What meters do Pax Autocratica citizens have?
Confirmed player-facing needs include fear, happiness, hunger, loyalty, and morale, plus stamina, traits, relationships, and Aged status.
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Pax Autocratica citizens are named people — not abstract population points. Each one carries fear, happiness, hunger, loyalty, morale, stamina, traits, relationships, and the potential to work, fight, strike, or defect. This page teaches how to read those meters before unrest ruins an Early Access save. Verified August 16, 2026 · Multiverse · Steam.
| Fact | Detail |
|---|---|
| Platform | Steam PC · Windows · Steam Deck Playable |
| Genre | Satirical colony sim · FPS roguelite |
| Mode | Single-player at launch · co-op planned |
| Core meters | Fear · happiness · hunger · loyalty · morale |
| Also track | Stamina · traits · relationships · Aged status |
| Failure modes | Strikes · protests · defects · rebellion pressure |
| Lifecycle note | Adults wait at Victory Square for formal enlistment |
| Verified | August 16, 2026 |
Almost every worker, soldier, and prisoner routes through the soldier / citizen management tab. Right-click (or the build’s equivalent) to assign work locations, lock a job when someone must stay on research or cooking, and compare speed / traits before you flood the mines.

The hybrid fantasy only works if you treat each citizen as persistent. The same person can cook today, embark tomorrow, return traumatized, and poison social hour — that continuity is why meters matter more than a faceless labor pool.
Auto-assignment fills gaps, but pinned specialists keep food and research alive. If everyone is “busy” and the food hall is empty, the panel is lying about productivity — rebalance jobs.
Next: decode the five meters players actually argue about.
These meters are the language of the State. Policies write the rules; citizen meters report whether the population accepted them. Read them as a set — fixing only fear while hunger climbs is how soft-locks happen.

| Meter | What it roughly tracks | Player lever |
|---|---|---|
| Fear | Pressure / intimidation band | Punishment · propaganda · surveillance — keep out of extreme bands |
| Happiness | Comfort and living quality | Healthcare · comfort · feasts · shorter overwork |
| Hunger | Food access and meal cadence | Food hall · kitchens · continuous cooking · expedition food stock |
| Loyalty | Attachment to the State / leadership | Soft prosperity · fair pay · not only raw fear |
| Morale | Willingness to work / fight today | Wages · rest · recent casualties · stamina |
Community guidance is blunt: fear too high and citizens defect; fear too low while other needs fail and you get strikes or protests. Aim for a manageable mid band while logistics stay green.
You can raise wages to improve morale without rewriting the entire decree board. Use that when a few key citizens are sulking after a bloody expedition.
Next: how those meters turn into walkouts and disappearances.
Unrest is the visible failure of citizen management. Strikes and protests show up when pressure and needs disagree; defects remove people from the State entirely when fear crosses the wrong line.
| Signal | Likely cause cluster | First response |
|---|---|---|
| Strikes / protests | Needs ignored · fear too low for the misery level · overwork chatter | Fix food/wages; ease labor hours; then consider soft decrees |
| Defects | Fear too high · stacked punishment without recovery | Ease hard policies; add healthcare/comfort; check relationships |
| Social-hour complaints | Unified Labor near ~18 · low morale · hunger | Drop hours toward ~16; raise targeted pay |
| Work abandoned mid-task | Stamina collapse · bad assignments · relationship drama | Rest / reassign; unlock Time Off style recovery when available |
| Colony “busy” but empty halls | Wrong job mix, not enough cooks/haulers | Repin food chain before new fear tools |
Prisoners from capture can become workers, warnings, or worse stories if conversion goes badly. Budget prison capacity and soft buffers before a mass capture run floods the roster.
If the same unrest repeats after you feed everyone, open policies and change one cluster — labor, wages, or hard/soft route — not all three.
Next: traits, stamina, and Aged — the individual modifiers under the meters.
Not every citizen is interchangeable. Work traits and battle traits roll per person; stamina gates how long they can grind; Aged marks the late lifecycle where movement and work attributes drop.
| Factor | Why it matters | Practical habit |
|---|---|---|
| Work traits | Some roles cook / research / haul better | Pin specialists; do not auto-assign your best researcher to mining forever |
| Battle traits | Expedition survivability and squad feel | Keep traumatized or fragile fighters off meat-grinder runs |
| Stamina | Exhaustion breaks schedules | Watch stamina before long labor or back-to-back expeditions |
| Aged | Late-life speed and work stats fall | Shift Aged citizens to lighter jobs; plan replacement enlistment |
| Relationships | Bonds, feuds, breakups ripple socially | Separate feuding pairs on critical jobs when drama spikes |
| Status labels (examples) | Hopeful · Traumatized · Worried (community-noted) | Treat labels as triage tags — exact lists stay TBA per patch |
Community and design notes call out traits like propaganda susceptibility and fear tolerance. Exact numeric tables stay TBA — read the individual card before you assume every soldier reacts the same to a fear decree.
Updates document Time Off style recovery for stamina. If the whole roster is grey and slow, rest beats another labor squeeze.
Next: how children become soldiers through Victory Square.
Citizens age through a lifecycle: child → adulthood → soldier/worker → Aged. After reaching adulthood, soldiers wait at Victory Square for formal enlistment — that plaza is part of the manpower pipeline, not pure decoration.
| Stage | What happens | Colony implication |
|---|---|---|
| Child | Growing population, limited labor | Plan food and beds ahead of spikes |
| Adulthood | Eligible for formal service | They stage at Victory Square for enlistment |
| Soldier / worker | Full job + expedition roles | Meters and traits fully matter |
| Aged | Movement / work attributes reduced | Retire to lighter duties; recruit replacements |
Later progression can include reproductive / breeding systems and quality refinement — exact unlock buildings stay TBA and should be confirmed in your research tree. Do not mix Prologue population rules into full EA expectations.
Victory Square is how the colony turns grown citizens into deployable troops for combat. If the plaza is idle but you are short on soldiers, check adulthood and housing first.
Next: a mid-page triage table for “citizens about to break.”
When the management tab looks angry, run this decision table top to bottom. Stop at the first red row that matches — stacking every fix at once hides which lever worked.
| If you see… | Do this first | Then… |
|---|---|---|
| Hunger rising | Force food production / continuous cooking + food hall access | Pause labor squeeze and feasts-without-food |
| Morale down, food OK | Raise pay on critical citizens | Check stamina and recent casualties |
| Fear very high + defects | Ease punishment / surveillance pressure | Add healthcare or comfort; review policies |
| Strikes with low fear | Fix needs + wages before maxing fear | Only then nudge control tools |
| Overwork chatter | Drop Unified Labor toward ~16h | Reassign exhausted specialists |
| Empty food despite “full employment” | Repin cooks and haulers | Lock jobs so auto-assign cannot steal them |
| Aged roster slowing production | Move Aged to light work; enlist adults at Victory Square | Plan captive conversion for manpower |
| Drama / breakups on a key team | Split feuding pairs across buildings | Avoid stacking them on one research bench |
Indoctrinated prisoners become new labor — or cautionary examples. Keep prison throughput on capture aligned with beds and food so “more people” does not mean “more hunger.”
After every expedition, open management before you open the star map again. Casualties and trauma land here first.
FAQ below covers quick lookups.
Matched by build plan, shared topics, and guide progression — not random related links.
Confirmed player-facing needs include fear, happiness, hunger, loyalty, and morale, plus stamina, traits, relationships, and Aged status.
Community guidance ties defects to fear climbing too high. Ease hard policies, restore soft buffers, and check pay before the next crackdown.
Often fear is too low for the misery level, or needs (especially hunger and overwork) were ignored. Fix food and wages before stacking new fear tools.
Yes — wages are a direct morale lever. Prefer boosting key roles instead of blanketing the entire roster forever.
Adults wait there for formal enlistment into soldier service — it is part of the manpower pipeline after adulthood.
Aged marks late lifecycle: movement speed and work attributes drop. Shift them to lighter jobs and enlist replacements.
Capture weakened foes, imprison them, then indoctrinate or otherwise process them — details on capture.
August 16, 2026
Matched by build plan, shared topics, and guide progression — not random related links.