Service jobs take on supporting tasks in the city. For each hour of work, citizens receive a base wage in gold as well as a commission per produced item. The actual yield depends on the upgrade level of the associated building and the productivity-relevant attribute of the character.
All stated quantities are base values. For fractional intermediate values, the required input is always rounded up and the generated output is always rounded down.
Available Service Jobs
A Tavern Shift requires no input and produces no items. Further details on the scaling of this job can be found in the article on the Tavern. Intelligence increases by 0.125 per hour, Charisma by 0.25 per hour, Strength decreases by 0.025 per hour.
Cook Meat converts 1 meat into 1 food ration as a base value. The Tavern and Intelligence determine the yield. Intelligence increases by 0.25 per hour, Dexterity by 0.125 per hour, Vitality decreases by 0.025 per hour.
Cook Vegetables converts 1 vegetable into 1 food ration as a base value. The building, attribute, and character development correspond to those of Cook Meat.
Cook Meal converts 1 meat, 1 vegetable, and 1 bread into 6 food rations, achieving twice the efficiency compared to Cook Meat and Cook Vegetables. The Tavern and Intelligence determine productivity. Intelligence increases by 0.25 per hour, Dexterity by 0.125 per hour, Vitality decreases by 0.025 per hour.
Special Jobs
Three service jobs do not produce items but instead fulfill a special function for the city. Without them, the associated facilities remain closed or unprotected.
Tavern Shift opens the tavern for other citizens. As long as at least one character is working a tavern shift, other citizens can visit the tavern to regenerate their action points. The regeneration rate is 12 AP per hour, scaled by the tavern's production factor. Each server creates capacity for up to 25 guests (base value), also scaled by the production factor. Without a server, the tavern is closed and no one can regenerate AP there.
Hospital Shift opens the hospital for the sick and wounded. The principle is the same as the tavern shift: as long as at least one medic is on duty, other citizens can visit the hospital to regenerate their hit points. The regeneration rate is 12 HP per hour, scaled by the hospital's production factor. Each medic can care for up to 10 patients (base value), scaled by the production factor. Without a medic, the hospital remains closed.
City Guard stations guards at the militia meeting point. Guards defend the city during enemy raids from other cities. Their intelligence determines how likely they are to detect infiltrators: the higher the total intelligence of all guards, the greater the chance. If attackers are detected, the guards engage them in combat.