Kittens are an early special resource that can be complex to manage. They produce wood (Woodcutting), catnip (Farmers), science (Scholars), catpower (Hunters), minerals (Miners), Faith (Priests), coal (Geologists), gold (Geologists' Geodesy workshop upgrade), and starchart (Scholars' Astrophysicists workshop upgrade), and they may also craft for you (engineers).
They must be fed catnip continuously (0.85 catnip per tick or 4.25/sec) throughout each day or they immediately die. As of 1.3.0.0 this is also modified by your happiness. If you have over 100% then kittens will eat more catnip, which means that having hundreds of super happy kittens will stay costly even in the late game.
Kittens assigned to a task in the settlement slowly gather experience and increase their skill in that particular task
As your kitten population grows, the title of your community next to the Bonfire tab changes:
Population | Title |
---|---|
Default/0 | Outpost |
1-15 | Small Village |
16-30 | Village |
31-50 | Settlement |
51-100 | Small Town |
101-150 | Town |
151-200 | City |
201-250 | Metropolis |
251-300 | Megapolis |
301-400 | Empire |
401-500 | Imperium |
501-600 | Dominion |
601-700 | Hegemony |
701-800 | Federation |
801-900 | Reich |
901-1000 | Society |
1001-1200 | Civilisation |
1201-1500 | Consortium |
1501-2000 | Planetary Council |
2001-5000 | Galactic Union |
5001-10000 | Elders |
10000+ | Deities |
First names of kittens include Amber, Angel, Cassie, Charlie, Ellie, Jasper, Lily, Maddie, Meeko, Micha, Mittens, Molly, Oreo, Oscar, Plato, Tami, Theo, and Timber.
Last names include Berry, Chalk, Clay, Dust, Fur, Paws, Sand, Scratch, Shadow, Silk, Smoke, and Tails.
Names are not known to have any impact on the game.
The Census section of the Village tab lists details of your individual kittens, as well as information about their leader, if they have one. This section, as well as the ability to assign a leader, is unlocked by the Civil Service science.
You may choose one kitten to be the Leader. A leader may be selected by clicking the star icon next to their name in the census. You may change leaders as often as you like.
Each kitten has a rank, which gives that kitten a bonus to production (regardless of job) when the kitten is the Leader. The Leader has no effect on other kittens unless the Republic policy is researched, in which case all kittens get a (leader rank + 1) / 70
percentage bonus that stacks multiplicatively with other bonuses. A kitten gains a rank when you use the Promote action, which costs gold and Experience. The kitten must also meet a minimum Experience threshold. A kitten retains its rank even when replaced as the Leader. You may either choose to promote Leaders individually or use the "Promote kittens" button that promotes all kittens, prioritizing the lowest-ranked kittens.
Leader Rank | Exp cost | Gold cost | Bonus |
---|---|---|---|
0 |
0 |
0 |
0% |
1 |
500 |
25 |
43% |
2 |
875 |
50 |
114% |
3 |
1532 |
75 |
186% |
4 |
2680 |
100 |
257% |
5 |
4690 |
125 |
329% |
6 |
8207 |
150 |
400% |
7 |
14362 |
175 |
471% |
8 |
25133 |
200 |
543% |
n |
500*1.75^(n-1) |
25n |
(n-0.4)/1.4 |
Each kitten has a trait (Scientist, Manager, Artisan, Merchant, Philosopher, Chemist, Metallurgist or None) listed, which are assigned randomly when kittens are created, and cannot be changed.
When assigned as a leader, this kitten will give a small bonus to some area. If you've researched the Monarchy policy, then this bonus receives a 95% bonus. Your burned paragon will also slightly boost this.
Philosopher was previously known as Wise, and Artisan was previously known as Engineer (changed to avoid confusion with the Engineer job).
Trait | Influences | Description |
---|---|---|
Scientist | Technologies | science cost * 0.95 (science cost -5%, only affects the science price for technologies and workshop upgrades, but not buildings, space structures or crafting) |
Manager | Hunting | hunterRatio + 0.5 (equivalent to the Nanosuits workshop upgrade) |
Artisan | Crafting efficiency | craftRatio + 0.05 (equivalent to the crafting bonus from a Factory) |
Merchant | Trading | tradeRatio + 0.03 (equivalent to two Tradeposts) |
Philosopher | Order of the Sun | faith & gold cost * 0.9 (faith & gold cost -10%) |
Chemist | Chemical crafting efficiency | craftRatio + 0.075 for concrete, eludium, kerosene and thorium |
Metallurgist | Metal crafting efficiency | craftRatio + 0.1 for plate, steel, gear and alloy |
None | Nothing |
The kitten list shows several pieces of information about each kitten, including name, current job, age, and skill levels. On the right are two buttons: "Unassign Job", which will remove the kitten from its job (like clicking the minus button for the job above, but you get to choose which kitten is unassigned), and a star button which replaces the current Leader with this kitten.
The skill level provides a bonus to productivity in a specific job (this stacks multiplicatively with all other productivity bonuses, e.g. happiness, workshop upgrades, policies):
Skill | Exp needed | Bonus |
---|---|---|
Dabbling | 0 |
0% |
Novice | 100 |
1% |
Adequate | 500 |
3% |
Competent | 1200 |
4% |
Skilled | 2500 |
8% |
Proficient | 5000 |
13% |
Master | 9000 |
18.75% |
These bonuses can be increased by 15% and 100% by Logistics and Augmentations, respectively.