A city is nothing without people, and your capital inKaiserpunkis no different. Right from the beginning of the game, you’ll need citizens who can chop wood, dig for ore, and farm fields, and as your production chains get more complex you’ll need factory workers, engineers, and tons of other jobs to help your city function.

Understanding how new arrivals are handled in Kaiserpunk - and how to keep people content once they’re settled in - is key to maintaining a growing population. Read on to find out everything you need to know about managing your people.

the world map in kaiserpunk, with the irkutsk region highlighted and a factory complex built.

Housing, Needs, And Luxuries

Your city can support as many people from each of the four classes -Laborers, Manufacturers, Technicians, and Specialists- as you have housing for them. Put simply,the way to get more people of a class is to build more housing for that class. For a more detailed explanation,see the section on Immigration, below.The more people you have, the more of theirNeeds and Luxuriesyou’ll have to provide to keep them happy.

Housing

Housing is divided by class; Laborers live in Labor Housing, Manufacturers live in Manufacturer Housing, and so on. Each class has two options:

Despite the increased cost,highrises are much more efficient in terms of space. Two highrises take up the same amount of total space as three standard houses, but house almost fifty percent more people when full (160 versus 90).

Needs

Needs arethe things that people require to survive at their expected standard of living; this typically means food, though for the wealthier classes electricity and running water also fall into this category.For every 40 people you have in each class, you must provide 1 of each of their Needs.So, if you produce 10 Vegetables on a Farm and don’t put them toward anything else, you can feed 400 citizens with them.

Each class has all the Needs of the ones under it, plus its own. That means that basic Needs like Bread and Vegetables must be produced in vast quantities!

Vegetables, Bread, Meat, Fish, Water, Electricity, Fish Soup, Juice.

Specialists

Vegetables, Bread, Meat, Fish, Water, Electricity, Fish Soup, Juice, Sushi, Pie.

Luxuries

Luxuries are consumed like Needs, and while they contribute toward the city’s overall Morale, they aren’t required to keep people alive. Instead,citizens will only pay their maximum amount in taxes if all their Luxury requirements are met.That can add up to a lot of money spread over your entire population, so it’s a good idea to manufacture or import Luxuries to keep up with demand.

Like Needs, every class requires their own Luxuries plus those demanded by the classes below them.Each unit of a Luxury can satisfy75 citizens.

Clothes, Newspapers, Ale, Gramophones, Radios, Telephones, Fine Clothing.

Clothes, Newspapers, Ale, Gramophones, Radios, Telephones, Fine Clothing, Wine, Jewelry, TV Sets.

Immigration In Kaiserpunk

In the devastated postwar world of Kaiserpunk, people make their way to your city from the surrounding regions under your control. Each region on the World Mapprovides a small number of immigrants from each class per day, visible in the lower-right corner of the screen. This numberscales with the region’s Stability, so war-torn areas will have fewer people who can safely make it to your city.

The immigrants from each region you control areadded to your city’s Immigration Poolwhen they arrive.If there is housing available for them, they willmove in immediately and join the workforce.If not, they’ll be listed aswaiting on immigrationwhen you hover over their class on the top bar of the screen. Any immigrants held in waiting areunable to work or pay taxes, but will join your city the instant new housing for their class is built.

Building aPropaganda Officein a region increases the immigration flow from that area, and alsoslightly increases the region’s Stability gain per day.