The population of each city is used to determine city upgrades and the number of units the city can support. Every city has a set of population bars under its name representing how much population the city needs to upgrade. The amount of population required to upgrade a city is one more than the city's current level, e.g., it takes two population to upgrade a city from level 1 to level 2. How much population a city currently has is represented by the number of filled in (blue) population bars.
The maximum number of units a city can support is equal to the number of population bars it has. Dots in the population bars of a city represent the units supported by that city; if every population bar has a dot in it, no more units can be trained in that city until it is upgraded (which increases the number of population bars it has by one).
|Item||Population Provided||Cost (stars)||Population per Star||Technology Required|
|Sawmill||1 per adjacent Lumber Hut*||5||varies||Mathematics|
|Windmill||1 per adjacent Farm*||5||varies||Construction|
|Forge||2 per adjacent Mine*||5||varies||Smithery|
|City connections||1 in both the capital and connected city for every connection||2 per road||varies||Roads†|
It is theoretically possible (barring the technical limitations of the game) for tribes other than ∑∫ỹriȱŋ to produce infinite population using captured Sanctuaries, which attract wild animals that can then be hunted. However, this produces population too slowly to be practically useful.
If a building is destroyed or a city connection is lost, then the population it provides will also be lost.
If enough population is lost, a city could have negative population, shown as red population bars. (This typically occurs to a capital after losing many city connections.) Each negative population decreases the income the city provides by one star (up to the point where the city no longer provides any income), so it is typically in the interest of players to neutralize any negative population as soon as possible. However, negative population does not impact the number of units a city can support.
|Battleship, Explorer, Navalon, Population Growth, Stars, Super Unit, Technology|
|Workshop, Explorer ‧ City Wall, Resources ‧ Border Growth, Population Growth ‧ Park, Super Unit|
|AI Relationships, City Connections, Combat, Movement, Population, Ruins, Score, Stars, Technology, Terrain, Tribes, Unit Abilities, Unit Skills, Unit Stats|