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Peasants and population

GeneralPopulation · Peasants · UI/UX · Housing · Family
1 patcheslast touched 58mo ago≈ 0

Power trajectory

Up = buffed, down = nerfed
0Nov 3, 2021Nov 3, 2021Nov 3, 2021 — Answering not-so-obvious questions from the community +0 / -0 (cum 0)
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Patch history

    • 🎯Behaviorprofile

      Clarifies that peasants lack individual traits and that converting townhouses to artisan workshops permanently changes workforce composition.

      Peasants do not have individual traits; peasants are not tracked individually at scale. Townhouses can convert peasants to artisans, removing them from the peasant worker pool permanently.

    • 🎯Behaviorspawn

      Explains automatic spawning of peasants and rationale to prevent late-game imbalance from edge-origin peasants.

      Peasants spawn automatically (Stronghold-style). Traveling from map edge is avoided to keep balance.

    • 🎯Behaviordie

      Aging and natural death are not implemented to avoid confusing the player avatar and UI.*

      Peasants do not die of old age; aging mechanics are avoided to prevent UI complexity and dissonance with a non-aging player avatar.

    • 🎯Behaviorhousing_capacity

      Clarifies current housing limits and intended future adjustments to family roles within housing.

      Peasant houses sustain 1 family; townhouses sustain 2 families. Women and children may help with jobs in the future after adjustments to counting.