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As the population of a province grows, it will progress through levels of development. The development level of a province determines how much gold and gem income it generates and the effectiveness of some rituals. Population growth rates can be influenced by race, terrain type, mood, provincial buildings, guards, locations and rituals. The overall development level is further limited by the province's Exploration Level.

Once the population has reached maximum capacity for current development level and the exploration requirement for the next level is met it will automatically evolve to next level.

Deserts, dead lands and lands of chaos do not grow in population.

Level Description Blue Dots Population capacity (not visible) Required Exploration Level Income Bonus
1 Cursed Lands 1 red - - -
2 Dead Lands 1 red - - -
3 New Lands 1 0–100 0% 0%
4 Settled Lands 2 100–250 0% 10%
5 Hamlet 3 250–500 20% 20%
6 Village 4 500–1000 25% 30%
7 Large Village 5 1000–2000 30% 50%
8 Small Town 6 2000–4000 40% 70%
9 Town 7 4000–8000 50% 90%
10 City 8 8000–15000 60% 120%
11 Trade Center 9 15000–30000 70% 150%

Growth basic modifiers[]

1. The base population growth is 10 + CurrentPopulation / 50

2. Race-modifiers:

Race Growth modifier Native terrain
Human 100% Plains
Elf 20% Forest
Dwarf 25% Hills
Goblin 160% Swamp
Orc 150% Hills
Halfling 90% Plains
Centaur 70% Plains
Lizardman 100% Swamp

3. Growth will be modified by terrain unless the race is in its native terrain:

Terrain Growth modifier
Plains 100%
Forest 70%
Hills 60%
Swamp 40%
Desert 30% (Normally uninhabitable)
Dead Lands 30% (Normally uninhabitable)

4. Mood-modifier: Mood * 10%

E.g. very content (+2) province will grow at 120% speed, while furious (-4) province will grow at 60% speed.

Growth bonus modifiers[]

Note that modifiers below this point are additive, are not multiplied by race-, terrain-, or mood-modifiers, and are most effective at low development levels. Their effect diminishes the higher the development level grows as the base population growth becomes larger.

5. Stronghold building modifiers (affects only stronghold growth):

Building Growth modifier
Granary +2
Farmers Market +2
Halfling Market +5
Infirmary +3
Pharmacy +4
Healers Guild +5
Fountain Youth +2 (all provinces)
Temple of Peace +2 (all provinces)
Temple of War -1 (all provinces)

6. Province building modifiers:

Building Growth modifier
Granary +2
Stable +3
Infirmary +3
Pharmacy +7
Temple of the Ancients +3
Enchanted Well +5

7. Guard-modifiers (note that even though some locations have guards of the same name, this modifier is associated only with the province defenders):

Guard Growth modifier
Battlemages -1
Dark Druids -20
Order of Great Darkness -1
Breeding Ground -1
Clan of Giants -1
Clan of Cyclopes -1
Ogres -1
Trolls -1
Host of the Dead -1
Army of Chaos -1
Medusas -1

8. Location-modifiers:

Location Growth modifier
Gates of Chaos -2
Altar of Death -6
Temple of Light +2
Troll Lair -2
Picturesque Valley +1

9. Ritual-modifiers:

Ritual Growth modifier
Heavenly Light +4
Blizzard -3
Pestilence -5

Growth calculation[]

To get the exact growth per turn for a province, calculate all the modifiers as follows:

Basic modifiers multiplied with each other, bonus modifiers added to the result. (i.e. 1.* 2.* 3.* 4.+ 5.+ 6.+ 7.+ 8.+ 9.) Round down the fractions at every step

If the result is negative, that it is the final degrowth of the province per turn.

If the result is positive and there are bonus modifiers, then calculate: Result + Result * (Bonus Modifiers) / 100 , and you get the final growth per turn.

Examples[]

We have a Large Village-level goblin hill province with 1500 population, with discontent mood. It has Granary and Infirmary built. It's guarded by Battlemages and has a Troll Lair. Also, Heavenly Light is cast on it.

The formula goes: (10 + 1500 / 50) * 1.6 * 0.6 * 0.9 + 2 + 3 - 1 - 2 + 4 = 40, when the result is rounded down at every step

The result is positive, so next: 40 + 40 * (2 + 3 - 1 - 2 + 4) / 100 = 42.4 and rounded down to 42.

With 42 pop growth per turn the province will grow to a Small Town in 12 turns (i.e. from 1500 to 2000)

Another example, to illustrate the effectiveness of bonus modifiers:

We have a Hamlet-level 300-population human plains province without any modifiers. The growth is 10 + 300 / 50 = 16. This result is the final growth per turn because there are no bonus modifiers.

We build Stable and Pharmacy and cast Heavenly Light in the province (assume it's possible within the same turn). The first result is 10 + 300 / 50 + 3 + 7 + 4 = 30. The growth per turn is 30 + 30 * 14 / 100 = 34 rounded down, which is 125% faster than without the bonus modifiers in the above example.

Next, we have a Town-level 5000-population human plains province without any modifiers. Without bonus modifiers the growth is 10 + 5000 / 50 = 110.

Again, we build Stable and Pharmacy and cast Heavenly Light in the province. The first result is 10 + 5000 / 50 + 3 + 7 + 4 = 124. The growth per turn is 124 + 124 * 14 / 100 = 141, which is about 13% faster. While meaningful, not nearly as large a difference as in the Hamlet example.

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