Skills & Jobs

The longer a villager works at one thing, the better they get at it — and their children may start with a head start.

Experience Tiers

Villagers gain experience by physically working at a building. The longer they stay in the same profession, the more productive they become. There are five tiers:

TierYears in professionOutput bonus
Apprentice0–2 yearsNo bonus
Journeyman2–5 years+10%
Expert5–10 years+20%
Master10–25 years+30%
Legendary25+ years+40%

Experience also decays when a villager is away from their profession — they lose roughly one year of XP for each game-year they spend not practicing. Legendary tier requires staying in the same trade for most of a working life; you may only see one or two in a long-running settlement, possibly none in a turbulent one. Their name appears in gold in the citizen panel.

Tip: Shuffling workers between buildings doesn't just pause progress — it gradually erodes it. A Master farmer reassigned to logging for a few years may slip back toward Expert. Protect your most skilled workers.

Education and the Master Cap

Whether a child attended school has a permanent effect on their working life. Uneducated villagers are capped at the Expert tier — they will never progress to Master, no matter how long they work. Educated villagers have no such cap.

Build schools early. The investment doesn't pay off immediately — children need to grow up before the benefit shows — but a settlement full of educated Master-tier workers produces meaningfully more than one full of Expert-capped adults.

Schools only help children ages 5 to 11. The school must be built and staffed during those years for the education bonus to apply.

Job Assignment

You don't have to assign jobs by hand — every day, the game automatically places unemployed adults into open positions. The assignment system uses two passes:

  1. Skill-priority pass: For each building with open positions, the system scans all unemployed adults and picks the one with the most experience in that profession — regardless of distance. An experienced blacksmith gets the smithy even if they live across the settlement.
  2. Distance fallback: Any remaining unemployed adults are assigned to the nearest open job, as in previous versions.

This means skilled workers naturally flow to the jobs they're best at. Build a new bakery and your experienced baker will find their way there.

If you want a specific villager in a specific building, you can manually pin them from their citizen panel. A pinned assignment sticks until the building is demolished or the villager is evicted.

Inherited Skills

When a child is born, they inherit a snapshot of their parents' experience. That inheritance stays latent through childhood, then materialises as real earned XP when they reach adulthood at age 12.

Inheritance typeChanceWhat the child receives
Normal 80% 30% of the higher parent's XP in each profession they've worked, capped at Journeyman (2 years). A Master parent's child starts with 2 years — already at Journeyman.
Rebellious 20% Nothing from parents — instead, a 1-year head start in a profession neither parent practices. The child chose their own path.

The citizen panel shows a child's inherited skills before adulthood, so you can see what they're likely to bring when they come of age.

Tip: Over generations, family dynasties emerge naturally. If the Thornwood family has always worked at the smithy, their children start at Journeyman level and the skill-priority system steers them back to smithing — no manual intervention needed.

Passions

Separate from experience, some villagers have a passion for a particular profession. Passions increase how quickly experience accumulates:

A villager with a Burning passion for farming reaches Master tier in a fraction of the time a passionless villager would. Check the Skills tab of the citizen panel to see if someone has a passion — it's worth routing them to the relevant job.