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Also the game seems balanced in a way that there is no more or very little growth when you reach a certain number of citizens.
I had the same problem. I fixed my economy by deactivating some buildings that produced goods i didn't need as much and that way freed the workers for other Jobs. Also buying prisoners from the trader can help
So far I have 73 peasants, 50 soldiers and 43 prisoners, I had more peasants but the 7 days of hunger made many leave
Or if you don't like slaves you could just focus on fewer buildings and boost happiness a lot by giving peasant better wage and better food and alcohol, that will bring more migrants but is a lot harder obviously
The peasant poplation always grows to about 60 and then just declines.
Every day after the morning prayers, groups of commoners (around ten people) would move out. They were all happy, had houses to live in, jobs to do, ate bread with beer every day, and could even save money to occasionally eat some meat.
I have no idea what to do. Currently, the territory is entirely dependent on slaves to keep running.
It feels like you can't fill out a population without prisoners. As if they game expects a small % of your workforce to be prisoners and thus won't let commoners fill the slots. Either that or these arriving migrants are literally disappearing into thin air.
Take workers from places that dont work for the day etc always try to have at least 1 guy left that doesnt do anything, you need him as a messenger etc
build a new house maybe there is not enough space to sleep. read the tips and hints in the game.
That's because there are literally no jobs available in the city, like say farms/workshops etc.
The game weighs how many open jobs there are and homeless people to send migrants, because why would migrants looking for work go to one with no housing or job opportunities?
No migrants arriving is actually a good sign that your city has enough jobs, and less mouths to feed.
Don't rely on prisoners too much when they could be loyalists instead
Less buildings = less job slots = less migrants
Getting more slaves actually counteracts migrant growth because they are taking all the jobs
Have you checked the amount of healthy jobless peasants/housing?
I've watched them enter the map, walk to the nearest free dormitory or peasant house (with free slots), reach the door and instantly turn around and leave citing being homeless as a reason for leaving. I can only conclude it's some pathing issue which has them thinking they cannot enter the dorm with 3/10 occupants upon stepping through the doorway. I've just accepted that they won't fill out completely on this save.