System reference
Pax Autocratica Wiki
What belongs in a Pax Autocratica wiki
A useful Pax Autocratica wiki starts with the systems the game itself names: colony labor, policies, citizen states, expeditions, capture, first-person combat, and roguelite Core progression. These pieces are connected rather than separate modes. The colony produces supplies and shapes the population; expeditions bring back resources, citizens, and Cores; leadership choices influence whether people become grateful, afraid, loyal, or rebellious.
Pax Autocratica is currently a Windows PC Early Access game on Steam. It was developed and published by Multiverse and launched on August 10, 2026. Steam labels the current product Single-player with full controller support. Online co-op is on the roadmap, so it belongs under planned development rather than current-system instructions.
Use this reference as a map of the game's vocabulary. It does not turn every broad subject into an unsupported strategy claim. Early Access systems can change, and detailed numerical rules are not supplied by the store description. The reliable starting point is what each named system does in the overall loop and which focused page answers a time-sensitive question.
Colony, citizens, expeditions, and Cores
The colony is a working settlement. Citizens can be assigned to mine, gather, haul, research, and manufacture supplies. Those verbs identify the main labor categories without implying undocumented production formulas. Mining and gathering obtain resources, hauling moves them through the settlement, research develops the colony's capabilities, and manufacturing turns available inputs into useful supplies. How quickly or efficiently each job runs can change with balance updates, so the durable idea is the division of labor and its connection to preparation.
Citizen state is also central. The game description says people may become grateful, afraid, loyal, or rebellious. The Leader can use fear, propaganda, surveillance, and punishment, or lean on comfort and prosperity. These are political and social levers within the colony. The description does not assign a single best path, and it does not provide a complete numerical loyalty recipe, but it clearly frames population condition as a consequence of leadership rather than decorative flavor.
Expeditions move the loop into first-person roguelite combat. Their stated purposes include gathering resources and citizens. That makes an expedition a colony decision as well as a combat run: what comes back can expand the population, feed production, and affect later preparation. The store description also references capturing enemies and using accompanying troops, reinforcing the connection between the player's action and the wider settlement.
Core progression has several named branches. Weapon Cores change weapon handling. Combination Cores create synergies. Other Cores strengthen accompanying troops or use those troops as shields. When comparing a new option, first identify which branch it belongs to. A weapon-handling change, a combination effect, and a troop-focused effect solve different problems even when they are all called Cores.
The broad run structure is therefore cyclical: manage labor and citizens, prepare supplies, deploy on an expedition, return with resources or people, and use new progression choices to shape the next cycle. The official description supports that relationship, but not a universal build order. The most useful player decisions will depend on the current colony state and what the next expedition requires.
Early Access terminology can move
The August 15 maintenance update shows how quickly the Early Access build can change. That patch adjusted Weapon Cores and added advanced Capture Rounds. It also fixed incorrect pregnancy states caused by Mandatory Reproduction, improved localization, corrected factory-wall visuals, and addressed resources disappearing while soldiers hauled them. Those changes touch combat progression, policies, building presentation, and logistics within one update.
A Pax Autocratica wiki should therefore attach current details to a version or date. A term can stay the same while its behavior is balanced, and a high-level system can remain present while individual interactions are corrected. The official roadmap carries the same warning at a larger scale: its content and ordering may be adjusted from player feedback.
Avoid filling gaps with assumed values or mechanics. The current official descriptions do not provide complete production ratios, loyalty formulas, building adjacency rules, or step-by-step multi-story construction instructions. Those topics need reproducible current-version information before they can support dependable strategy pages. The broad system relationships above are useful now; precise recipes should wait for equally precise support.