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Game Systems/Economy

Population

Last updated 2026-08-28

Your nation is not a number. It is a collection of pops — cohorts of people in a province, each with a type (their class and occupation), a culture, a size, and money of their own. Pops earn, buy, grow, move, and change class. Almost every other system in the game either feeds them or is fed by them.

Pops are processed twice: a weekly pass that handles income and consumption, and a monthly pass that handles growth, promotion and migration.

The weekly pass: earning and buying#

Every week each pop earns, then shops.

Income comes from two places: passive income determined by the pop's type and size, and wages from the factory or resource site that employs it.

Then the pop tries to buy its needs, in three tiers and strictly in this order:

  1. Life needs — food and the basics of survival.
  2. Everyday needs — the ordinary goods of its class.
  3. Luxury needs — what it buys when it can afford to.

A pop buys as much of each tier as its money allows before moving to the next. A pop that cannot afford its life needs never reaches everyday or luxury goods, no matter how rich the nation around it is. What it manages to buy becomes its needs met score, and that score is the single most important number attached to a pop: it drives growth, unrest, and promotion.

Prices come from the world market, and what a pop actually pays is the world price adjusted by your tariff setting. A high import tariff raises what your own pops pay for imported goods. This is the main way a trade policy is felt by ordinary people.

The monthly pass: growth, promotion, migration#

Growth#

Well-fed pops grow, badly-fed pops shrink. The needs-met score is the driver.

Promotion between classes#

Pops move between types over time, but promotion is not an unconditional drip — it follows the labour market:

The general rule: promotion follows vacancies and wages. Building factories with no one to staff them, or expecting a clerk class in a state with no industry, will not work.

Migration#

Once a month the game scores every province and finds the most attractive destination in each nation, then moves people toward it. A province needs at least 50 openings to be considered a destination at all. Migration is internal movement toward opportunity, so it concentrates population where there is work.

Urbanization#

A state's urbanization is the total level of its factories relative to the number of provinces it holds. It is a consequence of industrialisation, not a setting.

What this means in play#

See also#

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