Colony Building and Jobs
Pax Autocratica colony building explained: the five confirmed citizen jobs, what manufacturing produces, and what deeper automation means for the full release.
The colony layer is the part of Pax Autocratica that looks most like a conventional base builder, and it is described by Multiverse in a single memorable line: watch fragile shelters become the machinery of the State.
The stated arc is turning a handful of survivors into a vast, tightly run, self-sustaining colony.
The Five Confirmed Jobs
Section titled “The Five Confirmed Jobs”Citizens can be assigned to five roles:
| Job | Function |
|---|---|
| Mine | Extract resources from the ground |
| Gather | Collect resources from the environment |
| Haul | Move materials around the colony |
| Research | Advance the colony’s capabilities |
| Manufacture | Produce finished goods |
The presence of haul as a distinct job is the most informative detail here. Games that model hauling separately are usually modelling logistics as a real constraint — materials do not teleport, and moving them consumes labour. That is the same design lineage that makes automation matter later.
What Manufacturing Produces
Section titled “What Manufacturing Produces”Four output categories are confirmed: weapons, armour, food and supplies.
Notice that two of those are combat gear. The colony is not a self-contained economy that happens to sit next to a shooter — it is the supply chain for the shooter. What you manufacture at home equips the troops you take into the Tyris System.
No full resource list, building list, tech tree or production rate has been published.
Deeper Automation
Section titled “Deeper Automation”Automation is confirmed to exist in the full game, because Multiverse names deeper automation as one of three systems specifically not available in the Prologue — alongside mechs and other late-game mechanics.
That tells you three things: automation exists, it is a late-game layer rather than an early convenience, and it is one of the headline reasons to move from the free Prologue to Early Access.
What it actually contains — conveyor systems, logistics drones, production queues, standing orders, anything else — is not published. This wiki will not speculate. See Prologue vs Early Access for the full list of exclusions.
Scale Is the Difference
Section titled “Scale Is the Difference”The other confirmed Prologue limitation is that the scale of the base is smaller than in Early Access.
No numbers accompany that statement. There is no published population cap, building limit, map size or colony tier system for either version. “Smaller” is the developer’s word and the only comparison available.
The Labour Problem
Section titled “The Labour Problem”There is a structural point worth understanding before you play, because it shapes every other decision.
Your workforce is finite and it comes from two places: conscripting new citizens during expeditions into the Tyris System, and converting captured enemies in your prison. See prisoners and conversion.
Both require you to personally go out and fight. So expanding the colony means leaving it — and while you are gone, citizen mood keeps moving. Multiverse states dissent accumulates until dissent becomes revolt, so growth and stability pull against each other by design. See citizen management and rebellions.
What to Test in the Prologue
Section titled “What to Test in the Prologue”Colony building is fully present in the free Prologue, so the practical questions have real answers available at no cost:
- How much of your population does hauling consume before you have logistics support?
- Does research gate production, or run parallel to it?
- How does the colony behave while you are away on an expedition?
- Which manufacturing output becomes the bottleneck first — combat gear or food?
Keep the caveat in mind: balance may change before Early Access, and the deeper automation layer that likely reshapes all of the above is not in the Prologue at all.
For a structured first session, see the beginner guide.
Colony Building and Jobs FAQ
Section titled “Colony Building and Jobs FAQ”What jobs can citizens do in Pax Autocratica?
Five jobs are confirmed: mine, gather, haul, research and manufacture. Manufacturing produces weapons, armour, food and supplies for the colony.
Is there automation in Pax Autocratica?
Yes, but deeper automation is one of the systems Multiverse explicitly excludes from the free Prologue. Its contents have not been detailed publicly.
What does the colony produce in Pax Autocratica?
Manufacturing is confirmed to produce weapons, armour, food and supplies. No full resource list, building list or production rates have been published.
How big can your colony get in Pax Autocratica?
Not announced. Multiverse states only that the Prologue has a smaller base scale than Early Access, with no population cap or building limit published.
Sources
Section titled “Sources”Last updated: July 27, 2026 · Fan-made, unofficial · Not affiliated with Multiverse · Unconfirmed details are labelled, never invented.