HomeCitizen Stats & Traits

Romestead Citizen Stats & Traits Guide

Last updated: 2026-06-06

Open any citizen's panel and you get a six-cell grid of icons, a Job Level, a list of skills, and a row of traits — and the game explains almost none of it. Here's what each stat actually means, how leveling works, why your best worker has a "Disloyal" tag, and the one decision that trips up every new settlement: upgrade the building or recruit another citizen?

The 6-stat panel

Every citizen shows the same six-icon stat grid. The icons are never labelled in-game, so here's what each one is — values in the "Seen" column are the real ranges we've observed across workers of different levels.

IconStatSeenWhat it means
Theatre maskMood multiplier1.0Always 1.0 in our observations — appears to be a baseline that buffs/debuffs modify.
DrumstickFood / Satiety8–9How well-fed the citizen is. Fed by pure "Food" items at meal time (not Olives/Pine Nuts).
Wheel / cogWork Speed9–17How fast they complete jobs. Scales with Job Level — a level-4 worker hit 17.0.
SunEnergy / Happiness6–16Mood/energy. Raised by buffs like Wine's "High Spirits."
Scroll (%)Work Quality70–105%Output quality of what they craft.
Star (%)XP progress50–100%Progress toward the next Job Level.
Honest caveat

Romestead doesn't label these icons and the devs haven't published a stat reference, so the names above are our best read from watching the numbers move (e.g. the cog clearly tracks Job Level). The behaviour is reliable; the exact labels may differ from the eventual official wording. We'll firm this up as the game documents itself.

Job Levels & the Roman-numeral badge

Each citizen has a Job Level for the work they're assigned, shown as X / Y — current level over the building's current max. The denominator is set by the building, not the citizen.

Because the cap belongs to the building, leveling and building upgrades are tightly linked — the full mechanic is in our Building Upgrades & Job Levels guide.

Multi-skill citizens

Citizens aren't locked to one job. The panel shows an Active skill (current job + level) and Other skills (jobs they've trained before).

Moving workers doesn't waste XP

When you reassign a citizen, their old job XP is retained, not lost. One observed worker (Laelius) ran Lumber Yard 2 as active with Carpenter's Workshop 2 banked as an "Other skill." You can shuffle citizens between buildings as your needs change and pick up right where they left off — useful for covering a temporarily empty workshop.

Traits

At the bottom of the panel is a row of traits. Positive traits show in blue/green; negative traits get a red border. Most citizens carry a mix — expect at least one negative on nearly everyone.

Positive (confirmed)Negative (confirmed)
MeticulousSloppy
QuickUnfocused
Well Defended *Disloyal

The pairs read as direct opposites — Meticulous/Sloppy likely push Work Quality, Quick/Unfocused likely push Work Speed, and Disloyal works against loyalty/happiness. * "Well Defended" appeared on multiple unrelated citizens at once, so it may be a settlement-wide condition rather than a personal trait.

Don't over-optimize traits early

A "Disloyal" or "Sloppy" tag on an otherwise good worker isn't a reason to bench them — Job Level gains dwarf trait effects, and a leveled worker with a bad trait still out-produces a fresh recruit with good ones. Match traits to roles when you have the luxury (Meticulous on a Blacksmith, Quick on a gatherer), but level first.

What citizens actually do

A lot of guides claim Romestead citizens forage and gather on their own. They don't — but they're not statues either.

The takeaway: the player is still the main hauling loop in the early game. Full breakdown in our Automation guide.

Upgrade the building vs recruit a new citizen

The most common settlement mistake is stuffing a second worker into a workshop that just needs an upgrade. Use this:

Since the level cap is a building property, "my worker won't level past 3" almost always means "upgrade the building," not "recruit better people." See Building Upgrades.

Recruiting & sacrificing citizens

You recruit citizens from camps out in the wild (the "Populating Your Town" tutorial quests walk you through your first ones). Citizens use authentic Roman names — Cloelius, Pomponia, Longinus, Laelius.

There's also a darker option: the altar's Sacrifices tab lets you sacrifice a citizen to a god. It's permadeath for that citizen, presumably in exchange for a large worship boost or unique reward — the exact payoff is still being documented. Very on-theme for a Roman setting. More in the Gods Guide.

A note on completeness

Romestead is in Early Access. Stat labels, trait effects, and the sacrifice mechanic are still being confirmed in-game; we flag what's observed vs interpreted and update after each patch — see the patch tracker.