Increasing population increases your platinum production and enables you to train more military units.
Peasants appear automatically on your land. If you have new land, peasants will populate according to the growth rate described below.
All constructed buildings except for Homes and Barracks provide 20 jobs which are automatically filled by unemployed peasants. Each employed peasant produces 2.7 platinum per hour.
If you have more peasants than jobs, unemployed peasants do not provide any platinum. This is called having a job underrun. Due to the large military required by most attackers and converters, this is a problem more often faced by explorers.
If you have more jobs than peasants, all your peasants will be employed but the unfilled jobs do not generate platinum revenue. This is called having a job overrun and is very common for attackers and converters.
The standard growth rate is 3% of your current peasant population per hour, minus any draftees drafted that hour, until your max population has been reached.
The other part of your population is made up of your military. Your military consists of draftees, units in training, and trained units.
The potential size of your military is determined by the size of your peasantry, since each hour you can draft a maximum of 1% of your peasants into draftees (depending on your Draft rate).
Population bonus is used to increase the housing capacity of all buildings, except for barracks.
|Building Type||Population Amount||Comment|
|Barracks||35||Only houses military units, not affected by population bonuses except that gained from prestige.|
|Buildings in construction||15|
|Barren land||5 or 10||Depends on race.|
- Race: Lizardfolk (+5% racial bonus)
- Size: 2,000 acres
- Prestige: 600 (multiplicative bonus)
- Keep: 15%
- Military: 20,000 troops
- Homes: 400
1,600 * 20 = 32,000.
(400 * 30 + 1,600 * 15) * (1 + 0.05 + 0.15) * (1 + 600/10,000) = 45,792.
45,792 - 20,000 = 25,792.
min(25,792, 32,000) = 25,792. This means that
32,000 - 25,792 = 6,208 jobs are unfilled (job overrun).
Homes vs Barracks
As a general rule, when you reach over 17% total population bonus, homes are better than unmodified barracks. 17% increase on 30 is 35.
Barracks are most commonly used by attackers playing races with low, no, or negative population bonus such as Merfolk, Dark Elf, and Human. However, many switch to building homes once they have reached 17% population bonus.
Player playing races with land dependent units, such as Gnome and Sylvan, are almost never seen building barracks because they need the land for their specific land type and because they are often played with strategies that utilize primarily efficient, elite units.