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Flotillas Adrift
Flotillas Adrift · Deep Guide · Population

Souls Aboard: How Your City Grows

Births, the two ceilings that cap you, module slots, and the late-game immigration lever — the complete growth model, in plain language.

The VoyagePopulationEconomyTechnologyMilitaryWarTradeWonders
Births Housing ceiling Provisions ceiling Module slots Immigration Arrivals & the floor The classic trap

Births

Your breeding population is free citizens plus assimilating workers — their children are born free. Slaves are excluded entirely; they can't start families under your flag. Each tide, growth moves a fraction of the gap between your current population and your capacity:

growth = 0.05 × health multiplier × family-policy multiplier × development taper × breeders × (1 − used/capacity)

Who counts as a child

A child is anyone who joined your citizen count within the last 5 tides. They are real souls — they eat, they drink and they need housing like anyone else — but they pay no levy, can't be recruited, and don't turn out for the militia. Five tides on they graduate to adults on their own. There is no per-person age anywhere in the simulation, only that rolling window, so the census figure is a cohort, not a birthday.

That window is measured against your citizen total, which means arrivals who row over as grown adults would otherwise be counted as newborns. They aren't: every inflow is split into a child share and an adult share the moment it lands, and only the child share sits in the window. A founding wave and an open-borders tide each draw a variable share — roughly 5–30% children, so most of any boatload is grown and goes straight onto the tax base and the militia roll. A refugee convoy has its own split: half join the workforce directly, and the rest land in the citizen count as dependents.

Who is off the rolls while ill

Sickness takes a soul out of the working population for as long as it lasts. The citizens and workers your infirmary counts as needing a bed pay no levy and turn out for no militia that tide — and that holds whether or not a bed was actually free for them, so skimping on beds never keeps a patient on the tax rolls. They are still aboard, still eating and drinking, and still your responsibility: the ones left without a bed are the ones who start dying.

The two ceilings, part one: housing

Your population capacity is a flat command-deck floor plus what your infrastructure supports:

capacity = 100 (command deck) + round(infrastructure × 6 × happiness multiplier × (1 + housing bonus))

The two ceilings, part two: provisions

Every soul aboard eats one unit of food and drinks one unit of water each tide, at full rations. Production comes from your open deck (a population-capped subsistence catch plus a small uncapped surplus per platform section), built production buildings, and wonders — all scaled up by technology. Whichever of housing or provisions binds first is your real ceiling — a flotilla with room to house 50,000 souls but food for only 30,000 still stalls at 30,000.

Overshoot either ceiling and nothing happens immediately: citizens tolerate crowding for a 2-tide grace period, then 30% of the excess emigrates each tide after that until you're back under capacity. Rationing (full / reduced / emergency) buys headroom at a real happiness cost, and pushing captives below a starvation threshold on emergency rations kills them slowly instead of your citizens.

Module slots: what gates the catalog

Every non-starter improvement type draws from one shared slot pool: you unlock a new module slot every 1,000 souls aboard (citizens, workers, slaves, and prisoners all count toward that total). Once you have a free slot, you can build any improvement you can afford in any order — there's no separate per-building population gate anymore, only the shared slot budget, each type's own copy cap, and the occasional prerequisite (a Drydock needs a Harbor, a Mint needs a Bank, and so on). Drift Nets and Rain Catchers are exempt — unlimited, free upkeep, no slot cost — which is why "build food and water first" is always safe advice regardless of where your slot budget stands.

Immigration: the late-game lever

Open Borders (Govern → Immigration) adds a small daily inflow scaled to your free housing capacity, at a real happiness cost (−1.5). Because immigration sits outside the development taper described above, it's the lever that keeps working after your native birth rate has slowed under a big, advanced, happy population — exactly the flotilla shape where native growth taper bites hardest. Closed borders turns most incoming refugee-convoy world events away before they're ever offered to you. Each tide's inflow arrives as a mix of adults and children (see Who counts as a child); the grown majority is working and taxable the same tide it steps aboard.

Arrivals, assimilation, emigration & the floor

The classic trap

The cheapest fix for a food or water shortage is always another Drift Net or Kelp Farm — and that's exactly the trap. A flotilla that only ever answers a shortage with the cheapest shed never has a reason to reach the housing-multiplier tier, and quietly caps out around 10 souls per infra point forever. A flotilla that reaches Habitat Decks, Arcology, and Leviathan Dock clears 17+ souls per infra point on the exact same infrastructure spend — the single highest- leverage building decision after getting auto-pay turned on.