| Migration | |
|---|---|
| Category | Game Concepts |
| Arrivals | 1 per 10 drawn in |
| Departures | 1 per 10 pushed out |
| Births | 1% a week |
Migration
Each week people come to the settlement and people leave it. A readout beside the Next Week button shows next week's arrivals, departures, births and deaths before you press it, and that forecast is exactly what happens.
Arrivals
Settlers are drawn in by good living: one new arrival for every 10 of (people and troops fed with a meal + tourists + residents who visited the Arena), rounded.
Departures
People are pushed out by hardship: one leaver for every 10 hungry, homeless or unemployed people, rounded. On top of that, when Happiness per person falls below -0.05, extra people leave: (shortfall × population × 0.2), at most 5% of civilians a week and at least 1. Troops never leave.
Only the difference happens: arrivals minus departures. If more come than leave, the newcomers stay as long as there is room under the population cap; if more leave, the unemployed go first, then workers in job order.
Births
Settled civilians, those who are housed, fed and employed, have 1% births a week; fractions carry over. Births are limited by free beds, open jobs and the population cap.
Population cap
The Guild Hall level sets how many people the settlement can hold:
| Guild Hall level | Population cap |
|---|---|
| 0 – 1 | 500 |
| 2+ | 1,000 |
| 6+ | 2,000 |
| 11+ | 3,000 |
| 16+ | 5,000 |
| 20+ | 20,000 |
Disasters can also take lives (see Disasters).

