Settlement Survival/Settlers

Your settlers for the backbone of your economy, production, and processing.

Settlers cannot be controlled directly, but they can instead be tasked on a building to set their profession. Settlers who have a profession assigned will work at that building to have it contribute to the rest of the city.

Attributes
All settlers have the following attributes:
 * Name: Can be changed by the player.
 * Profession: The role the settler has.
 * Backpack: An equipment slot that improves the settler's carrying capacity. Can include baskets and handcarts.
 * Shoes: An equipment slot that improves the settler's walking speed.
 * Clothes: An equipment slot that increases the settler's resistance to temperature. An empty clothing slot quickly leeches happiness.
 * Tools: An equipment slot that improves the settler's working speed. An empty tool slot drastically extends the amount of time it takes for the settler to perform their task, reducing overall productivity and output.
 * Home: The house the settler lives in.
 * Work: The location the settler works at.
 * Life: The hit points of the settler. If this reaches zero, they die.
 * Health: The health status of the settler; a low value indicates the citizen will be susceptible to illnesses and injury.
 * Hunger: When low, the settler cannot find a meal to eat.
 * Thirst: When low, the settler cannot find water to drink. Spirits and alcohol do NOT improve this bar.
 * Temperature: When low, the settler becomes cold and must seek a heated shelter, or die.
 * Stress: This individual citizen's stress level. Stress increases with population, low happiness, and low health. Stress decreases with superior housing, a varied diet, certain technologies, administrators, and other buildings.
 * Capacity: This settler's carrying capacity.
 * Speed: The walking speed of this settler.
 * Age: How old this settler is.
 * Educated: Education begins at the school and boarding school. Adults can be educated at the Academy. Educated workers have increased efficiency.

Statuses and Alerts
Citizens have a number of alerts that can be addressed.

Starving citizens require food. If they fail to get food, their Life will begin to decrease, and when their Life hits zero, they will starve to death.
 * Plant more fields as soon as possible, redirecting workers away from other buildings if necessary.
 * The hunting cabin, gathering station, and fishing dock all provide food, but not large amounts of it quickly.
 * Large amounts of low quality food can be foraged from dense forests. This can tie you over until you get farms working.
 * Watch your food consumption carefully when bringing in immigrants.

Thirsty citizens require water. Much like starving citizens, their Life will decrease when they go without water for too long. Spirits and alcohol do not replenish the thirst meter.
 * Construct and task individuals on wells and reservoirs.
 * Watch water reserves very carefully, especially when building distilleries and wineries - which are an additional consumer of water on top of your existing citizenry.

Cold citizens require warmth. Cold citizens will eventually die if they cannot get warm.
 * Boilers can help with some heating issues.
 * Do not send citizens to distant areas for resources in winter months.
 * Domestic fuel can be produced at the sawmill using timber. A sawmill should be one of the first things to build when starting a game.
 * Mines can also produce fuel in the form of coal.

Homeless citizens do not have a house, and can only recover their strength by remaining idle. Homeless citizens will also have trouble combating the cold.
 * Construct additional houses.
 * Have a boarding house on hand to deal with sudden influxes of residents (and immigrants). This buys you enough time to build proper housing, which the immigrants will move to.

Sick patients are afflicted with a disease. Some illnesses require research to be identified; other illnesses are simple wounds and colds that can be treated at the clinic.
 * Always have one person manning the clinic.
 * Cholera and malaria require research to identify and cure. The plague and tuberculosis require a hospital (which is its own research) and additional supplies.

Citizens with no tools have had their tools broken and are working with their bare hands. This sharply reduces their efficiency, spending large amounts of time to produce a single product at their work site.
 * Build a blacksmith and set it to produce iron tools. Use the iron scattered around the map and timber to produce replacement tools.

Citizens lacking clothing will also have an icon above their heads.
 * Produce rough clothing using flax, a weaving workshop, and a tailor. These structures should be one of the first things to build when starting a game.

The No workplace alert is fairly rare, but indicates that all the available workplaces have been filled. It is unclear as to what prompts this alert, as unassigned adults generally default to labourers.