Citizens

Pax Autocratica Capture Guide

Capture enemies in Pax Autocratica without losing the target, then move prisoners through custody and conversion on the current Early Access branch.

Capturing an enemy in Pax Autocratica is a chain with three failure points: the squad must create the correct capture opportunity, the target must survive the rest of combat, and the colony must have enough prison and conversion capacity to process the result. Plan all three before firing the first capture round.

Choose a useful and manageable target

Pick a target whose value justifies the risk and whose encounter you can control. Remove surrounding threats or separate them enough that the squad is not forced into uncontrolled area damage. Avoid attempting a first capture during a boss fight or a crowded retreat; learning the timing is easier when one ordinary opponent remains and the squad has space to stop attacking.

Check the colony before departure. A prisoner is not immediate labor, so make sure custody, research, staffing, food, and the existing population can absorb another person. If a captive will sit behind a blocked facility while essential production collapses, the expedition has created pressure rather than solved a workforce shortage.

Equip the capture method shown by the live build

Use the ammunition, action, and target prompt identified by the current interface. Directive AG-14 added three advanced Capture Rounds, confirming that capture ammunition has multiple current options, but the note does not publish a universal best round or a fixed success formula. Read the live description and select the tool suited to the target you actually face.

Keep a normal damage plan for the other enemies. Capture equipment has a purpose, and spending it indiscriminately can leave the squad unable to finish the encounter cleanly. Deposit surplus gear before departure and carry enough room to return with mission rewards.

Control damage around the attempt

Moment
Squad action
Main risk
Approach
Identify the target and reduce nearby pressure
Area attacks hit the intended captive
Setup
Position capture users with a clean line and safe distance
Another unit or obstacle disrupts the attempt
Attempt
Use the capture tool and watch target state
Automatic follow-up continues dealing damage
Failure window
Stop damage and reset the situation
Leader melee bypasses temporary protection
Extraction
Finish remaining objectives without exposing the captive
Greed turns a successful capture into a failed mission

AG-14 grants temporary protection from death after a failed capture, but explicitly excludes the Leader’s melee attack from that protection. Treat the window as recovery time, not permission to keep attacking. Pull the Leader away, interrupt aggressive commands where the interface allows, and reassess remaining threats.

Finish the sector with the prisoner intact

Once the target is secured, reduce risk. Loot and optional fights are less valuable than completing the return. Verify the mission state and the captive’s state before leaving the encounter area. If the squad is injured or short on resources, use the safest exit available instead of testing another difficult group.

Make a save at an appropriate safe point and avoid overwriting the only pre-expedition recovery state. Early Access patches have addressed crashes and expedition repetition, so retaining both manual and automatic recovery options protects the colony and the capture attempt.

Diagnose the prison handoff

On return, inspect where the prisoner appears and what the custody interface asks for. Confirm the prison or related structure is repaired, accessible, supplied, and staffed. If progress does not begin, read the active objective and research state before assuming the captive is corrupt.

Prison research time changed in Directive AG-12. Any fixed duration copied from an earlier build can be wrong. Measure the current process, note whether the colony clock is advancing normally, and avoid filling every slot before the first conversion proves the chain works.

Move from custody to conversion

Capacity

A functioning prison path must exist before more captures add value.

Staffing

Custody and conversion compete with food, hauling, and research for citizen labor.

Time

Use the current progress display, because Early Access has already changed prison timing.

Aftercare

A converted person still enters the colony's needs, relationships, politics, and job system.

When conversion completes, do not immediately assign the new citizen to the most demanding role. Read attributes and condition, then place the person where the colony can support them. Watch one work cycle and the surrounding population response. Conversion expands the regime, but it also creates another relationship inside the simulation.

Correct repeated capture failures

If the target dies before the attempt, reduce uncontrolled damage and isolate the enemy earlier. If the target dies after a failed attempt, move the Leader out of melee range and halt follow-up attacks. If no capture state appears, verify the equipped tool and its current description. If the prisoner returns but never progresses, trace facility, research, staffing, and time in that order.

Repeat the smallest safe case rather than escalating to an elite target. Record the Directive version when reporting a reproducible failure through the official support community. That separates a current defect from advice written before AG-14’s capture changes.

Return to the Citizens hub for workforce, loyalty, aging, and policy decisions. Capture becomes sustainable only when the battlefield action and the colony process are treated as one system.

Sources checked August 15, 2026

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