Hi Pendragon, I do not have any Population GBs (don't have Babel, or any other, for example) and anyway I would have seen if anything was disconnected.
I was still on a negative population after logging back in multiple times but as I was building more houses in the meantime I have got back to a positive count (having added more people)
What I am going to do now is make a count of each of my houses (= population count in the town)
Then make a count of each of the buildings using population i.e military production etc. (= active population)
And then see how many people should there be remaining as "available" or unemployed population to see if this is matching.
In all honesty, if the houses don't give you the amount of people they are supposed to give, then what's the point in trying to sustain a city, given the fact that we constantly need more spaces. If I need to build more houses than the others to get to the same result, that would be utterly unfair if no one is trying to look into it.
I will perform the said count, because I want to re-confirm whether the bug is still on with the new houses. And I will keep you updated
Ok This is a shame I don't know how to draw a table here.
Please see the update below : The count seems to be back to normal if my calculations are correct which is a good news. It doesn't solve the issue but at least the issue is being resolved by itself after a while (perhaps when adding/upgrading more houses?) I think the main issue for the Devs here would be to properly block the deletion of houses is this leads to a negative count.
I made the calculations as follow :
House Type Population per house Number of houses Total population given
Victorian House 474 x1 = 474
Plantation House 311 x1 = 311
Gambrel Roof House 259 x27 = 6993
Workers House 285 x5 =1425
Boarding House 380 x11 =4180
The one population at the start* 1
Total population in town : 13384
* I have noticed we start with 1 population (this is probably yourself, haha)
Town population calculated = 13384
Town population as shown on my City Counter = 13386
Variation +2 (not too fussed for 2 village idiots)
Building Type Population needed Number of buildings Total population needed
Chemical Plant 224 x4 =896
Clock Maker 68 x2 =136
Silk Manufactory 580 x1 =580
Coffee Roaster 720 x1 =720
Wiremill 720 x1 =720
Saltworks 460 x1 =460
Fertilizer Plant 1020 x1 =1020
Brass Foundry 580 x1 =580
Herb Merchant 460 x1 =460
Ranger Encampment 829 x3 =2487
Grenadier Barracks 1013 x1 =1013
Dragoon Stables 921 x1 =921
Musketeer Range 737 x1 =737
Rifleman Range 982 x1 =982
Total Population needed = 11712
Total Population in City as per city Counter = 13386
Total Population in employment = 11712
Available Population as it should be = 1674
Available Population as shown = 1674
Variation 0
So we're all happy bunnies then !