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The six stat-description defaults are fallback descriptions, not a replacement for those citizen bases.","status":"operative-rule","language":"en","fields":{"allocationOrder":["save original point count p for food-cost calculation","efficiency gets Random.Next(remaining + 1); subtract that result","expertise gets Random.Next(remaining + 1); subtract that result","experience-gain base addition is remaining * 0.05f","food-cost base addition is additionalFoodCost + max(0, original p / 2 - 1), with integer division"],"baseDefinitions":{"citizen:blacksmith":{"Citizen_Efficiency":11,"Citizen_ExperienceGain":1,"Citizen_Expertise":11,"Citizen_FoodCost":10,"Citizen_Happiness":0,"Citizen_LoyaltyGain":1},"citizen:generic":{"Citizen_Efficiency":8,"Citizen_ExperienceGain":1,"Citizen_Expertise":8,"Citizen_FoodCost":8,"Citizen_Happiness":0,"Citizen_LoyaltyGain":1},"citizen:leatherworker":{"Citizen_Efficiency":8,"Citizen_ExperienceGain":1,"Citizen_Expertise":13,"Citizen_FoodCost":10,"Citizen_Happiness":0,"Citizen_LoyaltyGain":1},"citizen:lumberjack":{"Citizen_Efficiency":13,"Citizen_ExperienceGain":1,"Citizen_Expertise":8,"Citizen_FoodCost":10,"Citizen_Happiness":0,"Citizen_LoyaltyGain":1},"citizen:merchant":{"Citizen_Efficiency":9,"Citizen_ExperienceGain":1,"Citizen_Expertise":9,"Citizen_FoodCost":10,"Citizen_Happiness":0,"Citizen_LoyaltyGain":1}},"directCreation":"native requested citizen base with empty variance; generic town creation uses citizen:generic","solinus":"generic base with GetStatsBaseVariance(7)","statDescriptions":{"citizen_stat:Citizen_Efficiency":{"defaultValue":0,"maxValue":999999,"minValue":0},"citizen_stat:Citizen_ExperienceGain":{"defaultValue":1,"maxValue":3,"minValue":0},"citizen_stat:Citizen_Expertise":{"defaultValue":0,"maxValue":999999,"minValue":0},"citizen_stat:Citizen_FoodCost":{"defaultValue":10,"maxValue":999999,"minValue":-99999},"citizen_stat:Citizen_Happiness":{"defaultValue":0,"maxValue":100,"minValue":-100},"citizen_stat:Citizen_LoyaltyGain":{"defaultValue":1,"maxValue":3,"minValue":0}},"tierPoints":{"Bad":{"additionalFoodCost":0,"base":"citizen:generic","max":4,"min":2},"Good":{"additionalFoodCost":1,"base":"citizen:generic","max":7,"min":5},"LegendaryBlacksmith":{"additionalFoodCost":2,"base":"citizen:blacksmith","max":7,"min":5},"LegendaryLeatherworker":{"additionalFoodCost":2,"base":"citizen:leatherworker","max":7,"min":5},"LegendaryLumberjack":{"additionalFoodCost":2,"base":"citizen:lumberjack","max":7,"min":5},"LegendaryMerchant":{"additionalFoodCost":2,"base":"citizen:merchant","max":7,"min":5},"Normal":{"additionalFoodCost":0,"base":"citizen:generic","max":5,"min":4}}},"conditions":["SetBaseStats adds each variance value to its named base stat and stores that adjusted base. Later building/aura/hunger/happiness modifiers are composed separately.","The ExperienceGain addition uses the points left after efficiency and expertise draw from the same mutable variable. It is not the original point count times 0.05.","The two sequential draws do not make every possible three-way allocation equally likely. The food-cost addition uses the saved original count and integer division, independently of where the points ended up.","Generic citizen bases are efficiency 8, expertise 8 and food cost 8; the native description defaults for those same stats are 0, 0 and 10. Preserve both roles.","Recruitment from a wild citizen restores its existing adjusted bases with OnLoad, rather than rerolling the tier allocation or replacing it with the generic base.","The named Solinus path gives philosopher, merchant and sculptor level four with separate native random XP values, its fixed expertise trait and a seven-point base allocation. Ordinary generation is a different path."],"unknowns":["A citizen's original tier, draws, preserved base values, current aura/building state and job history are not inferred from a display name or current profession.","The base definitions do not identify a universal best worker without the intended recipe, quality/throughput objective, food cost and other live 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%95%8C%E3%81%AE%E6%89%8B%E5%B8%B3%2F%E8%81%B7%E6%A5%AD%2F%E5%95%86%E4%BA%BA","answersHref":"/api/player-answers?entity=job%3Amerchant&locale=ja_JP","role":"references"}],"href":"/api/player-answers?rule=mechanic%3Acitizens%3Abase_variance&locale=ja_JP"},{"id":"mechanic:citizens:job_assignment","title":"Workplace assignment preserves per-profession progress","statement":"A citizen's assigned job comes from the actual building slot, while their per-job experience dictionary survives assignment changes. Job fit combines those retained levels with effective efficiency, expertise and the selected controller's rules.","status":"operative-rule","language":"en","fields":{"assignedJob":"slot.Model.JobBaseId","firstAssignmentLevel":1,"generationJobKeys":["job:baker","job:blacksmith","job:carpenter","job:digger","job:farmer","job:leatherworker","job:lumberjack","job:merchant","job:miner","job:philosopher","job:potter"],"jobFitInputs":["effective Citizen_Efficiency","effective Citizen_Expertise","matching job level and experience","construction upgrade rank cap","current recipe/controller","effective experience gain and food cost","workplace/town/aura modifiers"],"jobKeys":["job:baker","job:blacksmith","job:carpenter","job:carrier","job:catapult:operator","job:digger","job:farmer","job:leatherworker","job:lumberjack","job:merchant","job:miner","job:philosopher","job:potter","job:priest","job:sculptor","job:unemployed"],"jobLevelCaps":{"job:baker":[4,7,10],"job:blacksmith":[4,7,10],"job:carpenter":[3,6,8,10],"job:carrier":[4,7,10],"job:catapult:operator":[0],"job:digger":[3,6,8,10],"job:farmer":[4,7,10],"job:leatherworker":[4,7,10],"job:lumberjack":[3,6,8,10],"job:merchant":[4,7,10],"job:miner":[3,6,8,10],"job:philosopher":[4,10],"job:potter":[5,10],"job:priest":[10],"job:sculptor":[10],"job:unemployed":[0]},"unassignment":"clear HomeBuildingId, CitizenSlotId and CurrentJob; preserve JobExperience","workerMapping":"native building CitizenSlots -> JobId and AssociatedJobId -> actual citizen"},"conditions":["AssignCitizenToSlot sets the home/slot/current-job fields, creates a level-one entry only when that job is absent, links the citizen to the job instance, recalculates stats and invokes the building/job assignment callbacks.","The low-level assignment method logs an already-set home building as a warning rather than treating that warning as a universal rejection. Caller-level admission and transfer rules remain separate.","Unassignment clears the current job and instance/controller associations, but does not delete or reset the per-job experience dictionary.","All 16 native job records remain, including their exact rank-based caps, god association and generation flag. Unemployed and catapult-operator caps of zero are not rewritten to the level caps of production jobs.","Ordinary work uses the existing efficiency curve, matching-job level multiplier, expertise quality and ordered experience award. Scripted carpentry, farming, autonomous mills and other controllers retain their explicit variants.","Training gifts and native TryAddJobLevel use their own admission and final-cap path; they do not reroll citizen base stats or replace all job histories.","Base birth specialization and a displayed profession are different facts. 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command, town choice and real slot assignment","statement":"A wild-citizen recruitment command chooses a server town with spare native citizen slots and then assigns an actual free slot, with an insula preference in the server slot selector.","status":"operative-rule","language":"en","fields":{"clientRoomPredicate":"CustomYarnCommands.HasRoomForCitizen -> TownsManager.GetClosestTownWithAvailableSlot","serverDistance":"squared distance between the nearest outside-world position and town center * 16","serverSlotPreference":"an unoccupied insula slot replaces an already selected non-insula slot","serverTownCapacityTest":"town.CitizenIds.Count < sum(CitizenSlots.Count of existing town buildings)","townTieBreak":"strictly closer replaces the current choice; equal distance keeps the earlier enumerated choice"},"conditions":["WildCitizenController opens the generic wild-citizen dialogue only after data is available and further UI interactions are allowed. DialogueRunner.SendCitizenToTown requires both citizen context and a currently existing entity ID.","The server listener resolves the entity, selects a town with spare slots and delegates conversion. The town selector uses the outside-position conversion and slot totals; it does not read TownCitizenCapacity in this selector.","The server slot selector enumerates actual resolvable slots, rejects equal citizen/slot counts and throws on fewer slots than citizens. It initially picks an unoccupied slot, then favors an insula over a non-insula candidate.","ConvertWildCitizenToTownCitizen rechecks the wild citizen and an available slot, creates/adds the town citizen and removes the old world entity with the recruited removal reason.","The conversion preserves native wild-citizen loyalty, job experience and valid citizen auras through CitizenModel construction.","The similarly named client town function performs an enumeration/availability check without server distance ranking. HasRoomForCitizen is an availability predicate, not a preview of the chosen server destination."],"unknowns":["The compiled ordinary and Solinus dialogue gates are supplied by recruitment_dialogue and solinus_recruitment. A successful client choice still requires the server's current slot and conversion checks.","Actual town membership, resolvable buildings/slots, world position and wild-citizen data are required. Housing capacity, free citizen slots and a bed's player-spawn behavior remain distinct facts."],"questions":[{"id":"Q06","href":"/api/player-answers?question=Q06&locale=ja_JP"}],"relatedRules":[{"id":"mechanic:citizens:base_variance","href":"/api/player-answers?rule=mechanic%3Acitizens%3Abase_variance&locale=ja_JP"},{"id":"mechanic:citizens:departure","href":"/api/player-answers?rule=mechanic%3Acitizens%3Adeparture&locale=ja_JP"},{"id":"mechanic:citizens:gift_application","href":"/api/player-answers?rule=mechanic%3Acitizens%3Agift_application&locale=ja_JP"},{"id":"mechanic:citizens:job_assignment","href":"/api/player-answers?rule=mechanic%3Acitizens%3Ajob_assignment&locale=ja_JP"},{"id":"mechanic:citizens:loyalty_decay","href":"/api/player-answers?rule=mechanic%3Acitizens%3Aloyalty_decay&locale=ja_JP"},{"id":"mechanic:citizens:recruitment_dialogue","href":"/api/player-answers?rule=mechanic%3Acitizens%3Arecruitment_dialogue&locale=ja_JP"},{"id":"mechanic:citizens:solinus_recruitment","href":"/api/player-answers?rule=mechanic%3Acitizens%3Asolinus_recruitment&locale=ja_JP"}],"entities":[{"entity":"citizen:generic","kind":"citizen","name":"citizen:generic","href":"/ja/世界の手帳/市民/citizen-generic","apiHref":"/api/page?path=%2Fja%2F%E4%B8%96%E7%95%8C%E3%81%AE%E6%89%8B%E5%B8%B3%2F%E5%B8%82%E6%B0%91%2Fcitizen-generic","answersHref":"/api/player-answers?entity=citizen%3Ageneric&locale=ja_JP","role":"applies-to"},{"entity":"job:blacksmith","kind":"job","name":"鍛冶屋","href":"/ja/世界の手帳/職業/鍛冶屋","apiHref":"/api/page?path=%2Fja%2F%E4%B8%96%E7%95%8C%E3%81%AE%E6%89%8B%E5%B8%B3%2F%E8%81%B7%E6%A5%AD%2F%E9%8D%9B%E5%86%B6%E5%B1%8B","answersHref":"/api/player-answers?entity=job%3Ablacksmith&locale=ja_JP","role":"applies-to"},{"entity":"job:leatherworker","kind":"job","name":"革職人","href":"/ja/世界の手帳/職業/革職人","apiHref":"/api/page?path=%2Fja%2F%E4%B8%96%E7%95%8C%E3%81%AE%E6%89%8B%E5%B8%B3%2F%E8%81%B7%E6%A5%AD%2F%E9%9D%A9%E8%81%B7%E4%BA%BA","answersHref":"/api/player-answers?entity=job%3Aleatherworker&locale=ja_JP","role":"applies-to"},{"entity":"job:lumberjack","kind":"job","name":"木こり","href":"/ja/世界の手帳/職業/木こり","apiHref":"/api/page?path=%2Fja%2F%E4%B8%96%E7%95%8C%E3%81%AE%E6%89%8B%E5%B8%B3%2F%E8%81%B7%E6%A5%AD%2F%E6%9C%A8%E3%81%93%E3%82%8A","answersHref":"/api/player-answers?entity=job%3Alumberjack&locale=ja_JP","role":"applies-to"},{"entity":"job:merchant","kind":"job","name":"商人","href":"/ja/世界の手帳/職業/商人","apiHref":"/api/page?path=%2Fja%2F%E4%B8%96%E7%95%8C%E3%81%AE%E6%89%8B%E5%B8%B3%2F%E8%81%B7%E6%A5%AD%2F%E5%95%86%E4%BA%BA","answersHref":"/api/player-answers?entity=job%3Amerchant&locale=ja_JP","role":"applies-to"}],"href":"/api/player-answers?rule=mechanic%3Acitizens%3Arecruitment_admission&locale=ja_JP"},{"id":"mechanic:citizens:stat_application","title":"Citizen stat composition, hunger and happiness","statement":"Citizen hunger and happiness contribute to named modifier fields; the final stat calculation adds multiplier contributions to one before multiplying the combined base and bonuses.","status":"operative-rule","language":"en","fields":{"aggregates":{"A":"sum(Additive)","AM":"1 + sum(AdditiveMultiplier)","BM":"sum(BaseMultiplier)","BonusM":"1 + sum(BonusMultiplier)","M":"1 + sum(Multiplier)"},"applicationOrder":["reset modifiers","building modifiers","refresh town auras when a town resolves","citizen auras","global citizen auras","hunger modifiers","happiness modifiers from the then-calculated happiness"],"happinessMultiplierContribution":{"atLeastOne":"Lerp(0.03f, 3f, h / 100f)","fromZeroBelowOne":0,"negative":"Lerp(-0.02f, -0.99f, -h / 100f)"},"hungerBrackets":[{"condition":"h >= 1","efficiencyMultiplier":-1,"happinessAdditive":-10,"loyaltyGainAdditive":-1},{"condition":"h > 0.75","efficiencyMultiplier":-0.75,"happinessAdditive":-8,"loyaltyGainAdditive":-0.75},{"condition":"h > 0.5","efficiencyMultiplier":-0.5,"happinessAdditive":-6,"loyaltyGainAdditive":-0.5},{"condition":"h > 0.25","efficiencyMultiplier":-0.25,"happinessAdditive":-4,"loyaltyGainAdditive":-0.15},{"condition":"h > 0.1","efficiencyMultiplier":-0.1,"happinessAdditive":-2,"loyaltyGainAdditive":-0.05},{"condition":"h > 0.05","efficiencyMultiplier":-0.05,"happinessAdditive":-1,"loyaltyGainAdditive":0}],"statFormula":"clamp((BaseValue + (A * AM + BaseValue * BM) * BonusM) * M, MinValue, MaxValue)"},"conditions":["Choose one hunger bracket in descending order; at or below 0.05 there is no hunger modifier. The loyalty field is an Additive contribution to Citizen_LoyaltyGain, not a subtraction from stored loyalty.","Both happiness branches affect Citizen_Efficiency and Citizen_Expertise. Their Lerp input is not independently clamped by CitizenHelper.","An efficiency Multiplier contribution of -0.5 reduces the aggregate M by 0.5; it does not multiply efficiency by negative one half.","Stat.Recalculate uses native binary32 operation order, then MathF.Max(MathF.Min(MaxValue, y), MinValue). Bounds and the initial base come from native StatDescription.","Adding building stats copies their modifiers, not an arbitrary replacement of the citizen's base value.","StatsBaseMethods.Get creates a missing stat using its native description default. It is not equivalent to an unknown value of zero."],"unknowns":["The citizen's base description, aura rows, building/town/global modifiers and current hunger are required for a numeric result.","Current aura state and effective stat totals are player-state inputs. Unknown values must remain unknown."],"questions":[{"id":"Q04","href":"/api/player-answers?question=Q04&locale=ja_JP"},{"id":"Q07","href":"/api/player-answers?question=Q07&locale=ja_JP"},{"id":"Q08","href":"/api/player-answers?question=Q08&locale=ja_JP"},{"id":"Q09","href":"/api/player-answers?question=Q09&locale=ja_JP"}],"relatedRules":[{"id":"mechanic:citizens:aura_lifecycle","href":"/api/player-answers?rule=mechanic%3Acitizens%3Aaura_lifecycle&locale=ja_JP"},{"id":"mechanic:citizens:base_variance","href":"/api/player-answers?rule=mechanic%3Acitizens%3Abase_variance&locale=ja_JP"},{"id":"mechanic:citizens:daily_food","href":"/api/player-answers?rule=mechanic%3Acitizens%3Adaily_food&locale=ja_JP"},{"id":"mechanic:citizens:decoration_appeal","href":"/api/player-answers?rule=mechanic%3Acitizens%3Adecoration_appeal&locale=ja_JP"},{"id":"mechanic:citizens:gift_application","href":"/api/player-answers?rule=mechanic%3Acitizens%3Agift_application&locale=ja_JP"},{"id":"mechanic:citizens:job_assignment","href":"/api/player-answers?rule=mechanic%3Acitizens%3Ajob_assignment&locale=ja_JP"},{"id":"mechanic:citizens:loyalty_decay","href":"/api/player-answers?rule=mechanic%3Acitizens%3Aloyalty_decay&locale=ja_JP"},{"id":"mechanic:citizens:trait_generation","href":"/api/player-answers?rule=mechanic%3Acitizens%3Atrait_generation&locale=ja_JP"},{"id":"mechanic:food:consumable_values","href":"/api/player-answers?rule=mechanic%3Afood%3Aconsumable_values&locale=ja_JP"},{"id":"mechanic:raids:defence_rating","href":"/api/player-answers?rule=mechanic%3Araids%3Adefence_rating&locale=ja_JP"},{"id":"mechanic:workplaces:carpenter_repair","href":"/api/player-answers?rule=mechanic%3Aworkplaces%3Acarpenter_repair&locale=ja_JP"},{"id":"mechanic:workplaces:tick_gates","href":"/api/player-answers?rule=mechanic%3Aworkplaces%3Atick_gates&locale=ja_JP"}],"entities":[{"entity":"building:bakery:0","kind":"building","name":"パン工房","href":"/ja/世界の手帳/建物/パン工房","apiHref":"/api/page?path=%2Fja%2F%E4%B8%96%E7%95%8C%E3%81%AE%E6%89%8B%E5%B8%B3%2F%E5%BB%BA%E7%89%A9%2F%E3%83%91%E3%83%B3%E5%B7%A5%E6%88%BF","answersHref":"/api/player-answers?entity=building%3Abakery%3A0&locale=ja_JP","role":"applies-to"},{"entity":"building:bakery:1","kind":"building","name":"パン工房レベル2","href":"/ja/世界の手帳/建物/パン工房レベル2","apiHref":"/api/page?path=%2Fja%2F%E4%B8%96%E7%95%8C%E3%81%AE%E6%89%8B%E5%B8%B3%2F%E5%BB%BA%E7%89%A9%2F%E3%83%91%E3%83%B3%E5%B7%A5%E6%88%BF%E3%83%AC%E3%83%99%E3%83%AB2","answersHref":"/api/player-answers?entity=building%3Abakery%3A1&locale=ja_JP","role":"applies-to"},{"entity":"building:bakery:2","kind":"building","name":"パン工房レベル3","href":"/ja/世界の手帳/建物/パン工房レベル3","apiHref":"/api/page?path=%2Fja%2F%E4%B8%96%E7%95%8C%E3%81%AE%E6%89%8B%E5%B8%B3%2F%E5%BB%BA%E7%89%A9%2F%E3%83%91%E3%83%B3%E5%B7%A5%E6%88%BF%E3%83%AC%E3%83%99%E3%83%AB3","answersHref":"/api/player-answers?entity=building%3Abakery%3A2&locale=ja_JP","role":"applies-to"},{"entity":"building:blacksmith:0","kind":"building","name":"鍛冶屋","href":"/ja/世界の手帳/建物/鍛冶屋","apiHref":"/api/page?path=%2Fja%2F%E4%B8%96%E7%95%8C%E3%81%AE%E6%89%8B%E5%B8%B3%2F%E5%BB%BA%E7%89%A9%2F%E9%8D%9B%E5%86%B6%E5%B1%8B","answersHref":"/api/player-answers?entity=building%3Ablacksmith%3A0&locale=ja_JP","role":"applies-to"},{"entity":"building:blacksmith:1","kind":"building","name":"鍛冶屋 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It excludes a positive trait when any of its stat keys overlaps the chosen negative trait, and it does not randomly choose from every registered Trait aura.","status":"operative-rule","language":"en","fields":{"buffPool":["citizen_aura:buff:expertise","citizen_aura:buff:efficiency","citizen_aura:buff:experience","citizen_aura:buff:loyalty","citizen_aura:buff:happiness"],"debuffPool":["citizen_aura:debuff:food","citizen_aura:debuff:expertise","citizen_aura:debuff:efficiency","citizen_aura:debuff:experience","citizen_aura:debuff:loyalty","citizen_aura:debuff:happiness"],"earlyDebuffPool":["citizen_aura:debuff:expertise","citizen_aura:debuff:efficiency","citizen_aura:debuff:loyalty","citizen_aura:debuff:happiness"],"goodTierJob":"one of the 11 PartOfCitizenGeneration jobs, native initial level 2 or 3","legendaryJobLevel":4,"registeredTraitsOutsideGeneratorPools":["citizen_aura:debuff:anxiety","citizen_aura:buff:cornucopia"],"tierTraitSelection":{"Bad":"none","Good":"one full-pool debuff, then one eligible buff","LegendaryBlacksmith":"one full-pool debuff, then one eligible buff","LegendaryLeatherworker":"one full-pool debuff, then one eligible buff","LegendaryLumberjack":"one full-pool debuff, then one eligible buff","LegendaryMerchant":"one full-pool debuff, then one eligible buff","Normal":"one early debuff, then one eligible buff"},"traitDuration":-1,"traitKeys":["citizen_aura:buff:cornucopia","citizen_aura:buff:efficiency","citizen_aura:buff:experience","citizen_aura:buff:expertise","citizen_aura:buff:happiness","citizen_aura:buff:loyalty","citizen_aura:debuff:anxiety","citizen_aura:debuff:efficiency","citizen_aura:debuff:experience","citizen_aura:debuff:expertise","citizen_aura:debuff:food","citizen_aura:debuff:happiness","citizen_aura:debuff:loyalty"]},"conditions":["Bad tier disables both trait selections despite the tier's name. Normal uses the four-entry early debuff pool; Good and the four legendary tiers use the six-entry pool.","When a debuff definition resolves, every candidate buff is checked against all keys in that debuff's StatsToAdd dictionary. Any overlap excludes the candidate before the random choice.","All 13 registered Trait definitions and their complete additive/multiplier fields remain in the source table. Anxiety and Cornucopia are not silently inserted into the ordinary generation pools.","Normal and Bad tiers do not receive an initial job entry here. Good chooses one generation-enabled profession; each legendary tier receives its named profession at level four.","The source's five ordinary backgrounds and the legendary Artisan background are retained as birth data. 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progress, quality and successful completion","statement":"Ordinary work uses binary32 progress and weighted quality, produces the admitted output before removing its ingredients, and awards experience before any expertise find and queue reset.","status":"operative-rule","language":"en","fields":{"efficiencyCurve":"eff < 10 ? eff / 10 : 1 + log2(eff / 10)","experienceCap":"native JobData.MaxLevelUpgradeSteps[buildingUpgradeRank]","experienceMultiplicationOrder":["base recipe experience times the matching job world modifier, when one exists","that result times Citizen_ExperienceGain","that result times Config.CitizenExperienceMultiplier","add the binary32 result to current job experience"],"finishOrder":["verify citizen/job identity and Ok current order","verify item/resource ingredients","produce output and remove ingredients","add recipe experience","roll expertise gather","remove/reset order","select next order"],"jobWorldExperienceModifiers":{"job:baker":"WorldStats_BakerExperienceModifier","job:blacksmith":"WorldStats_BlacksmithExperienceModifier","job:carpenter":"WorldStats_CarpenterExperienceModifier","job:farmer":"WorldStats_FarmerExperienceModifier","job:leatherworker":"WorldStats_LeatherworkerExperienceModifier","job:merchant":"WorldStats_MerchantExperienceModifier"},"levelRequirement":{"merchant":"(float)Math.Round(200.0 * Math.Pow(2.0, currentLevel))","otherJobs":"(float)Math.Round(100.0 * Math.Pow(1.399999976158142, currentLevel))"},"missingCurrentJob":"efficiencyCurve * JobTickRate only","progress":"CurrentProgress = min(CurrentProgress + ProgressVelocity, RequiredProgress)","progressTick":"efficiencyCurve * (1 + (currentJobLevel - 1) * 0.1) * JobTickRate * JobProgressMultiplier","quality":"QualityValue += qualityTick * clamp((newProgress - oldProgress) / RequiredProgress, 0, 1)"},"conditions":["The progress addition, clamp and quality accumulation preserve native floating-point operation order and only credit the applied progress, including a shortened final tick.","Default citizen completion accepts Item, Resource and RewardUnlock. A failed output/ingredient operation does not call SetCurrentWorkOrderFinished.","RewardUnlock removes queued orders with the same output. A repeating order resets progress, quality and velocity to zero; a non-repeating order is removed. Excess work does not carry into the next batch.","The experience helper requires the citizen's CurrentJob to equal the job's BaseId and a native JobData row. Only the six listed jobs apply a job-specific world multiplier in this switch; other jobs skip that multiplication.","No-citizen completion checks ingredients and uses the output helper, but does not call the citizen experience or expertise-award path.","An award is accepted only while the current job level is below the construction rank's native cap. Starting at or above the cap skips the addition and subsequent level/remainder handling.","For an accepted award, the helper first subtracts each successive level requirement while experience covers it, then applies the resulting number of level gains. If that gain loop tries another level while already at the cap, it resets experience to zero and stops.","Exactly reaching the cap on the last earned level can retain the remaining experience, because the extra cap-check iteration is not entered. Later awards at the cap are ignored. Each Farmstead per-crop/completion award must follow this sequence separately."],"unknowns":["Exact recipe, current progress/quality, citizen stats/level/XP, world/config modifiers, construction rank and available output space are required.","Recipe work is not universally equal to wall-clock seconds; standalone and scripted controllers have their own 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