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A province's Population is… well… its population. It isn't absolutely everyone in the province, merely the portion of peasant civilians. It is from the mass of people that Income, Supplies, and Recruitment Points are derived.
Every 100 people in a province provides a base of 1 lb. Gold of Income through taxation, rounded down. This is then added to or subtracted from by certain Magic Sites and random events, and modified by Fort Administration, Scales, and Unrest.
Only Population pays tax, of course, and units do not. Not even your righteous Prophet, who has no Upkeep, pays tax. In addition, the tax money of peoples in a fort-less exclave doesn't reach your Treasury, unless there's a Tax Collector within it.
Recruitment Points roughly represent the availability of men for open positions in the army. These are from the small portion of men who don't really pay taxes, such as the vagabonds, lesser nobles, or warrior tribes, so recruiting a unit does not deduct from the Population.
In previous games, a province with zero people living in it had zero Recruitment Points. In this game, every province has a base of 20. This scruff group of survivors can always be drawn from, amounting to around two mundane soldiers per turn (if Resources allow), though a Population-less province will not provide the Gold for hiring them. Atop that twenty, added portions of Population provide extra Recruitment Points with somewhat-diminishing returns:
Population Group | Recruitment Points |
---|---|
The first 5,000 | One per 100 (up to 50) |
The next 5,000 | One per 200 (up to 25) |
The next 10,000 | One per 300 (up to 33) |
The next 20,000 | One per 400 (up to 50) |
Additional Folks | One per 500 |
Fortunately, Forts (representing a city, or a colony of the faction, or both) provide a significant multiplier for Recruitment Points. For instance, mere Palisades increase Recruitment Points by 50%. Scales and Unrest modify Recruitment Points, too.
Much of the Population (if not all of it) farms. Whether Supplies are bought from the populace or seized is abstracted out, though the Population is left with at least enough to stay alive. Supply yield from the Population is also in tiers:
Population Group | Supply Points |
---|---|
The first 15,000 | One per 30 (up to 500) |
Additional Folks | One per 60 |
Forts that aren't under siege also provide Supplies; their Administration value, times 6, divided by the distance from the fort (in provinces) plus 1. For example, Palisades (15 Administration) provides 30 Supplies to armies two provinces away, calculated by [(6 x 15) / (2 + 1)]. Fort Supplies are not modified by Scales, but Supplies from the Population are!
The smallest unit of Population in this game is 10. That corresponds with 1 point of Unrest (a "filthy brigand or troublemaker"), and with 1 level of Province Defense. You don't get these immediately upon acquiring the province; rather, both maximum Unrest and maximum Province Defense are equal to the local Population divided by 10. There are hard caps for each, however; 100 Province Defense at 1000 Population, and 500 Unrest at 5000.
A capital province starts with a Population of around 40,000, unless it's one of the "popkill" nations formed of a great disaster (such as Therodos starting with 20,000). Other provinces have far lower populations, lacking the great demographic force to form mighty states that would stake claims. The typical value in the Middle Ages is around 12,000, or 6,000 if it's a small province. Some medium-sized or large provinces may have higher populations of around 18,000, often depending on circumstances such as the quality of the location.
A province's terrain last a less-consistent impact on its starting population than in previous games. However, provinces other than capitals have a two-to-four thousand more people in the Late Ages, and one-to-two thousand fewer people in the Early Ages.