Residences
#ResidencesPopulation housing. Increases population capacity significantly.
Description
❖Peaceful district where citizens live and raise families. Provides +500 population capacity per level (1.5x scaling). Requires PopulationManagement research.
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The Residences form the warm and lively heart of the city, where families gather around hearths, children play in narrow streets, and communities thrive with laughter and tradition. Each dwelling tells a story of heritage, pride, and dreams across generations. Mechanically, Residences provide +500 population capacity per level (1.5x scaling), require PopulationManagement research (Tier 3), and cost 100 Gold, 150 Wood, 50 Stone (1.1x scaling). More population capacity means more workers and soldiers.
Creation
Requirements
Must be present (NOT consumed)
Costs
Consumed when created
Effects
All values are RATIOS. +% = bonus, -% = penalty. Effects multiply other systems.
Strategic Context
❖Advisory information only. Does not affect gameplay mechanics.
Advantages
- + +500 population capacity per level (1.5x ratio)
- + Low construction costs (100 Gold base, 1.1x ratio)
- + Fast construction time (2 seconds base)
- + Enables larger workforce and armies
Disadvantages
- - Requires PopulationManagement research (Tier 3)
- - More population means more food consumption
- - No direct production output
Warnings
- ! Match Residences with food production capacity
- ! Township cities benefit most from population growth
- ! Essential for large-scale army recruitment
Synergies
Countered By
Scaling
Population capacity scales at 1.5x per level - exponential growth.