![]() When reaching beyond 50+ people, having plenty of housing available (maybe 15-20 extra capacity or more) limits the number of pregnant women in the village. In the early stages, being ‘inviting’ by building many extra dwellings will have the wanted effect, but altogether it will burden your present settlers with high maintenance. In any case, avoid unnecessary deaths, especially during raider attacks.Įxpanding your population though immigration only happens in reaction to having sufficient free spaces in your settlement, sufficient food and clothes in store, and the prestige you have gained through erecting menhirs and the like but also the amount of raiders you’ve killed.įor babies to be born, people actually need time to procreate, so their workload and mood are pretty much a gauge for newborns to appear. Before that, deceased just fade away into the ground like dead raiders and animals by default, but their belongings will always be collected automatically. ![]() Once you have means of burial, burying the dead is your people’s primary job as one perishes. At this point, you might have gained the tech to build burial mounds or a Dolmen, which besides being able to bury the dead in, gives an extra boost to prestige as well as having another place for people to level up their morale.ĭeath by battle with raiders is something that will probably happen, but with the right tactics and defence structure placement, that can be kept at a minimum, say on a scale of 1:10. If all goes well, your first deceased people will have died of natural causes and old age, which will leave less effect on your people’s morale than a violent one. Stay attentive near water banks where animals often come to drink, especially when you have reached Pottery, and will be walking on and off collecting water for the community. Both children and adults but also dogs and livestock tend to get targeted mostly by wolves, and cave animals (bears, hyenas and lions).ĭuring tasks performed, keep an eye out for these high-risk animals, which may well attack your people who come too close. Keeping up morale is equally important, but drops significantly with premature deaths, especially when children die. The country is in desperate strategic need for internal policies or external immigration to resolve this crisis.Īt the moment, there appears to be a glitch with negative population growth, where it grows the recruitable while decreasing civilian.Keeping your flock alive is your obvious but foremost task. This is a great strain on the workforce and taxation. ![]() This country's population is declining, meaning that more people grow old while fewer are born. The country leadership is thinking about enacting special policies or loosen immigration laws to work against this trend. This country's population growth is close to, but not quite zero. The birth rates are clearly in the positives and can generally be handled by officials. This country is experiencing steady population growth. The birth rate is about to break what government policy can handle. This country is experiencing rapid population growth. This country is experiencing massive population growth. When people are added to the manpower pool, they are removed from civilian pool (Needs futher testing). Government ideas are things such as trade policy or conscription policy. Growth is represented through hidden Government Ideas. Recruitable is the population that goes into the player's manpower pool, while civilian (As of 1.5) does not seem to have any in-game use. The population of any country can grow and shrink, with the population being split into two categories: Recruitable, and Civilian. THIS SYSTEM IS OUTDATED AS OF THE LATEST VERSION OF MILLENIUM DAWN.
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