Quick answer
Manage population one camp at a time. Every building must be within a Pirate Camp's reach, and that camp houses and supplies its workers while its Galley feeds them. Drifters are automatically assigned to open job opportunities, so add capacity and useful work together instead of opening every building at once.
For ways to recruit people, use How to Get More Drifters rather than treating recruitment events as a substitute for a ready camp.

The population management loop
Start with the camp that needs another worker. Check its housing and local supplies, then open only the job that advances the next needed task. Watch the result before adding another workplace or another resident. This keeps a shortage, an empty job, and an overextended camp from being changed at the same time.
Before expanding, check whether the relevant Pirate Camp's Satisfaction is rising. If it is not, hold the next expansion and restore that camp's local Upkeep support before opening another job. This is the practical sentiment check behind the guide's Outrage warning: use the camp's current state, not a fixed timer or threshold.
Expand population in this order
- Choose the Pirate Camp that will support the next worker and confirm the needed building is within its reach.
- Make sure the camp can house and supply that worker, with its Galley providing food.
- Open the useful job opportunity at that camp and allow automatic assignment to fill it.
- If a different priority needs the worker, switch off a nonessential fully staffed building to release its workers.
- Observe housing upkeep, local supplies, and the active job before repeating the loop.

Balance useful jobs against available Drifters
Open jobs compete for the Drifters available to be assigned. Buildings cannot be partially staffed, so an underfilled workplace is not a halfway solution. When the active workforce is needed elsewhere, switch off a lower-priority building: its workers are released for other work, and pausing can also control resource consumption.
Keep each camp locally viable
Do not count housing or supplies from another camp as a replacement for the destination's support. The official building rules tie each building to a Pirate Camp's reach, housing, supplies, and Galley food. Build the local support first, then add the job that camp is meant to run.

Common mistakes
- Opening several workplaces before the camp can house and supply their workers.
- Expecting a building to run with only part of its required staff.
- Leaving low-priority buildings active when their workers are needed for a more important job.
- Treating recruitment opportunities as a replacement for camp readiness.
What success looks like
The next camp has reachable work, worker housing and supplies, and a Galley feeding its workers. Its active buildings are fully staffed, and each expansion step leaves a clear result to check before the next one.