The population sliders in Advanced Zombie Options sit behind the simple Zombie Count choice, and three of them explain why week four feels so much worse than day one.
- Population Multiplier is the base. Zombie Count sets it: Insane 4.0, High 2.0, Normal 1.0, Low 0.35, None 0. Apocalypse uses 0.65.
- Population Start Multiplier scales that base on day one (1.0 by default).
- Population Peak Multiplier and Peak Day set the top of the curve: 1.5 on day 28 by default.
So an Apocalypse world starts at 0.65 of the map's designed population and climbs to 0.65 times 1.5, roughly 0.98, by day 28, then holds there. Set Peak Day to 1 and make Start and Peak the same if you want a flat world.
Respawn is separate. Respawn Hours is how long a cell waits before it may refill; 0 disables respawn, which is what the Build 42 Apocalypse preset ships with. Respawn Unseen Hours is how long a chunk must go unseen first, and Respawn Multiplier is the fraction of the cell's desired population that comes back each cycle; older presets used 72, 16 and 0.1. Redistribute Hours (12) is different again: it moves existing zombies into empty parts of the same cell, which is why a cleared street fills up without any respawn.
The Rally settings decide how the undead clump. Rally Group Size (20) is how many idle zombies gather into one group, and 0 means they never group. Rally Travel Distance (20) is how far they walk to join one, Rally Group Separation (15) keeps groups apart, and Rally Group Radius (3) keeps members near their leader. Follow Sound Distance (100) is how far an unloaded zombie walks towards the last noise it heard. Our pick for a quieter but still dangerous map: leave population alone and cut Rally Group Size to about 8, which turns hordes into clusters you can split with a spear.