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The economy

Staffing a city

A farm is just a field until somebody is standing in it. Here is how to put your people to work, how to tell whether they actually are, and what the numbers on each row are trying to warn you about.

By Updated 18 September 2026 WRITTEN FOR RULESET 36 10 min read

1Why is nothing getting made?

Here is the rule the whole economy runs on: nothing gets made unless somebody is standing there making it. A quarry with no one in it cuts no stone. A market with no one behind the stalls earns nothing. Finishing a building is only half the job — the other half is giving it a crew.

The game will not do this for you. Your idle people are called villagers, and villagers never wander into an empty building on their own. They wait, and they eat, until you tell them where to go.

2How do I put people to work?

Open a city and pick the Workers tab at the top of the panel. The first line is your headcount: villagers in total, how many are working, how many are idle. The idle number is the one to watch.

The top of the city Workers tab: the Workers tab highlighted, a line reading Villagers 64, working 15, idle 49, and a population card reading Population 64, shrinking about 4.3 per cent a year, well fed with health 70 of 100, everyday goods 0% of wants met, fine goods 0% met, a warning that there is no crewed Market Stall so your people cannot buy luxuries, Settled with output and tax as normal, a growth line, and housing 65 of 70.
Forty-nine people doing nothingA brand-new capital. Sixty-four people, fifteen of them working. Idle 49 is most of your city sitting on its hands while the food store runs down. Fixing it is your first real job.

Below that is one row for every building you can staff, with a − and a + button and three numbers between them. The big number is how many people are working there right now. Underneath, assigned is how many you have asked for, and max is how many the building can hold.

Press + and you ask for one more. If there is an idle villager, they start that same day — no waiting, no walking across town. Press − and one worker goes straight back to being a villager. Most of the time working and assigned will match. When they do not, section 7 explains what it means.

3How much does one worker make?

Everybody in this game works at the same steady pace, whatever they are doing. A farmer, a potter and a woodcutter all get through the same amount in a day. The only thing that changes the output is how many people you put in it.

On worlds created from ruleset 36 on there is one more thing: how happy the city is. A contented city, with a mood above 70, gets up to fifteen per cent more out of every building that does not make food, and collects up to fifteen per cent more tax. A grumbling one, below 55, loses up to the same. In between, nothing changes, and food is never affected either way. The luxuries guide covers how to keep people happy.

The pace is slow. Twenty people make about one unit of anything per day. A single farmer grows enough to feed two and a half people, so a farm full to its thirty places feeds about seventy-five. In the picture above, sixty-four mouths are living off fifteen farmers. That is why the store is going down.

Building, fully staffedPeopleWhat you get
Farm or Ranch30Feeds about 75 people
Logging Camp or Quarry10One wood or stone every two days
Mill or Sawmill10One flour or lumber every two days — from two grain or wood
Clay Pit6One clay every three days or so
Potter's Workshop6One crate of pottery every three days or so — from two clay

Notice the pattern. Workshops that turn one thing into another usually use up two of the raw thing for every one they make, so a workshop eats raw material twice as fast as the same number of people can gather it. A full sawmill needs two full logging camps behind it. A full potter's workshop needs two clay pits. Get that wrong and your workshop spends half its life waiting.

Fill the farm first

Your capital starts with a half-staffed farm and a store of grain to tide you over. That store is not a cushion, it is a countdown. The first thing to do in any new city is press + on the farm until it reads 30. Fifteen extra farmers turn a shrinking town into one that feeds itself with room to spare.

4What do the arrows mean?

Once a building has anyone in it, its row grows an extra line or two. The green ↑ line is what it makes each day at the current staffing. The orange ↓ line, on workshops only, is what it uses up to do that.

A Mill row in the Workers tab: grain or millet into flour at two to one, employs laborers, ten working, assigned ten of a maximum ten, priority Regular, then a green line reading up 0.50 flour per day and an orange line reading down 1.00 grain or millet per day.
Half a sack out, a whole sack inA full mill. Ten people make 0.50 flour a day and get through 1.00 grain a day doing it. A farm full to thirty grows one and a half a day across its two crops, so this mill will just about keep up — but it leaves little grain for anyone to eat.

The sum is always the same: find the orange ↓ on the workshop, find the green ↑ on whatever feeds it, and make sure the second is at least as big as the first. If it is not, add gatherers — extra hands in a starving workshop just means more people waiting.

5What does the priority box do?

Every row has a little box reading Regular. It does less than it looks like it does. It does not make anyone work faster. It only matters when there are not enough people to go round.

Each morning, the game looks at every building you have asked for more workers than it has, and hands out whatever idle villagers it can find — newborns, or people freed up elsewhere. It fills the Critical rows first, then High, then Regular, then Low. When the villagers run out, the rest wait another day. It never takes anyone away: a Low-priority quarry keeps every worker it has and is only last in line for new ones.

So the honest use of the box is this: set your farm to Critical and leave nearly everything else alone. When your people are stretched thin, food comes first.

6Who counts as a farmer, or an artisan?

Every row says who it employs, and the People tab counts your city by the same names. You do not choose a person's class. It is simply what they become when you put them somewhere, and they turn back into a villager the moment you take them out.

The nameWhat it means
VillagersEveryone with no job yet. Newborns start here, and this is the only pool you can staff from.
FarmersAnyone on a farm or a ranch — the people growing food.
LaborersEveryone gathering or making the plain stuff: camps, quarries, mines, the mill, the sawmill, the smelter.
ArtisansThe people making comforts — potters, brewers, weavers, carvers, the mint.
MerchantsAnyone staffing a market stall, market, bazaar, caravanserai or harbour.

One of those catches everybody out. Markets need staff too. A market stall raises the money your city earns each day, but only in proportion to how full it is. Leave it empty and it raises nothing.

On worlds created from ruleset 36 on, the stall matters twice over: it is the only place your people can buy comforts like pottery or millet beer. A fully crewed Market Stall sells four a day, a Market twelve and a Grand Bazaar twenty-four, and a half-crewed one sells half that. With nobody behind the counter, nothing sells, however much sits in your store.

Scholars are the one class this tab does not handle. They read rather than make, so you set them aside on the People tab, and their work shows up in the Research window, not in any store.

7Why has a row gone orange?

A row can go wrong in two ways, and they look similar but mean opposite things.

The first is a building you have asked for more people than it has. The assigned number turns orange when it is bigger than the number working. That is not a fault in the building — it means you have run out of idle villagers. It will fill by itself as people become free, in priority order, and until then it works with the crew it has.

A Farm row with fifteen working, the word assigned followed by an orange 30, max 30, priority Regular, and a green line reading up 0.75 grain plus millet per day.
Asked for thirty, got fifteenThis farm is set to its full thirty, but only 15 are working and assigned 30 has gone orange. There was nobody idle to send. The green arrow is honest about it: 0.75 a day is what fifteen farmers grow, not thirty. Free some people from somewhere less important, or wait for the town to grow.

The second is worse, because the people are there and nothing is happening. A workshop whose raw material has run out shows an orange chip reading Stockpile empty, with a count of how many are standing idle. They are still being fed. They are making nothing.

A Sawmill row with an orange left edge: wood into lumber at two to one, three working, assigned three of a maximum ten, up 0.15 lumber per day, down 0.30 wood per day, and an orange chip reading Stockpile empty, three idle.
Three people, no wood, no lumberThe arrows say this sawmill would make 0.15 lumber a day from 0.30 wood. It is making none, because the wood store is at zero. The fix is never on this row: find the logging camp, or build one.
A workshop does not do half a day's work

A workshop needs its whole day's worth of raw material in the store before it starts. If it needs one wood and finds only half, it makes nothing that day — not half a plank. And the warning only lights up when the store is completely bare, so a workshop can sit stalled on a few scraps without saying so.

If you want one plan out of all this: after every building finishes, open Workers and give it people. Fill the farm to thirty first and set it to Critical. Before you staff any workshop, check that somebody's green arrow is bigger than its orange one. And keep an eye on that idle number — a villager with nothing to do is a meal you are paying for and getting nothing back.