Pax Autocratica Citizens vs Army
Pax Autocratica citizens vs army: anyone on the shuttle stops working at home. Pick the pair, not the highest DPS name.
Checked against player reports and the Steam page on Aug 17, 2026. Early Access numbers move.

Pax autocratica citizens vs army is a staffing choice, not a DPS ranking. Anyone on the shuttle stops doing their colony job. The strongest soldiers are often the wrong people to bring. A slightly worse fighter who is not your only cook or hauler can be the better expedition pick. Look at the pair: what the fight gains, and what the floor loses.
Steam’s own loop already implies the trade. You send people to mine, gather, haul, research, and manufacture. You also board a shuttle and fight beside those same people. The store even says some cores treat soldiers as meat shields. That line is a warning, not a flex. A live body that dies in Elysia is a missing shift at home.
How pax autocratica citizens vs army actually works
Ask two questions for every name you highlight: what do I gain in the fight, and what disappears at home? Mining, logging, and gathering can be left and resumed. That makes them useful default jobs, not lifetime locks. Locked specialist posts are the ones that quietly freeze research or food while you are in Elysia. Tab is the player-reported management key. Right-click job locations. The gear icon can lock a post. Look at speed, traits, and wages before you treat someone as spare infantry.
Fear, loyalty, hunger, and relationships are not flavor. Punishing one citizen can move friends, family, lovers, and rivals. When those meters break, factories slow down. That is still an army problem, because the next expedition is funded by this floor. One advanced-tips video said fear that runs too high crashes production, while a roster that is too loose loses combat bonuses, and that punishment alone is a weak plan. Steam’s copy is the same idea in official language: dissent can accumulate until it becomes revolt. Policies are not a hidden slider. Citizens form families. A harsh tool that looks efficient in one room can empty another.
Work hours sit in this same ledger. If jobs are staffed and still collapse into Overworked, you have a schedule problem. Repair Victory Square, research Unified Labor, issue the directive. Players have tested 15, 16, and 18 hour days. None of those is an official optimum. If important buildings cannot be staffed because every body already has a critical post, you have a headcount problem. Then capturing makes sense. Mixing the two — tired people, so grab more people onto the same brutal day — just manufactures more Exhausted workers. Details are on Victory Square.
Food is the quiet third column. Barracks houses people. Kitchens cook. Cafeterias need beds and assigned meals. One video watched satiety around 85% as a comfort check. Loyalty can fall when the hall runs dry. A fighter who is also the only person who keeps that hall alive is a bad shuttle pick even if their combat sheet looks elite.
The phrase pax autocratica citizens vs army sounds like a faction war. It is not. It is one roster with two clocks. Colony time and expedition time cannot both own the same person.
Capture is population, not a combat toy
A kill removes an enemy. A capture can add a worker or a fighter who keeps producing after the run. Elite and boss affixes can survive conversion, which is why Capture Rounds should be spent on a gap you can name. If you already have interchangeable labor and lack combat traits, wait for an elite. If the base cannot staff kitchens, broader capturing makes sense.
Carry rounds. Craft them at the weapons resource building or loot them in Elysia. Lower the target with a normal gun. Watch Capture Rate. Press F. Hold F to change round type. Steam later added three advanced rounds aimed at elites and bosses, plus a short grace window after a failed capture where gunfire cannot finish the target (leader melee can still bypass that). There is still no public official percentage table. Conversion uses Prison actions such as Indoctrination and Electroshock, once per day in early player prisons. Skip auto-converting everyone. Read affixes. Full steps sit on prisoners.
One video warned that treating soldiers as meat shields can keep you alive in the fight and still send you home with no labor. Steam’s core copy allows that play. The accounting still lands on this page: you traded a worker for a window. Sometimes that is correct. Often it is a colony you cannot restart because the cook is dead.
Going home early can be greedy. Failed expeditions can drop part of what you were carrying. They do not wipe your existing soldiers and blueprints. If you already have a useful captive, a pile of Titanite, or a merchant deal, banking it can grow the colony faster than one more optional node. Extra map stops also raise Enemy Strength, so sightseeing has a price on the final fight. A dedicated morale trip home is allowed. Tired people shoot worse and work worse.
Melee kills restoring ammo, extra health shards, medics, and Second Chance are player-economy claims from one regime guide. Use them if you see them in-game. Avoid treating them as a published formula.
Logistics is the other half of the roster
Greenhouses, animal farms, deep drills, and wood plants can output onto a pad that never becomes inventory. A Resource Transport Station and haulers moving goods to the Warehouse Center are what turn “we produced it” into “we have it.” Warehouse modes matter: Stock for a minimum of food or Capture Rounds, Order for a one-time batch, Continuous only when you are happy to burn inputs whenever they exist. If collection is the bottleneck, another producer is another pile, and another pile is another job you might strip for the shuttle. Placement notes are on base layout.
Tactical Bureau mobility (double jump, hover, flight) is both a fight tool and a way to walk a large base. It does not clone your best soldier. The opening still starts with 4 Titanite, Command Center, Barracks, and a gun in the bag. Companion names in guides disagree: A20 in one write-up, Mirrorless and Camila in a beginner video. Those names were not checked in the same save. Whoever you take, the job they leave behind is the real cost.
A practical pax autocratica citizens vs army habit is to name the hole before you name the squad. “I need a hauler more than a second gunner” is a complete plan. “Bring the highest combat score” is not.
What this page will not pretend
It will not publish an official best squad. Steam never wrote “leave your strongest home.” That is player strategy. It will not copy farm articles that invent day-one factory metas or Roman weapon names. It will not treat the delisted Prologue (Steam app 4107120) as a way to test roster theory.
Early Access is single-player. The people beside you are AI units. Reviewers already said ally behavior needs work, and the studio listed soldier following, positioning, and controls as high-priority work. That is another reason not to empty the colony for a slightly prettier firefight: the extra body may not even shoot where you hoped.
Read the beginner guide if you still have no Barracks. Read Victory Square if the floor is Overworked. Read prisoners if the hold is filling.
A practical pax autocratica citizens vs army checklist before launch: name the jobs that freeze if empty; name one fighter who is not on that list; bring Capture Rounds only if you can still win without feeding the target a wipe; set a “go home” condition (captive in hold, Titanite piled, Enemy Strength up, or morale down). If you cannot name those four things, you are bringing a DPS sheet into a staffing problem.
The live question behind pax autocratica citizens vs army is always the same: can the colony still run if this name leaves, and is the fight actually worth that hole?