This Pax Autocratica classes wiki covers troop types and unit roles in Early Access from Multiverse: community-named roles such as Medic, Sniper, Voidist, and Ruinist; random work / battle traits; Soldier Training Center Tier sacrifice; and ship-slot pressure when elites board the shuttle. Exact full roster counts stay TBA. Verified August 16, 2026 · Steam.
Pax Autocratica classes sit on two layers. Unit type / role is the kit label (Medic, Sniper, and so on). Individual soldier is a named body with random work traits, battle traits, pay, stamina, morale, and relationships. Developers have said there are many unit types in EA — do not treat Prologue class counts as the live EA total.
Layer
What you see
What you decide
Unit type / role
Medic, Sniper, Voidist, Ruinist, plus many unnamed EA types
Who fills a combat niche on the shuttle
Individual soldier
Traits, Tier, race / origin, pay, fear, loyalty
Who cooks, researches, or gets sacrificed for Tier
EA-day community posts asked Multiverse for a Unit Class Compendium because Voidist and Ruinist kits are not obvious from the name alone. Until an official sheet lands, this page marks unverified abilities as TBA and prefers observed habits over invented skill lists.
Next: the four names players actually search for — and how to use them without a full tier list.
Which community-named roles matter first?
These four roles appear repeatedly in Early Access discussion. Treat the table as a role priority board, not a finished wiki roster — HP, cooldowns, and exact weapons stay TBA.
Role
Observed job
Bring when
Skip / caution
Medic
Battlefield medicine / safer expedition support after base unlock
You start taking chip damage mid-sector
Do not replace all DPS if the fight is still a pure clear
Sniper
Long-range picks / punish standing enemies
Open sightlines and elite soft targets
Close melee rooms punish slow reposition
Voidist
Specialist kit — full kit TBA
You have a spare slot and want to test utility
Do not invent abilities; log what the unit actually does
Ruinist
Specialist kit — full kit TBA
Mid-late experiments after Medic / Sniper coverage
Same rule: evidence first, fantasy second
Medic unlock timing
All-boss expedition footage and in-run VO note that once the State approves it, you can deploy medics with base troops for safer runs. That is a colony research / barracks gate, not a free day-one spawn. Build housing and Capture Round production first; then unlock the support line.
Many soldier types beyond the big four
Steam and developer talk confirm lots of soldier types beyond the community shortlist. Expect infantry variants, captured Scourgeborn converts, and later vehicle / mech adjacent bodies as the war scales. Pair this page with combat when the roster stops looking like a firing line and starts looking like a convoy.
Roles only matter if you can read the trait sheet underneath the label.
How do work traits and battle traits work?
Every soldier rolls work traits (colony jobs) and battle traits (expedition performance). The same Medic can be a star cook at noon and a liability under fire at night — or the reverse. Assign from Tab → Soldier Management: right-click, pick a work location, gear-lock specialists so they stop wandering.
Trait layer
Affects
Practical habit
Work traits
Mining, cooking, research, haul speed, etc.
Lock high research / cook rolls to one building
Battle traits
Survive / damage / utility in FPS fights
Prefer these for ship slots over pretty names
Pay / morale / fear
Strikes, defection, obedience
Raise pay before fear spikes into empty barracks
Stamina
Shift length under Unified Labor
Do not 18-hour a fragile elite before a boss sector
Capture for traits, not only headcount
Merchant fleets and capture runs can add bodies with better cooking or research than your starters. Buy or convert the sheet that fills a hole — a strong cook saves more expeditions than a duplicate average rifleman.
Breeding and late roster control
Mid-loop barracks research (reproductive allocation and related Tier-2 gates) lets you shape the army more deliberately, including non-human converts once sectors deepen. Until that unlock, treat every trait roll as scarce and every sacrifice as expensive.
When a soldier is “good enough,” Tier sacrifice is how you push them past the soft ceiling.
How do Tier upgrades and ship slots work?
Research and build the Soldier Training Center from the command center line. Pick the soldier you want to raise, then sacrifice surplus same-race (or allowed) bodies as growth fuel until the target hits the next Tier quality (community flows often start around Tier 4 picks). Higher Tier soldiers fight harder — and Tier 4+ commonly costs more ship slots.
Do01Research Soldier Training Center at the command center before you mass-sacrifice
Do02Keep a surplus pool of low-value soldiers instead of feeding your only cook
Do03Upgrade the units you actually seat on the shuttle, not every named favorite
Do04Re-check ship slots after each Tier bump — elites can strand a half-full squad
Do05Pair Tier work with barracks capacity so the base still sleeps at night
Ship slots are the real soft cap
Community notes: Tier 4 and above often occupy more berths. A glamorous elite squad that cannot board is worthless. Prefer two solid mid-Tier bodies plus a Medic over one over-Tiered sniper that kicks three workers off the roster.
Sacrifice is not free labor
Every sacrifice removes a potential miner, jailer, or Capture Round crafter. Run the math against colony needs before you turn the Training Center into a blender.
Once the squad fits the ship, you still have to order them under fire.
How do I command the squad in combat?
You are the leader in first person; troops are not an RTS blob. Community beginner guides converge on F1 to open / issue command focus and T for close following so the AI packs on you instead of wandering into sniper lanes.
A Sniper with the wrong gun and no Core synergy loses to a generic rifleman with a laser Weapon Core. Cross-link weapons and cores before you rebuild the entire barracks for a meme kit.
Bad roster habits waste the Training Center — list them before you launch.
Which roster mistakes waste ship slots?
These habits empty the barracks without winning sectors.
Avoid01Sacrificing your only high-work-trait cook or researcher into Tier fuel
Avoid02Seating three Tier 4+ elites until the shuttle rejects the squad
Avoid03Inventing Voidist / Ruinist kits from the name instead of logging observed skills
Avoid04Leaving troops on default wander without F1 / T once elites spawn
Avoid05Skipping Medic unlocks while forcing 100% expedition bosses
Avoid06Mixing Prologue class counts into EA “complete roster” claims
Avoid07Capturing endlessly without beds — homeless soldiers spike unrest at home
Where to go next
Fight habits and sector pacing live on combat; Overlord prep on bosses; prisoner intake on capture.
FAQ
How many classes are in Pax Autocratica Early Access?
Exact live counts are TBA. Prologue-era marketing listed multiple classes and dozens of unit types, but those numbers are not automatic EA totals. Developers confirm many unit types; community names include Medic, Sniper, Voidist, and Ruinist.
What do Voidist and Ruinist do?
Full kits are TBA. EA players asked Multiverse for a Unit Class Compendium because those roles are not obvious from the name. Log in-game tooltips instead of trusting fan inventions.
How do soldier Tier upgrades work?
Research and build the Soldier Training Center, pick a valued soldier, and sacrifice surplus soldiers as growth resources to raise Tier. Higher Tiers often cost more ship slots.
What are ship slots?
Berths that limit how many soldiers board an expedition. Community reports say Tier 4+ soldiers can occupy more slots — check capacity after every upgrade.
How do I make troops follow me?
Community beginner guides use F1 for command focus and T for close following. Rebind-check after patches.
Should I prioritize work traits or battle traits?
Both. Lock strong work traits into colony jobs; seat strong battle traits on the shuttle. Do not Tier-up a useless fighter who is your only elite cook without a replacement.
Related pages
Matched by build plan, shared topics, and guide progression — not random related links.