to put it simply: there will technically be 7 (for example) dwellings in the camp, one for each creature, and when selecting the recruitment window (where there is currently 1 creature), there will be 7, and then we can control the random growth, say, weekly, one week for one type of creature, another week for another
Added 1 minute ago
by the way, for this option, the following commands will be relevant: Get|SetObjectDwellingCreatures
well, I don't know - this might not be exactly what Dyrman wanted, because then cumulative functions (inherent to dwellings) are possible, but in the camp, the growth is random (even if we set the parameters of this randomness) and doesn't accumulate.