All of the population is how it stands this epoch. This will likely be adjusted for future play events where population will take "war damage" when taken over which will be something like delayed economic/mil production for a period after capture.
Discussion
Update: I may have crashed the server.
It seems to still be running. I just took over a property and it seems to be recording it. You've made great progress in taking land though!
Yes, the lags have cleared up. However, it appears to crash when I try to run a large attack. I have a neighbor with nearly a billion units at this point. I tried attacking him when it was about 500 million v 500 million, and the battle would not resolve. Instead, my client completely lagged out for several minutes, and when I got back online the attack did not resolve.
I've been nervous this might happen and planning to change around the growth patterns for next stage. The population/mil are getting quite high to process. To hopefully help for the remaining few days Ill add a few more processor cores + RAM to the server to see if that helps us get towards the end of the test.
Haha yes, these numbers are getting astronomically large.
Maybe there is way to model larger conflicts instead of iterating millions of dice rolls.
Otherwise, introducing diminishing marginal returns to population growth which would encourage territorial expansion.
A couple of other unexpected behaviors that I am noticing:
1. I can't figure out how to transfer units between non-adjacent territories. Right now I have to walk troops square by square to get them to an intended target.
2. When I capture a player-owned territory, I don't also capture their economic units. The population counter for the territory resets to 100 when I take possession of it.
The non-adjacent movement was intended but needs refinement. It was introduced to create more central base locations where forces would expand out from their initial squares until economic production could create additional core based to create more local troop production.
As for population, this is a bug! Thank you for reporting it! I likely introduced this bug when I addressed the combat issues the first day. I will near guarantee I didn't limit the change I made to fix the NPC area attacks. I'll confirm first chance I can get to a terminal. It will definitely be addressed by next wipe.
Thanks for taking a look! I'm enjoying the game a lot