Workers & Jobs
Twelve jobs, one eternal question: who works, who idles.
Nine times out of ten: food hit zero. Hungry workers idle, and idle workers stop farming, which means MORE hunger — the classic spiral. Keep 2 days of food buffer; the Pantry policy adds storage.
— answer pinned by wiki editors
| Job | Produces | Unlock | One-liner |
|---|---|---|---|
| Forager | Berries, nuts | start | Day-1 food. Retire them to farmers by hour 3. |
| Woodcutter | Logs | start | Your first and longest love. Never zero woodcutters. |
| Farmer | Wheat | Farm plot | Feeds everyone. Wheat → bread doubles food value. |
| Miner | Ore, stone | Mine shaft | Ore sits mid-game; stone is an eternal bottleneck. |
| Fisher | Fish | Dock | Best food/worker before bread tech. Smells like profit. |
| Sawmiller | Planks (from logs) | Sawmill | The first processing job. 2 woodcutters : 1 sawmiller holds. |
| Baker | Bread (from flour) | Kitchen + tech | Doubles food value. The whole village smells better. |
| Smith | Tools (from ingots) | Forge | Tools boost EVERYONE. +8% per tool tier. Rush it. |
| Trader | Gold (caravans) | Market + route | Staffs the caravan. More traders = more trips/day. |
| Scholar | Research points | Library | Slow burn, huge payoff. 2 scholars by day 3. |
| Guard | Safety | Watchpost | Raids exist after Town tier. So do guards, begrudgingly. |
| Golem | Any job (no food) | Magic: Animation | Endgame. A golem smith works nights and never complains. |
Three Presets (steal these)
Day 1 survival
Hour 0-33 Woodcutters · 2 Foragers · 1 Builder
Wood is every building. Food is staying alive. Builder queue never sleeps.
Bread economy
Hour 3-104 Wood · 3 Farm · 1 Mill · 1 Bakery · 2 Mine · 1 Scholar
Bread frees foragers forever; scholars start the tech snowball.
Trade engine
Day 2+6 Sawmill chain · 4 Smith · 3 Trader · 2 Scholar · rest food
Furniture to Greyharbor prints gold. Tools keep production rising.
Reassigning all workers at dawn ("fresh hands") is rumored to roll better efficiency traits. It does nothing mechanically. Two of our three editors still do it. The third is a golem now.
Workers roll small trait bonuses on hire (hardy, quick, chatty). The differences are ±3% at most. Do not restart for traits. Do not. We are watching you.
job data: launch build v1.0.1