Expand description
The citizens themselves: ages and lives, households and names, needs, health and happiness, services they use, status icons, immigration and burial.
Modules§
- cemetery
- Cemeteries and burial: CemeteryComponent and TombstoneComponent. See docs/CITIZEN-LIFE.md “Burial”.
- citizens
- Starting households: every profile row is a couple plus up to
extrachildren, created on the game’s shared random stream. See docs/CITIZEN-NEEDS-AND-HOUSEHOLDS.md and START-CONDITION-PROFILES.md. - happiness
- Happiness buildings: wells, markets, the tavern, chapel, cemetery, doctor and trading post make the homes around them happier; mines and the quarry make them less happy. See docs/CITIZEN-LIFE.md “Happiness buildings”.
- immigration
- Immigration: ImmigrationComponent (the town hall) and the nomads it calls (NomadComponent). See docs/IMMIGRATION.md.
- life
- The lives of citizens and their homes: needs, age, death, health, happiness, disease, homes, partners and births. See Citizens, docs/CITIZEN-NEEDS-AND-HOUSEHOLDS.md and docs/CITIZEN-LIFE.md.
- names
- Names for citizens and towns, made from the name databases (
Game/Names/*). See docs/TOWN-NAME-DATABASE.md. - needs
- The citizen activities that meet needs: eating (activities 0 and 14), warming up (1 and 15) and stocking the home with food and firewood (6 and 7). See docs/CITIZEN-LIFE.md.
- services
- Services: AttendanceComponent (schools, the chapel, the doctor), HealerComponent (the
herbalist), and
LocationWork, the work that keeps their staff at the building. See docs/CITIZEN-LIFE.md. - status
- Read-only StatusBarUI calculations.