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A_Ratizen

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Resource

Overview

A_Ratizen is the basic population unit of Ratopia. When you build a City Entrance and accept immigrants, they settle in your city as citizens and become the workforce that drives your economy, construction, and day-to-day survival. They are central to almost every system in the game: they gather resources, work in facilities, consume food and services, and develop through levels as they gain experience.

Citizens are productive, but they also create demands. If their needs are not met, they begin to cause trouble, and low happiness can lead to crimes or even rebellion. Because of that, a stable city is not just about expanding production; it is also about keeping citizens fed, rested, and satisfied enough to keep working.

A citizen consumes 3 stamina per hour and recovers 12 stamina per hour while sleeping. They go to bed when stamina falls below 30 and wake up when it rises above 80. In practice, one full cycle is about 20 hours and 50 minutes if they are sleeping outdoors, with about 19.2 hours awake and 4.8 hours asleep per day. Beds shorten sleep time, and luxury beds shorten it further, but the total continuous activity time stays the same. Bat Potion and public baths can extend active time, though they do not change the uninterrupted sleep period.

Citizens also spend a large portion of the day moving between home, work, and service buildings. They move at 0.5 squares per minute, or 30 squares per clock, so even in a small starting city a round trip can take about one clock. Since a significant share of waking time may be spent traveling, movement speed bonuses are valuable.

Their happiness and needs matter just as much as their work output. Food, entertainment, and sanitation all decay at 1.2 per hour, meaning you need to provide about 28.8 points of each per day to keep them satisfied. Once food falls to 65 or below, or entertainment and sanitation to 55 or below, they begin trying to satisfy that need. Life goods are treated differently: citizens buy as many as they can afford within their money and social class, and these items also contribute to happiness.

Traits make a noticeable difference in how a citizen behaves. Some traits affect need decay, such as Small Appetite, Big Appetite, Quiet, Playful, Neat, Slob, Frugal, Extravagant, Active, and Inactive. Others affect efficiency or development, such as Skilful and Clumsy for work efficiency, Quick and Slow for movement, Hardy and Fragile for maximum HP, and Intelligent or Foolish for experience gain. Personality effects stack with the rest of a citizen’s schedule, so high-value traits are especially important in heavily populated cities.

  • Citizens gain experience by working, and intelligence increases their experience gain.
  • They are best assigned according to traits: Skilful citizens are strongest in production buildings, while Clumsy citizens are better kept away from work that depends on efficiency.
  • Movement speed traits matter more in large cities or when work sites are far apart.
  • Low happiness is dangerous: unhappy citizens can become criminals, spread unrest, or rebel.
  • Building a prison early is useful, because criminals escalate if left unchecked.

As citizens level up, their stats improve. Strength raises carrying capacity and attack power, talent raises movement speed, and intelligence raises experience gain. Since intelligence does not increase naturally, citizens you want to develop faster should be assigned to facilities that use intelligence, such as the Laboratory, Tax Office, or Mushroom Farm.

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