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Races & Citizens

You can name a Tensura monster and add it to your colony as a citizen. A named monster keeps one identity whether it's fighting at your side or working in your colony.

The Four Races

Four Tensura races can be named and made into citizens. Each shifts specific MineColonies work skills by an exact amount:

Race Appearance Work-Skill Changes
Goblin Goblin model Stamina and Adaptability +2 to +4
Orc Orc model Strength, Athletics, Stamina +6 to +10. Intelligence, Knowledge, Creativity −5 to −1
Lizardman Lizardman model Agility, Dexterity, Focus, Mana +6 to +10. Strength, Stamina −5 to −1
Dwarf Dwarf model Knowledge, Intelligence, Creativity +6 to +10. Athletics, Strength, Agility −5 to −1

Each listed skill is nudged by a random amount inside its range, so citizens still vary. The change is applied once, at citizen creation, on top of MineColonies' normal random starting skills, and kept within the 1–99 range. Normal skill progression continues afterward. Ordinary (non-Tensura) colonists get no change.

Those skills matter most for orc labourers and guards, lizardman precision and magic jobs (lizardmen are the only race with a Mana bonus), and dwarf research and crafting.

Race Colonies

When you found a colony, a popup appears asking you to choose its people: Default citizens (standard MineColonies villagers) or Goblin. The colony won't grow until you pick. If you close the popup by accident, right-click the town hall (or log back in) to reopen it.

The other races — orc, dwarf, lizardman — join later, when an envoy of that race visits your colony and you accept it (see below). These race envoys arrive on their own, even with the faction system turned off.

A colony that has a race grows that race. Children are born as babies of their parents' race: two goblins have a goblin, a goblin and a lizardman have one or the other, and a monster paired with an ordinary colonist can have either. A child born to residents with no monster blood is a plain colonist. Every child is born to its actual colony parents and grows up like any citizen.

Grown children join as full citizens right away — they get the same work-skill head start named citizens get, so you don't need to name each one, and they are your subordinates from birth. Naming stays for monsters you bring in yourself.

New Residents Arrive On Their Own

Two things bring more of a race in without you naming anything:

  • Accepting an envoy brings one grown citizen of that race into your colony immediately.
  • Wanderers drift in and settle. While your colony has fewer than three of a race, one occasionally arrives and joins — no Tavern, no payment, at most one per colony every couple of in-game hours. Two times out of three it's the race you have fewest of. The other third is a random one of your other under-three races — so races fill out evenly. Once a race reaches three it stops. Beyond that they come from births (and the Tavern). Colonists count as a race here too.

Two Roles: At Your Side Vs. In The Colony

A named monster occupies one of two roles at a time:

  • Subordinate — a Tensura creature at your side. It fights, evolves, has EP and skills, and follows commands.
  • Citizen — a MineColonies colonist. It holds a job, raises work skills, and lives in your colony.

Switching between the two costs magicule and is done from the roster. The creature keeps its name, type, and progress across the switch:

  • Send to colony — the subordinate becomes a working citizen.
  • Summon to your side — the citizen returns as a Tensura creature.

You can move several at once. Some evolved forms (Orc Lord, Orc Disaster) can't be sent to a colony.

The Roster

Press G to open your roster: a list of your named monsters showing which role each is in and its EP. From here you select monsters and Summon (bring to your side) or Send (to the colony) in bulk. The roster also has tabs for Diplomacy and Wars, and shows your colony's reputation.

Citizen Trading

Mobs that originally had trading menus retain them. Open their citizen form's info window and click the Trade tab on the left to trade with them directly. Stock refreshes at dawn and whenever you open the tab, trades level up as you use them, and prices and offers carry across the subordinate ↔ citizen swap.