Something I'm working on. It's a resource management game as you can tell. Increases in the population are automatically assigned as guards. When you assign jobs, such as farmer (via the plus and minus signs by the apple) you subtract from the guards. Guards keep the danger chance down, as seen by threat %. The more farmers you have, the more food you have. One farmer produces 2 food, and each person consumes one per day. Try to keep it above 0, as you will starve otherwise. When you hit next day, your population will increase based on your available food. The miners produce CP (construction points) per each day, used for building, and the researchers produce RP (Research points) per day, used for upgrading things like max workers, guard effectiveness, farmer effectiveness, etc. How much RP or CP you will gain that turn is displayed above their respective icon. Food, however, does not work like a resource, and instead is more like a meter you need to keep above a certain level. The only things of those that are implemented are guard mechanics, food mechanics, cp mechanics, threat level, and turn progression, except threat level doesn't do anything. HEAVY WIP