Population indicates the number of citizens living within an empire. It is unrelated to empire size; a small empire can be packed to the brim, while a large one can be thinly spread. Population determines two things: The size of an empire's military, and its rate of population growth. Large populations will have slower population growth, while smaller empires will have faster population growth. You can start with a population anywhere between 5 million to 60 million, but numbers beyond 60 million can only be achieved through population growth. Likewise, populations under 5 million can only be achieved through massive casualties.
Population growth reflects both the birthrate and the rate of maturation, so in a given time period a thousand citizens may be born, and a thousand will also come of age.
Populations between 5 million and 10 million have a High birthrate :
- Increase of 4 million per week
Populations between 20 million and 40 million have a Modest birthrate :
- Increase of 2 million per week
Populations between 50 million and 60 million have a low birthrate :
-Increase of 1 million per week
Your population is recounted every week like this:
Old Population + Population Growth = New Population
So if the original population is 40 million, then it would look like this:
40 million + 4 million = 44 million
The empire's new population would be 44 million.
Every week when these increases are calculated you will receive a Private Message telling you your new population, as well as the number of military personnel available for assignment.
Manpower is the pool of citizens and personnel an empire can draw upon to field its army. Manpower is a fraction of an Empire's total population. By default, each empire gains 10 manpower per 1 million citizens.
It's the Economy, Stupid!:
Income or Income Points is a measurement of how much money your Empire earns in a given period. Every week your government will receive more Income, which can then be spent on soldiers, constructs, diplomacy and other projects. Players can also save up income to spend later.
To determine how high your Empire's kingdom is, look at your regions and constructs. Each region's Income is determined by its economy type, and can be as low as 10 or as high as 30.
Resources are static elements present in certain regions that provide advantages to the empire that controls that region. There are three resources, and each resource has its own uses.
Oil - Oil is used to recruit mechanized units such as tanks, warships, and mechanized infantry. Each Empire starts with an income of 10 Oil per turn, and can improve its income by capturing regions with oil resources. Building an Oil Refinery in a region with an oil resource will increase the amount of oil generated.
Agriculture - The second resource is agriculture. Agriculture nodes boost population growth and happiness, allowing you to more quickly regain manpower.
In addition, it keeps your current population from starving! You need 1 food for every citizen. So, an empire with five million people would require five million a turn to keep the populace fed. Surplus food can be put towards additional population growth.
Soldiers also need to be fed, but much more than the average citizen as they are constantly moving and on the march. Soldiers require 3 food per 1 soldier. A 300,000 man army would require 900,000 food to keep the troops fed.
Steel - Steel is used primarily to recruit warships, but also for some land units such as tanks. Each steel node produces 10 steel per turn, and can improve its income by capturing regions with Steel resources. Building Factories can improve a region's steel income.
Your empire begins with one oil and one steel node with a level I construct on each, which offers 10 oil and steel per turn. In addition, you start with two turns worth of food and enough food nodes to feed half your existing population.
So, if you have 20 million population, you'd start with two food nodes that provide 5 million food each as a base.
You will also be able to purchase starting units. You gain 100 IP, 20 steel, and 15 Oil Resources to spend alongside your first turn's income. Starting resources do not carry over! So spend as much as you can.
You will also start with two specialist constructs or one depending on how many specialists your doctrine gives you access too.
Regions are where you draw the bulk of your taxable income. Regions come with 7 construct slots which can be dedicated to either food, oil, and steel nodes. Or to building constructs.
For example, Chernogov's capital region Novgorod has 7 spots split up amongst the following: 2 oil, 2 food, 1 steel, two open construct spots.
Last edited by Shazere on Wed Aug 15, 2012 11:37 pm; edited 4 times in total