Per the Wiki...
2-3 hits stand a good chance of putting you over 115% Population even without the bonuses from Cleric. Cut losses by 50% and have those come back as Soldiers and you're looking at over 120% population. Any Elites that come out of training are gone, wasting your free credits. The defense specs that Cleric saved are also gone. And while the Soldiers will protect your other troops to some degree, there most likely won't be enough of them to avoid losing trained military.Effects and Triggers for Overpopulation
Note: these effects stack.
Population exceeds Max Population: Your peasants will leave and no new peasants will be born. Peasants leave at a rate of 7% of total peasants or the amount you are overpopulated by, whichever of the two is lower.
Population exceeds Max Population by 15%: Your army will refuse to attack and your troops (including thieves) will begin to desert. Troops desert at a rate of 20% the amount you are overpopulated over 115% by, calculated after peasants leave. Troop losses are calculated on all troops but only troops that are home will leave (troops out are immune from desertion, but will influence the total amount of troops that leave). These losses are calculated individually for each troop type. If you have sufficient soldiers then they can desert in place of a particular troop type.
Population exceeds Max Population by 20%: Your thieves will refuse to work.
Population exceeds Max Population by 35%: Your peasants will riot and your income is reduced by 50%.
Even in a best-case scenario, where the extra Soldiers succeed in protecting all your trained forces, you're still held back from attacking again if your troops come back anytime soon from being more than 15% overpopped.
Though it's only when chained that Cleric becomes a weakness rather than a strength, the bonuses from Warrior and Tactician can never become a liability.




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