Citizens

One Citizen requires two units of food per month to survive. Additional food turns into morale- up to one additional piece of food can be turned into morale per person per month this way. Less food will lead to starvation and death. A balanced diet required a healthy mix of meat and crops. If citizens are cut off from one of these two food groups, they will become malnourished, creating various penalties. Citizens require a total of zero points of morale to stay content. Positive morale provides bonuses to citizens. If morale reaches negatives, production will fall, and mutiny can become a possibility.

Farmer

Farmers can provide a steady supply of crop, but do not excel at combat. Crops provide one unit of food. Farmers are weak, and it is a good idea to protect them with warriors. They require tools, which must be maintained with a craftsman.

Novice:

Farm 4 units of crops per month.

Journeymen:

Farm 8 units of crops per month.

Expert:

Farm 10 units of crops per month.
In addition they can dig superior irrigation, giving a +2 (non stacking) bonus to total crop output for up to 50 farmers.

Master:

Farm 12 units of crops per month.
In addition they can dig superior irrigation, giving a +3 (non-stacking) bonus to total crop output for up to 50 farmers.

Herder

Herders can provide a steady supply of meat, but do not excel at combat. Meat provides one unit of food. Herders are weak, and it is a good idea to protect them with warriors. They require tools, which must be maintained with a craftsman.

Novice:

Raise 6 units of meat per month, at the cost of 4 units of crop.

Journeymen:

Raise 12 units of meat per month, at the cost of 8 units of crop.

Expert:

Raise 15 units of meat per month, at the cost of 10 units of crop.
In addition they can breed larger animals, giving a +2 (non stacking) bonus to total meat output for up to 50 herders.

Master:

Raise 18 units of meat per month, at the cost of 12 units of crop.
In addition they can breed larger animals, giving a +3 (non-stacking) bonus to total meat output for up to 50 herders.

Hunter

Hunters provide meat or fur for the settlement. Fur provides a unit of morale for the citizens, and meat provides a unit of food. Hunters are tougher than farmers, and can take up arms effectively if the settlement is attacked. They have a chance to be killed in combat. They require tools, which must be maintained with a craftsman.

Novice:

Hunt 2d4 units of meat or fur per month. They have a 5% chance per month of dieing in the wild.

Journeymen:

Hunt 2d8 units of meat or fur per month.

Expert:

Hunt 2d10 units of meat or fur per month.
In addition, they can fashion superior traps, giving a +1 (non-stacking) bonus to total food or fur output for up to 50 hunters.

Master:

Hunt 2d12 units of meat or fur per month.
In addition, they can fashion superior traps, giving a +3 (non-stacking) bonus to total food or fur output for up to 50 hunters.

Miner

Miners mine various raw minerals such as salt, copper and iron. In addition, skilled miners can find rare metals and gems, that can be sold, used for morale, or used to create rare and expensive items.

Novice:

The miner provides raw materials for one smith, or produces enough salt to preserve 20 pieces of meat.

Journeyman:

The miner provides raw materials for two smiths, or produces enough salt to preserve 25 pieces of meat.

Expert:

The miner provides raw materials for three smiths, or produces enough salt to preserve 30 pieces of meat.
In addition, they have a chance to discover a Tier I rare ore.

Master:

The miner provides raw materials for four smiths, or produces enough salt to preserve 35 pieces of meat.
In addition, they have a chance to discover a Tier I or Tier II rare ore.

Lumberjacks

Lumberjacks chop down wood.

Novice:

The lumberjack provides raw materials for one craftsman.

Journeyman:

The lumberjack provides raw materials for two craftsmen.

Expert:

The lumberjack provides raw materials for three craftsmen.

Master:

The lumberjack provides raw materials for four craftsmen.

Warrior

Warriors serve as protection for the city, and can protect fields, pastures, caves, and thickets from attack. If a one of these lands is left undefended, the farmer, herder, lumberjack, or miner on that land has a chance of being killed. In addition, warriors can raid pastures or attack cities, but this can leave land undefended. They require tools, which must be maintained with a craftsman. They have a chance of being killed in combat.

Novice:

The warrior can patrol up to 8 fields, pastures, caves, or thickets keeping 8 farmers, herders, miners, or lumberjacks free from attack by wild animals. They have a 8% chance per month of dieing in combat.

Journeyman:

The warrior can patrol up to 10 fields, pastures, caves, or thickets keeping 10 farmers, herders, miners, or lumberjacks free from attack by wild animals. They have a 4% chance per month of dieing in combat.

Expert:

The warrior can patrol up to 12 fields, pastures, caves, or thickets keeping 12 farmers, herders, miners, or lumberjacks free from attack by wild animals. They have a 1% chance per month of dieing in combat.
In addition, they can lead troops, giving a +1 (non-stacking) combat bonus for up to 10 men.

Master:

The warrior can patrol up to 14 fields, pastures, caves, or thickets keeping 14 farmers, herders, miners, or lumberjacks free from attack by wild animals.
In addition, they can lead troops, giving a +1 (non-stacking) combat bonus for up to 20 men.

Craftsman

Craftsmen can outfit warriors, hunters, herders, and farmers with the tools they need. They require raw materials acquired by lumberjacks.

Novice:

The craftsman can maintain tools for 20 warriors, hunters, herders, or farmers.

Journeyman:

The craftsman can maintain tools for 25 warriors, hunters, herders, or farmers.

Expert:

The craftsman can maintain tools for 30 warrior, hunters, herders, or farmers.
In addition, they can craft items from Tier I schematics.

Master:

The craftsman can maintain tools for 35 warrior, hunters, herders, or farmers.
In addition, they can craft items from Tier I and Tier II schematics.

Priests

Priests perform religious functions and boost morale.

Novice:

The priest performs religious services, giving 2 morale. Priests can also perform sacrifices.

Journeyman:

The priest performs religious services, giving 4 morale. Priests can also perform sacrifices.

Expert:

The priest performs religious services, giving 6 morale. Priests can also perform sacrifices.

Master:

The priest performs religious services, giving 8 morale. Priests can also perform sacrifices.

Citizens

Foundations yeta