civilian (purposeful or otherwise), their reputation lowers and civilians are more likely to be hostile towards them. If the player does not accept guardianship of waiting civilians, their reputation will also lower over time, and the civilians will eventually become hostile and attack the player.

The reputation feature is still in its early stages and direct information is hidden from the player.

### Civilian Structures

New structures become available with Advanced Civilians enabled. The initial structure, the Civilian Hold, must be built by an Engineer unit. Additional structures can then be built in an area around the Civilian Hold by selecting the building itself.

#### Tents

These buildings allow you to garrison up to 10 civilians inside. Each civilian garrisoned inside a tent adds to the players passive income.

#### Holding Cells

This structure allows the player to garrison one civilian inside that will then provide a small passive DNA point gain. Civilians that have been infected and are kept in holding cells will provide more DNA than an uninfected civilian.

#### Euthanization Center

Will kill any civilian garrisoned inside.

### Evacuation

Civilians can be evacuated from the island for a cash bonus.

### Misc.

Scientists can scan civilians for infection using the Scanner tool, equipable from any barracks. This allows the player to avoid potential outbreaks in their civilian enclosures.

Killing uninfected civilians will result in the player losing money for each civilian killed.

Civilians armed with weapons can be used to fight infected.

Currently, a civilian that is hostile towards the player and is unarmed will use the same attack animations as an enemy infected. This can be confusing, and lead to the player thinking they have a breach in their defense, when in reality it is simply a hostile civilian. Make sure you are monitoring all of you forward base locations for any stray civilians that haven't been accepted yet so as to avoid these potential attacks.