Residents: work, housing and education
How do I assign workers?
Set staffing in the workplace window. In manpower settings, check which races may take that career and how many employable residents remain. Career order sets hiring priority; fill-all-jobs follows those settings.
How do I assign beds?
Open a bed and set career, race and workplace restrictions; eligible residents can move in. Large Beds and Exquisite Beds accommodate couples; small and bunk beds do not support couple childbirth. Group-housing races use Caves, listed below; Cave settings can forbid birth.
| Housing | Races |
|---|---|
| Group housing in Caves | Antfolk, Ratfolk, Pigfolk |
Why has a couple not had a child?
- Both parents must be present in the family and conscious, resting together in birth-capable housing. The mother must be adult, not a student and younger than the limit below.
- Births so far must be below the current desired total: commoners start at 4, nobles/lords at 8/8. Benevolence and Righteousness adds 1; education subtracts 1. Commoners also obey racial population policy. Noble mothers need happiness of at least 80.
- The resident window shows births so far and the current desired total. Further births wait for an interval; the table gives base random intervals in game days. Group-housing races need free space from their second birth, but not their first. An active Fluorescent Green Mushroom effect can bypass the interval with no infant in the family. Hired residents in Imperial Village mode do not give birth.
| Race | Adult age | Mother younger than | Birth interval (days) |
|---|---|---|---|
| Dwarf | 10 | 60 | ≈216–281 |
| Antfolk | 5 | 50 | ≈144–187 |
| Ratfolk | 5 | 50 | ≈144–187 |
| Catfolk | 10 | 60 | ≈216–281 |
| Sheepfolk | 10 | 60 | ≈216–281 |
| Werewolf | 10 | 60 | ≈216–281 |
| Pigfolk | 10 | 60 | ≈216–281 |
| Elf | 30 | 140 | ≈648–842 |
| Three-Eyed Ones | 20 | 100 | ≈432–562 |
| Lizardfolk | 10 | 60 | ≈216–281 |
What does education change?
Assign a teacher at a Lecture Stand and place chairs within its range for student places. Residents seek admission at their race’s adult age; no place means adulthood without schooling. Antfolk, Ratfolk, Catfolk, Sheepfolk, Werewolf, Pigfolk, Elf do not enroll. Students graduate educated after knowledge exceeds 100. Reaching the race’s student-age limit or spending more than 30 days without a school ends study without education.
| After education | Base multiplier |
|---|---|
| General work efficiency | ×1.25 |
| Fishing yield | ×1.75 |
Why does age increase by 5 in one year?
A game year has 360 days and ordinary residents age 5 years per game year. Check race entries for adulthood and lifespan.
Rule sources
WindowManpower.cs; WindowBed.cs; FacilityDoubleBed.cs; FacilityBurrow.cs; FacilityTeacherDesk.cs; Npc.cs: CanHaveNewBabyNow / GetBabyCountLimit / PlanToHaveNextBaby / OnNewDay; NpcInfoPanel.cs; Family.cs; NpcStateSleepOnBed.cs; RaceInfo.cs; race.json; C.cs; DTime.cs