Citizens

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## General

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

The daily routine of a citizen is like this:

 Travelling to work
 Traveling during free time | 5h

Notes
* 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.
* 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.
* 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.
* If a 21+ year old citizen finds no new place to live, he will flee the republic rather than live with his parents.
* 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.

## Variations

### 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 stores, small stores, shopping centers, etc), education opportunities, like schools and universities, etc.

A shift for a worker lasts 8 hours and starts when the worker arrives at his destination.

There are 3 levels of workers:

* No education
* Basic education, reached after finishing school
* University education, reached after finishing university

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 plants) require workers with a mix of basic education and workers with university education.

Notes
* 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

A **foreign worker** is the same as a 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:

* Soviet worker with basic education
* Soviet worker with University education
* NATO worker with basic education
* 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.

Notes
* 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

 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.

After finishing school a student reaches basic education. The university education is reached after finishing a university.

Notes
* A student who's living in a University halls of residence and finishes is education, will teleport to any free home on the map.

### Tourist

Main article: Tourism
 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.

### Passenger

 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 residences, over gravel footpaths. Check other footpath walking speed here. The needs to be fulfilled can range from culture, alcohol, food and shopping, religion or sports.

Passengers are able to embark in vehicles and disembark at stations with nearby 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 and a by building level.

## 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:

* Loyalty
* Health
* Food and shopping
* Culture
* Sport
* Alcohol addiction
* Crime
* Religion

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.

## Statistics

### 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 it's 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.

### 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.

### Food and shopping

The activity of visiting places where goods are sold in order to buy things (such as food, clothing, etc.)

Build these buildings to influence **Satiety**:

* Grocery store
* Small store
* Shopping center
* Small Shopping center
* Restaurant/Bistro

### Culture

The way of life for the entire republic.

Build these buildings to influence **Culture**:

* Cinema
* Museum
* Theater

Notes
* Culture has a medium effect on happiness.

### Sport

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

Build these buildings to influence **Sport**:

* Indoor pool
* Tennis playground
* Football playground

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.

### 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 it's 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**:

* Pub

### Crime

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

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

Related buildings
* 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.

### Religion

Religion, when it's need is not met, can reduce happiness. Similar to crime, Religion is a statistic that requires suppression instead of meeting it's 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.

## Analyze 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.
* Per citizen.
* By building.
* Population statistics.

### 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:

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:

* 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.

1. ↑ *Available from Workers & resources: Soviet Republic patch 0.8.8*