The following is a list of population types and their sources. Note, this is not a guaranteed comprehensive list as I may have missed stuff. If you see I missed a source of population gain / acquisition, please reach out to me so I can update the list. Also, I have not explored the entire world, so there may well be more Special Hexes out there that I’m not privy to and if you see one and you’d like to have it included, please reach out to me as well.
WAI: Warriors / Actives / Inactives are passively gained each turn.
¶ Standard Population Growth
- The amount of WAI gained is based upon the population present in the unit 9 months before, its general morale and any population growth modifiers.
- Learning certain skills will increase General Morale by 0.01 up to a maximum of 1.15. These are mostly the non-combat cultural or scientific style skills.
- Extra Tribe: A special hex that gives you an additional tribe and <100 new WAI.
- Local Morale: Increases General Morale each year at a cost.
- Meeting House: Increases Population Growth Modifier:
- Missions: Gain Inactives each year
- Storehouse: Increases General Morale each year.
- Vaughan’s Standard: Provides a Standard that increases General Morale
- Banquet: Increases General Morale
- Banqueting Hall: Gain Actives for food sacrifice. Gain General Morale.
- Barber Surgeons: Returns Inactives at the end of Combat based upon dead Warriors
- Medicine Tent: Increases Inactives gained via Barber Surgeons
- Battlefield Medics: 2% of warriors designated as casualties are instead wounded and may survive
- Circus Troupe: Increases General Morale
- Colosseum: Increases General Morale at cost of Slaves
- Epic Tapestry: Increases General Morale
- Equestrianism: Increases General Morale
- Excubitoriums: Increases general morale by 0.01 per year
- Exhibition: Requires collecting unique artefacts from different players. Gain Actives each year. Also, gain General Morale each year
- Exhibition Curators: An upgrade to Exhibition
- Magnificent Exhibition: An upgrade to Exhibition Curators
- Great Work: Sacrifice Cultural Skills for General Morale
- Haiku: Increases General Morale
- Heraldry: Sort of… Sacrifice gold/jade/silver when you lose a battle to get the slaves that are taken from you back as WAI.
- Hospital: Increases Population growth modifier
- Medicine 1 and 2: Increases population growth modifier
- Mission: Increases General Morale by 0.02. Gain 80 Inactives per year in exchange for silver.
- Pastry: Increases General Morale
- Scholar: Gain 1 Active…who is a new tribe and can learn skills and transfer them.
- Sewers: Increases Population growth modifier
- Spring Arts Festival (Dance, Music, Art): Gain General Morale per year.
- The Lighted Dome of Iron and Steel: Gain General Morale upon completion and yearly. May be visited to gain this bonus as well.
- Government Level: Gain 10 Actives per controlled land hex. Higher GL gives more controlled hexes (0:1, 1:7, 2:19, 3:37, 4:61, 5:91).
- Boat People: Gain Actives based upon Government Level over Water.
- Capital: Triples Active gain.
- Daimyo: 10 Inactives gained per year per controlled hex.
- Palace Renovation Gardens: 10 Inactives gained per year per controlled hex.
Turn in artefacts to get Actives/Warriors
- Second Site: Get artefacts from a second site
- Expert Dig: Allows a site to produce 2 artefacts a turn
- Holy Artefact: Increases General Morale by 0.05.
Once a year use Warriors to gain Actives
- Bush Lore: Increases Seeking skill
- Experienced Seekers: Doubles actives gained
- Dogs: Increases Actives gained
- Horses: Increases Actives gained
- Seek Population: Gain a number of Inactives equal to the number of Actives gained through seeking.
- Island Fortress: Increases Seeking skill by +5.
- Town: A Town may have a “specialty”. The Regular specialty town gives 50 Actives / year.
- City: Each City gives you 10 Actives per Settlement per year.
- When you complete International City trade missions, you gain the ability to get either WAI or an entire International Tribe.
- You may purchase additional WAI each year in exchange for commodities.
- Purchase: Any Clan may purchased Slaves or Hirelings in the normal fair as part of the spreadsheet.
- Desired Commodities: Each clan has two desired commodities, one for purchasing Slaves and one for
purchasing Hirelings. This takes up a fair slot and is different than a straight purchase via the
spreadsheet.
- Expanded Horizons 1 and 2: Adds extra desired commodities
- Fair 3: Adds an extra Fair to buy Slaves with Desired Commodities
- Research:
- Press Gang: Gain up to 300 slaves per year.
- Purchase: Any Clan may purchased Slaves or Hirelings in the normal fair as part of the spreadsheet.
- Desired Commodities: Each clan has two desired commodities, one for purchasing Slaves and one for purchasing Hirelings. This takes up a fair slot and is different than a straight purchase via the spreadsheet.
- Expanded Horizons 1 and 2: Adds extra desired commodities
- Fair 3: Adds an extra Fair to buy Hirelings with Desired Commodities
- Great Work: Sacrifice Cultural skills to get Hirelings
- Palace Renovation Gardens: Gain 1000 hirelings upon completion
More settlements means you can hire more Locals for your Home Village. Each Local hired costs 20 silver per month
- Longhouse: +50 Locals hireable
- Hamlet: +100 Locals hireable.
- Town: +200 Locals hireable.
- City: +1000 locals hireable.
- Clan gains 25 Locals per Excubitorium per year (Max 10 Excubitoriums)
- Castle: Acts as 2 Hamlets
- Palace: Counts as 4 Hamlets
Auxiliaries are like Locals but instead of hiring them each year, they join your Home Village and count as an Active.
- Town: Each town gives you 200 Auxiliaries per year.
- City: Each City gives you 25 Auxiliaries per Settlement per year
Settlements may be protected by Guards.
- Longhouse: 20
- Hamlet: 50
- Town: 100
- City: 250
20 silver per month per guard may be spent to hire additional guards. No limit.
Gained via Home City benefits
- Government Level: Gain 5% of your Warriors as Militia per controlled Hex.
- Capital: Doubles militia gained
- Great Work: Sacrifice Cultural skills to get Mercenaries
- Hire Mercenary Guard: Gain Mercenaries for your Courier elements.
- Mercenary #: Buy Mercenaries for some trade good cost
Specialist cavalry warriors gained through the Knights research topic.
Specialist infantry warriors gained through the Janissaries research topic.
- Hire Security: Adds “Security” personnel that act at the level of the Tribe. Only affects Security activity.
- Labour Exchange: Buy Hirelings for Commodities each year
- Silk Trader: Buy Hirelings with Silk