House

Housing forms the heart of any settlement, providing the porcos who live and work there a place to rest comfortably and avoid illnesses as they go about their lives. Although the number of options can be daunting at first, all Houses function in roughly the same way by providing better (or worse) living conditions for a single resident family.

Each Building Level offers up to four House types:


 * Icon bdg slum.png Slum


 * Icon bdg rustic.png Rustic House


 * Icon bdg comfort.png Comfortable (Large) House


 * Apartment.png Apartment

Population Effects
When players invest in better Housing for their porcos, it has three primary effects on the population:


 * Maximum Population Boost: More porcos will be available to work in the city, and their increased population needs provide opportunities for more State income through Privileges, Taxation, or Trade Routes (with Barter).


 * Faster Population Growth: Growth at each population level will be higher, allowing you to recruit Units more quickly and support more of them at once. The softcap for "maximum population" is reached whenever growth drops to +/- 0 Actives per generation.


 * Extra Intelligence: Your porcos will become smarter, encouraging the discovery of new Ideas and improving their success rate at researching new Knowledges. However, each increase in Intelligence lowers your maximum population slightly.

These effects make House construction one of the most important aspects of advancing your civilization. However, it will often be a slow, expensive process due to the large amount of resources you need to collect for it and the absence of any rent mechanics to directly recoup your costs.

Capacity
To determine how many Houses you need for a city, divide each population by the capacity for that type. Use the highest resulting number from that. Alternatively, you can count the number of Slums  that self-build to reach the same amount.