Hinterkeep
Your town

Population

How your people grow, what houses and farms do, and where your people go.

People are the heart of a province. They work your mills, pay your tax and fill your army. Almost every decision in Hinterkeep is a decision about where your people go.

Growth

Every hour a province gains 50 people, plus 1 for every 3,000 it already has. A small town grows at a steady pace, and a big one grows faster.

Three things change that number:

  • Happiness. Every point above 100 adds +1% growth. See Happiness.
  • Medicine. Each level of this research adds +3% growth.
  • Farms. Past farm capacity, growth slows down. See below.

Below 50 happiness, the town shrinks instead. It loses 0.5% of its people every hour until happiness recovers.

Houses

Houses set how many people the province can hold. When housing is full, growth stops. Level 1 holds 11,400 and level 20 holds 178,957. Each level adds a little more room than the one before.

LevelCostTimeHolds
1Wood 700Iron 60Stone 7004m11,400
2Wood 945Iron 81Stone 9455m 12s14,244
3Wood 1,276Iron 109Stone 1,2766m 46s18,119
4Wood 1,722Iron 148Stone 1,7228m 47s22,865
5Wood 2,325Iron 199Stone 2,32511m 25s28,386
6Wood 3,139Iron 269Stone 3,13914m 51s34,613
7Wood 4,237Iron 363Stone 4,23719m 18s41,498
8Wood 5,721Iron 490Stone 5,72125m 6s49,001
9Wood 7,723Iron 662Stone 7,72332m 38s57,089
10Wood 10,426Iron 894Stone 10,42642m 25s65,735
Before Architecture, at world speed ×1.

Farms

Farms set how many people the province can feed. Level 1 feeds 12,500 and level 20 feeds 192,025, a little ahead of houses at every level.

Going past farm capacity slows growth down, the further the slower. A town with twice as many people as its farms can feed grows at half speed. Growth never drops below 10% of normal, even with no farm at all.

Terrain changes farm capacity: +20% on plains, +10% in forests and -20% in the mountains. Hills make no difference.

LevelCostTimeFeeds
1Wood 700Iron 40Stone 4004m12,500
2Wood 945Iron 54Stone 5405m 12s15,547
3Wood 1,276Iron 73Stone 7296m 46s19,699
4Wood 1,722Iron 98Stone 9848m 47s24,784
5Wood 2,325Iron 133Stone 1,32911m 25s30,699
6Wood 3,139Iron 179Stone 1,79414m 51s37,371
7Wood 4,237Iron 242Stone 2,42119m 18s44,748
8Wood 5,721Iron 327Stone 3,26925m 6s52,786
9Wood 7,723Iron 441Stone 4,41332m 38s61,452
10Wood 10,426Iron 596Stone 5,95742m 25s70,716
Before Architecture, at world speed ×1.

Where your people go

Every person in a province is one of three things:

  • Workers staff your lumbermill, iron mine and stone quarry. They produce resources and pay tax.
  • Idle people have no job. They produce nothing and pay no tax.
  • Soldiers have left the population to train. They pay no tax either.

Moving workers is instant and free. Hire or release them whenever you like.

Recruiting

Training a soldier takes a person from the province the moment you queue the order. Cancelling the order gives the people back.

Recruiting also lowers the happiness target by 1 point for every 1% of the province you take, for 1 day. Cancelling gives the people back and keeps that happiness loss.

Disbanding soldiers returns them to the population, along with 75% of what they cost.