Whiskerwood residents: guilds, jobs and School
Covers assignment, education and life for mouse Whiskers, rather than a combat-unit table. Explains job restrictions and School use.
Scope: Whiskerwood PC Early Access edition
Checked scope: Mouse colony management, initial settlement, taxes, education, production and logistics. Requirements vary with settings and updates; this is not a complete table of all building costs, naval systems or research.
Sources checked on: 2026-10-16
14 / 14 results
Four guilds' traits
Check building descriptions for job suitability. Assigning by the impression of a name alone can misidentify it.
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| Guild | Traits | Operational check |
|---|---|---|
| Miners | Strong carrying abilities, with food demand to watch | Check suitability for Ore Furnace too |
| Engineers | Trait reducing Machinery maintenance burden | Compare against workplaces using Machinery |
| Farmers | Trait preferring processed food | Consider meal supplies too |
| Explorers | Traits affecting cold and movement | Consider outdoor travel distance and conditions |
No entries in this table match. Shorten the search or clear the input to show all entries again.
Some workplaces, such as Logistics Hub, have no guild specialty. Do not force every building into a guild's preferred jobs.
Match education requirements to jobs
Education does not give every workplace a uniform production bonus. Train for jobs with specific requirements.
Scroll horizontally to read wide tables.
| Category | Use | Note |
|---|---|---|
| Apprentice | Requirement for some workplaces/staff slots | Inspect specified slots |
| Craftsmaster | More advanced craftsmanship requirement | Not guaranteed to improve every ordinary job |
| Educated | Research/teaching requirement | Secure Research Lab workers and teachers |
| Sailor | Requirement for ship-related work | Separate from land-production skills |
| Guild Specialty | Change guild affiliation | Match the required workplace specialty |
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Education can raise expectations. Plan training for the next needed workers instead of educating everyone without jobs waiting.
School setup
School allows up to three pupils per teacher.
- Choose what to teach first.
- Select a teacher qualified for that education.
- Assign the residents you need as pupils.
- Check education completion. Graduates automatically leave the assignment and return to construction work.
- Assign trained residents to intended workplaces. Do not infer a missing teacher from School's red display alone.
Traits calling for separate housing/workplaces
Traits affect cohabitation and dissatisfaction as well as efficiency.
Scroll horizontally to read wide tables.
| Trait | What to watch | Placement approach |
|---|---|---|
| Snores | Effects on roommates | Check bed combinations |
| Loner | Suitability for working/sleeping alone | Check numbers in homes/workplaces |
| Rude | Negative effects on passing residents | Consider busy routes |
| Can't Smell | Less discomfort from pollution | Does not remove pollution's work-speed penalty too |
| High expectations | Greater living demands | Prepare food and housing before increasing numbers |
No entries in this table match. Shorten the search or clear the input to show all entries again.
Fix dissatisfaction through individual causes
Approval comes from residents' positive thoughts and is spent on policies/actions. Check negative factors instead of pursuing only a higher total.
- Select an unhappy resident and read causes such as cold, food or housing.
- Check home location and cohabitants as well as workplace abilities.
- Improve living conditions before considering population growth or additional labor policies.
Frequently asked questions
I cannot assign residents to the research lab
Research Lab requires Educated residents. Free residents alone are insufficient; check the education selected at School too.
School turned red
Check pupils as well as the teacher. Pupils may have automatically left after graduating, so inspect education status before assuming failure.