So as of now, your population growth at the beginning is basically like every other strategy game that has ever existed in the history of strategy games. You build a city and based on a number, your population increases steadily. Personally, I think Elemental can do more than that... So I have proposed a different method by which population grows at the beginning. One which is heavily based on the sovereign's actions. Instead of survivors of the Acopalypse coming to you, you instead try to find them. This is how it would work...
Collections of men or fallen who have survived the Apocalypse start out in a countless number of tiny wandering bands. Some are stationary, living in makeshift villages and some are nomadic. When the game begins, these bands are mainly nomadic, seeking out others to connect with or conquer. They will have a very, very basic AI. Each turn, a few will succumb to monsters or starve while some survivor groups link up and combine with one another. They can have any range of temperments. Some groups will be friendly, linking up with other survivor groups to create mutually beneficial, larger groups. Others will be enslavers and marauders, enslaving other survivors whom they come upon. When groups get large enough, they gain a few more lines of script for their AI.
When the sovereign and his/her soldiers come across survivors, you will have a chance to convert them to your cause. A dialogue box will open, and depending on what their temperment is like, you'll have multiple options. For instance, if they are friendly, you might encounter dialogue options like this:
You come across a rag tag band of survivors. While there are only 50, they appear to have settled down and are attempting to eek out a living in the barren wastes. Their crops are meagre and they seem to be getting by, but barely. As you approach, their leader steps forward to confront you. You respond:
A. Request That They Join You: Greetings. I can see that the wastes do not treat you well. It would be an honor if you would join me in my city. I can keep you safe and feed your children, if you would but grant me your loyalty. Some of the survivors join you.
B. Demand that they Join Your Cause: It is by sheer luck that you survived the Great Rending, but you will not persist on your own in this ruthless wasteland. You will succumb to wicked monsters or starvation in due time. It is my responsibility to take you to safety, whether you like it or not. 25 percent chance of converting all survivors, with additionaly bonuses the more soldiers you have with you. If they decline, you enter a battle and must fight those that are armed. Those that aren't killed are converted but the city they are sent to suffers unrest and reduced production efficiency for a limited time.
C. Attack on Sight: Attack them brave soldiers before they can muster their arms! You enter a battle immediately, fighting a fewer number of armed men than if you had demanded they join your cause. The remaining men and women that aren't killed in battle join your cause but your city suffers unrest and reduced production efficiency for a limited time.
D. Offer Help: Hello friends. It is good to see that you have endured the Great Rending, but it appears you are suffering hard times. Perhaps myself and my men can assist you so that you may better thrive? This option begins a quest. Some quests might involve saving captured children from monsters, giving the survivors food, etc. The reward is hidden when you accept the quest. When the quest is complete, they might give you weapons or gold. Some of the survivors will most certainly join you, if not all (you will always have more success with the offer help option than option "A").
The higher your prestige is, the better results you get from all dialogue options. So if you were to have a massive amount of prestige and you encountered only a small band of survivors, simply requesting them to join you would likely do the trick. But if you encountered a band of hundreds whom had formed a tribe, you would likely have to run multiple quests to successfully funnel them back to your city. Some of those whom join you might already be armed or have wealth, thus adding to your armed forces as well your treasury.
If a band of survivors is aggressive, you end up with an entirely different dialogue set (if they don't attack you outright)such as:
You can smell the stench of charred flesh from afar. As you approach the band of survivors, you can see that many of them are already armed, their crude armor and weapons caked in blood. Behind them are other survivors, but they are battered and tattered, clearly the victims of slavery and cruelty. You call for a parley with their leader. Though he appears to agree to a civil discussion, his men appear to be ready attack at any moment.
A. Demand a Surrender: Lay down your weapons and submit to my will, or you and your barbarous minions will be destroyed. We may have survived the Great Rending, but if we are to succumb to barbarism, we will never survive the aftermath. 15 percent change of success, but scales up depending on your number of soldiers. Both the soldiers and slaves join, but the city they join will suffer moral penalties and production penalties for a short time. If they do not, you enter a battle. If you win, you may force the slaves to join you (and suffer penalties) or you can let them free. If you let them free, they become a peaceful survivor band subject to the above mentioned dialogue (but they will behave much more favorably toward you.)
B. Demand the Slaves to be Freed: I will give you one chance, wretches. Free those whom you have wrongfully enslaved or face my blade. 30 percent chance of success but scales up depending on the number of soldiers you have. If you succeed they will release the slaves. The soldiers remain as a marauder band and travel elsewhere. The slaves become a peaceful band whom are subject to the "peaceful band" dialogue options (but they will behave much more favorably toward you.) If you fail, the band attacks. If you win, the slaves are freed and follow the results of dialogue option A.
C. Attack Them on Sight: The monsters will not see reason, of that I am certain. Attack, before they have a chance to prepare! You fight fewer marauders than if you had chosen A or B and failed. If you succeed, you follow the same dialogue options as though you had succeeded in A or B.
D. Prove your strength: You are strong, but I am stronger. Allow me to prove my power to you. This option begins a quest. The quest will likely involve defeating a monster or defeating the marauder's leader. If you succeed, you gain a random quest reward. Some of the marauders may join you as soldiers, they may offer you some slaves (which can be set free as a peaceful band) or they may offer you a second quest. If they are really impressed, they may join you outright. They may also give you nothing at all.
With these dialogue options as well, prestige improves your success chance.
But there can be more than simply straight peaceful bands and straight enslaving marauders. There could be all kinds of dialogue based on what these bands evolve into. Like I said earlier, they will all be small at the beginning, with simple AI algorithms. Over time, they will combine, become larger, fight one another even, and if you leave them alone long enough may even turn in to non-channeler controlled cities. As the game progresses though, most of the bands will be gobbled up by you and other sovereigns until there are virtually none left. When cities are raised or civilizations are destroyed by monsters, however, the citizens may flee from the site and become bands again whom look for a new home.