: Ensure schools and kindergartens are within walking distance of residential blocks. Citizens will not take a bus to drop off a child at kindergarten.
: If an orphanage is full, new orphans will simply "disappear" from the simulation, halting your potential population growth. 🎓 Education & Youth Growth
In Workers & Resources , orphanages act as a safety net for children whose parents are unable to care for them or have passed away. ChildRepublic
: Low education and low happiness lead to "escapes" (citizens leaving the republic). Keeping children educated and indoctrinated is the best way to stop your population from fleeing. 🎥 Visual Guides
: Essential for allowing parents to go to work. If a child (age 0-6) doesn't have a spot in a kindergarten, one parent must stay home, removing them from the workforce. : Ensure schools and kindergartens are within walking
: A citizen with 0% loyalty works at only 40% speed , while a well-educated, loyal citizen (often from a well-managed orphanage or school system) works at 150% speed .
: Children raised in orphanages can achieve up to 100% loyalty , which later translates to 150% worker productivity . 🎓 Education & Youth Growth In Workers &
: Children aged 7-15 attend school to gain "Basic Education."