经济:修订间差异

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(同步到官方百科14:22, 16 September 2020‎ DC123456789)
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{{Version|1.0}}
{{Version|1.5}}
== 收入 ==
{{evt
The main source of income over time in Imperator are Taxes and Commerce.
| service= youtube
| id= stK-CTuIB1s
| description= Imperator: Rome tutorial #4 - economy and trade.
| alignment= right
| container=frame
}}
[[File:Economy screen.png|right|500px|thumb|The main economy interface]]


=== 税收收入 ===
In Imperator, a country's '''economy''' revolves around the generation of {{icon|wealth}} gold '''income''' from pops and trade that are used for various '''expenses''' and investments. Used for everything from recruiting [[army|armies]] and maintaining {{icon|fort}} forts to constructing [[buildings]] and adopting {{icon|invention}} inventions, gold is one of the most important resources in the game. Thus, managing and optimizing a country's economy is a critical part of building a strong, prosperous nation. An overview of the country's economy and balance, as well as the adjustment of economic policies, can be viewed in the the [[File:Top bar economy.png|28px]] '''Economy''' screen.
The sole provider of tax income are pops belonging to the {{icon|slaves}} Slaves and {{icon|tribesmen}} Tribesmen-social classes. Each slave generates 0.03 gold per day and each tribesman generates 0.015 gold per day at 100% happiness, which is modified multiplicative with output efficiency and number of slaves and rounded down to the second digit.


Then a whole lot of [[modifier]]s are applied to the term to calculate the total amount:
== Treasury ==
* city:
{{SVersion|1.5}}
** the happiness of all pops belonging to a social class gives a modifier (100% = 1)
A country's {{icon|treasury}} '''treasury''' stores all of its currently accumulated wealth and is the main source of accessible gold; most events and actions deposits gold into or withdraws gold from the treasury. At the end of each month, the current balance between the country's income and expenses are automatically added or subtracted from the treasury. Most actions that cost gold, such as constructing [[buildings]], adopting {{icon|invention}} inventions, and completing [[missions|mission]] tasks, have their costs deducted directly from the treasury and require the treasury to have enough gold to pay the cost outright. Thus, for more expensive items, it will often require saving up for months (if not years) to make the purchase or investment.
** each [[file:Building commerce.png|16px|Marketplace]] Marketplace-type [[buildings|building]] adds {{green|+5%}} to the generated local tax
** the [[capital city]] receives a bonus of {{green|+25%}} (stack to a total of {{green|+75%}}!)
* province:
** the availability of certain [[trade goods]] in the province,
** [[governor policy]]
** each city belonging to the [[capital province]] receives a bonus of {{green|+25%}} (stacks with capital region bonus to {{green|+50%}}!)
* region
** each city belonging to the [[capital region]] receives a bonus of {{green|+25%}}
** governor's [[faction]]?, [[attributes]] and [[traits]]
* state:
** state's government type
** state's [[stability]]
** ruler's [[faction]], [[attributes]] and [[traits]],
** currently chosen [[national ideas]]
** enacted [[laws]]
** researched [[technology]] level
** purchased [[inventions]]


=== 商业收入 ===
If the treasury becomes negative for any reason, the country will be considered to be in {{icon|deficit}} deficit. As there are many random [[events]] that can result in the loss of gold, or require gold expenditure from the treasury to avoid a worse outcome in some other field, it may be useful to keep a reserve of gold if the country is sufficiently unstable that going into deficit would be problematic.
Commerce income is determined by a city's commerce value multiplied by it's commerce modifiers. Commerce value can come from two sources, citizens and trade routes. Citizen's produce a certain commerce value per population based on their happiness. Trade routes add a base commerce value that is divided by the number of cities in the province with each city receiving the same share. Both these commerce values are then multiplied by the commerce modifiers to give you the city commerce income.


== 报酬 ==
While the ruler is paid a portion of the country's income each month, a country's treasury should be distinguished from the {{icon|ruler}} ruler's personal finances, even in [[monarchy|monarchies]]; these two stores of wealth have distinct uses and are not generally interchangeable. If the ruler is {{icon|corruption}} corrupt, this can become a particularly serious problem as the ruler siphons a large proportion of the country's income into their personal coffers where the state cannot use it - it is entirely possible to have a wealthy ruler but a poor state, and vice versa.
Every office or job in your country has a defined wage. A wage is always a certain percentage of your income, how high dependent on the office it is for. Character Corruption further modifies the wage of office holders.


== 经济政策 ==
== Income ==
There are also various economic policies that affects your income and expenses on a country level.
The are three main sources of state income in ''Imperator'':
* {{icon|national tax}} '''Tax''', produced directly by {{icon|population}} pops in owned [[territory|territories]]
* {{icon|commerce}} '''Commerce''', generated by the movement of [[trade goods|goods]] between [[province|provinces]] on {{icon|trade routes}} trade routes
* {{icon|tribute income}} '''Tribute''', paid by many types of {{icon|subject}} subject states


=== 收入类经济政策 ===
Generally speaking, the effects of {{icon|wage}} governor wages and the stacking effects of [[buildings]] means that the {{icon|capital}} capital [[region]], and especially the capital [[province]] and [[territory]], will produce a disproportionate portion of the country's income.
==== 税收 ====
 
Modifies income from taxes.
=== Taxes ===
Tax income is paid by all pops of certain classes in the country, each producing a different amount of base monthly tax income:
* {{icon|wealth}} '''0.008''' gold, for {{icon|freemen}} freemen
* {{icon|wealth}} '''0.003''' gold, for {{icon|tribesmen}} tribesmen
* {{icon|wealth}} '''0.022''' gold, for {{icon|slaves}} slaves
As with all pop output, the base tax production of each pop is then multiplied by its {{icon|happiness}} happiness as a fraction out of '''100%''', which generally means that the tax income of pops is less than the base value. The exception is {{icon|slaves}} slaves, who are fixed at '''100%''' output efficiency regardless of happiness. After this, {{icon|national tax}} '''National tax''' and {{icon|local tax}} '''Local tax''' modifiers are applied at the [[territory]], [[province]], [[region]], and [[country]] level. As tax income is produced almost exclusively by pops, it is also affected by the various {{icon|pop output}} pop output modifiers, with {{icon|slave output}} slave output modifiers being particularly important given that tax income usually comes predominantly from {{icon|slaves}} slaves; {{icon|tribesman output}} tribesman output can also have a significant effect for [[tribal]] countries or states that otherwise have a large number of {{icon|tribesmen}} tribesmen.
 
Some of the more important sources of {{icon|national tax}} tax modifiers are listed below:
* [[Territory]] modifiers:
** {{green|+10%}} per {{icon|tax office}} tax office
** {{green|+10%}} for {{icon|holy site}} holy sites
** {{red|-50%}} for {{icon|blockade}} blockaded territories
* [[Province]] modifiers:
** {{green|+3%}} per governor {{icon|finesse}} finesse plus a base of {{green|+3%}} with the [[File:Policy_bleed_them_dry.png|28px]] Bleed Them Dry [[governor policy]]
** {{green|+1%}} per governor {{icon|finesse}} finesse plus a base of {{green|+1%}} with the [[File:Policy_acquisition_of_wealth.png|28px]] Acquisition of Wealth [[governor policy]]
** {{green|+2%}} for each {{icon|iron}} iron [[trade goods|trade good]] in the province
* [[Region]] modifiers:
** {{red|-50%}} for regions without a {{icon|office}} governor
** {{red|-25%}} for regions with a {{icon|position}} governor (as {{icon|wage}} wage), plus an additional {{red|-0.125%}} per governor {{icon|corruption}} corruption
** {{red|-10%}} if the {{icon|position}} governor has the {{icon|miserly}} miserly trait
* [[Country]] modifiers:
** {{red|-50%}} with the Lax Taxes economic policy
** {{green|+1.5%}} per {{icon|statesmanship}} statesmanship-adjusted {{icon|finesse}} finesse of the {{icon|office}} Steward ([[Monarchy]] office)
** {{green|+1.5%}} per {{icon|statesmanship}} statesmanship-adjusted {{icon|martial}} martial of the {{icon|office}} Tribune of the Treasury ([[Republic]] office)
** {{green|+2%}} per {{icon|statesmanship}} statesmanship-adjusted {{icon|finesse}} finesse of the {{icon|office}} Magistrate ([[Tribal]] office)
** {{green|+5%}} with the {{icon|invention}} Property Tax ({{icon|civ}} Civic Advances 0), Eisphora ({{icon|civ}} Civic Advances 4), Liturgies ({{icon|civ}} Civic Advances 9), Use of State Land ({{icon|civ}} Civic Advances 14), and Import Tax inventions ({{icon|civ}} Civic Advances 19)
** {{green|+5%}} with the Status Quo/Lex Aternia Tarpeia [[Republic]] law
** {{green|+10%}} with the For the Common Good [[Tribal]] law
** {{green|+10%}} for various {{icon|pantheon}} pantheon deities
** {{green|+10%}} per {{icon|omen power}} 100% omen power for various omens
** {{green|+10%}} if the {{icon|ruler}} ruler has the {{icon|skeptical}} skeptical or {{icon|corrupt}} corrupt traits
** {{red|-5%}} if the {{icon|ruler}} ruler has the {{icon|selfish}} trait
** {{red|-10%}} if the {{icon|ruler}} ruler has the {{icon|pious}} pious or {{icon|miserly}} miserly traits
** {{green|+0.5%}} per point of [[revanchism]]
 
====Base tax====
{{SVersion|1.5}}
Every nation, regardless of its {{icon|population}} population or {{icon|territories}} number of territories, has a '''base tax''' of {{icon|national tax}} {{green|+2}} gold per month, which can then be modified by {{icon|national tax}} national tax modifiers. This case tax is crucial for small nations' economies in the early game, but becomes largely irrelevant as the country expands and grows.
 
=== Commerce ===
{{main|Trade}}
{{SVersion|1.5}}
{{icon|commerce}} '''Commerce income''' is produced by the import and export of [[trade goods]] from the provinces where they are produced and consumed, and unlike tax happens at the [[province]] level. Each {{icon|trade route}} [[trade route]] generates a certain amount of commerce income for both the importing and exporting province, with certain more valuable and exotic trade goods being worth more and foreign trade routes generating significantly more income for both sides (but especially the exporter). Each unused import route also produces a baseline amount of commerce income, though usually less than what using the slot for a trade route would produce. Commerce income is heavily tied to [[trade goods|trade good]] production and unlike tax income is highly dependent on the ability and willingness of other countries to trade, and typically increases in importance throughout the game as the efficiency of trade good production increases and import ability of cities and provinces is expanded.
 
Unlike {{icon|national tax}} tax income, commerce income is not generated directly by pops, but indirectly through the {{icon|base trade routes}} trade route production of {{icon|nobles}} nobles and {{icon|citizens}} as well as the {{icon|slaves for surplus}} trade good production of {{icon|slaves}} slaves, and so is mostly accumulated from large cities with many import routes as well as areas with high [[trade goods|trade good]] production and export potential.
 
=== Tributes ===
{{main|Subject nations}}
{{SVersion|1.5}}
All {{icon|subject}} subject states pay a certain amount of {{icon|tribute income}} '''tribute income''' to their overlord, which for most subject types comes as a certain percentage of their {{icon|wealth}} income. The tribute paid can be changed by various modifiers, and in particular can be adjusted to be lighter or harsher using the associated economic policy, with a corresponding bonus or malus to {{icon|tributary opinion}} subject opinion (and indirectly {{icon|subject loyalty}} subject loyalty). Tributaries are particularly useful for accumulating tribute income as they are available to all countries and do not take up a {{icon|diplomatic relations}} diplomatic relations slot; because of the effects of base tax, it is generally better to have many smaller tributaries than a few large ones.
 
== Expenses ==
A state has many monthly expenses that must be paid, most relating to military or administrative manners. These expenses are automatically deducted from the income each month and only the balance (which may be negative) appears in the treasury. Monthly expenses must be paid, even if the treasury is already in debt.
 
=== Army Maintenance ===
{{see also|Army}}
In addition to the cost of recruitment, every raised cohort also has a monthly {{icon|army maintenance}} '''army maintenance''' cost that must be paid, with the base maintenance equal to '''1/24''' of the recruitment cost. Cohorts that are {{icon|cohort loyalty}} loyal to a specific commander cost only '''66%''' of their normal maintenance; armies that are led by a disloyal commander do not cost any maintenance at all.
 
{{icon|clan retinues}} Tribal retinues do not cost any maintenance to the state, with only their {{icon|clan chiefs}}clan chiefs required to pay maintenance. This means that tribes are able to support much larger armies than their economic strength would otherwise indicate.
 
[[Mercenaries|Mercenary]] upkeep also appears here, which is generally significantly more expensive than normal armies but do not cost {{icon|manpower}} manpower.
 
=== Navy Maintenance ===
{{see also|Navy}}
Like armies, owned ships also have a monthly {{icon|navy maintenance}} '''navy maintenance''' cost, with the base maintenance cost equal to '''1/48''' of the recruitment cost. As with armies, disloyal fleets do not cost any maintenance, while mercenary fleets have a premium that make their upkeep more expensive.
 
=== Paying Tributes ===
{{main|Subject nations}}
All {{icon|subject}} subject nations have a {{icon|tribute income}} '''tribute''' that must be paid to their overlord, which for most subject types is a certain proportion of their income depending on the exact subject type and can be modified by the {{icon|tribute income}} '''tribute income''' modifier of the overlord. The tribute is always paid as long as the country is a subject, even at low loyalty. Note that the tribute paid is a proportion of the total income, not the overall balance.
 
=== Fort Maintenance ===
{{see also|Fort}}
Every {{icon|fort}} fort costs a base of {{icon|wealth}} {{red|0.50}} gold in {{icon|fort maintenance}} '''fort maintenance''' each month. Each fort level counts as its own fort, which means that building up large fortress cities is particularly expensive in maintenance. Disbanding fortresses in the interior of the country's territory, particularly if they are not protecting any important cities and are not realistically accessible (e.g. are not on a vulnerable coast), can be a useful way to save on expenses if fort maintenance is becoming too high. Conquering heavily divided areas where many small city states or tribes have built a capital province, particularly in Greece, can also be expensive if the many forts in the area are kept.
 
=== Wages ===
{{SVersion|1.5}}
{{see also|Position#Mechanics}}
Every character holding a {{icon|position}} government position in the country is paid a monthly {{icon|wage}} '''wage''', usually a percentage of the country's total income which is determined by the exact position the character holds (the only exception being governors, who are instead paid directly from their governorship and not from the central treasury). Character wages therefore scale with a country's size and always form a significant part of a country's expenses, with managing the number of [[general]]s and [[admiral]]s being particularly important for larger empires who may have many armies and navies that they want to be led. Wages can be modified country-wide with the {{icon|monthly wages}} '''Monthly Wages for Characters''' modifier and individually per character by the {{icon|character wage modifier}} '''Monthly Wage''' modifier. Character {{icon|corruption}} corruption can significantly increase the wages that a character is paid out of the government's coffers - up to a {{icon|character wage modifier}} {{red|+250%}} wage modifier at {{icon|corruption}} 100 corruption - making it important to ensure that corruption does not become too endemic in the government (e.g. allowing "free hands"), lest the entirety of the country's income be drained by corrupt officials, leaving nothing for infrastructure or the military. On the other hand, members of {{icon|grateful}} {{green|grateful}} families (families that hold at least double the number of expected positions) will have their wages reduced by {{green|-20%}}.
 
Wages can be increased or decreased across the entire country through the wage economic policy, in addition to the default setting. Low wages can significantly increase the amount of {{icon|wealth}} gold available for other uses but will rapidly increase {{icon|corruption}} corruption across all of the country's office holders, which makes it infeasible for any significant length of time unless the country has very strong monthly corruption reduction modifiers as the costs of increased corruption will quickly surpass any savings from the policy. High wages, while potentially quite expensive, can be useful for wealthy countries that seek to reduce corruption without using a [[national idea]] or [[laws|law]] slot and/or already have endemic corruption, so that the expenses from the policy will quickly be made up for by the decline in corruption. Notably, it is also the easiest way to decrease {{icon|corruption}} [[ruler]] corruption (which reduces {{icon|pol}} political influence gain), particularly in [[monarchy|monarchies]] which do not have access to a corruption reduction law and where a corrupt ruler may stay in power for many decades.
 
== Economic Policies ==
{{SVersion|1.5}}
'''Economic Policies''' can be accessed in the [[File:Top bar economy.png|28px]] economy screen and allow a country to control its income and spending on a country-wide level. Each policy is associated with a specific income or expenses category.
 
=== Taxes ===
{{SVersion|1.5}}
Modifies income from {{icon|national tax}} taxes. Taxes can be lowered to increase {{icon|happiness}} overall happiness, or raised to increase {{icon|slave output}} slave output in return for {{icon|research points}} decreased research.
{| class="wikitable"
{| class="wikitable"
|-
|-
! 政策 !! 奖励 !! 坏处
! Policy !! Bonus !! Malus
|-
|-
| Lax Taxation || -1 National Unrest || -25% National Tax
| Lax Taxation || {{icon|happiness}} {{green|+10%}} Population Happiness || {{icon|national tax}} {{red|-50%}} National Tax
|-
|-
| Default Taxation || 无效果 || 无效果
| Default Taxation || ''No Effect'' || ''No Effect''
|-
|-
| Harsh Taxation || +25% National Slave Output || -20% Research Points
| Harsh Taxation || {{icon|slave output}} {{green|+12%}} National Slave Output || {{icon|research points}} {{red|-20%}} Research Points
|}
|}


==== 商业 ====
=== Commerce ===
Modifies income from Commerce.
{{SVersion|1.5}}
Modifies trade income from {{icon|commerce value}} commerce. The default policy gives bonus {{icon|capital trade routes}} trade routes to the capital, while the other two policies may be useful if the country makes a lot of gold from either {{icon|import value}} importing or {{icon|import value}} exporting.
{| class="wikitable"
{| class="wikitable"
|-
|-
! 政策 !! 奖励 !! 坏处
! Policy !! Bonus !! Malus
|-
|-
| Free Trade || +1 Province Import Routes || -15% National Commerce Income
| Free Trade || {{icon|export value}} {{green|+20%}} Export Value || {{icon|import value}} {{red|-15%}} Import Value
|-
|-
| Trading Permits || 无效果 || 无效果
| Trading Permits || {{icon|capital trade routes}} {{green|+2}} Capital Trade Routes || ''None''
|-
|-
| Transaction Taxation || +15% National Commerce Income || +2 Slaves Needed for Surplus
| Transaction Taxation || {{icon|import value}} {{green|+20%}} Import Value || {{icon|export value}} {{red|-15%}} Export Value
|}
|}


==== 贡品 ====
=== Tributes ===
Modifies how much you expect your subject states to pay to you.
{{SVersion|1.5}}
Modifies the tribute received from {{icon|subject}} subject states. More {{icon|tribute income}} tribute can be demanded in exchange for lower {{icon|tributary opinion}} subject opinion if the overlord is strong enough to demand it, and vice versa if a country's subject states need to be appeased. Crucially, selecting "Lax Tribute" helps greatly in reaching the {{green|+190}} opinion required to integrate eligible subjects.
{| class="wikitable"
{| class="wikitable"
|-
|-
! 政策 !! 奖励 !! 坏处
! Policy !! Bonus !! Malus
|-
|-
| Lax Tribute || Subject Opinion +50 || -33% Tribute Income from Subjects
| Lax Tribute || {{icon|tributary opinion}} {{green|+50}} Subject Opinion || {{icon|tribute income}} {{red|-33%}} Tribute Income from Subjects
|-
|-
| Default || 无效果 || 无效果
| Default || ''No Effect'' || ''No Effect''
|-
|-
| Extortive Tributes || +25% Tribute Income from Subjects || Subject Opinion -100
| Extortive Tributes || {{icon|tribute income}} {{green|+25%}} Tribute Income from Subjects || {{icon|tributary opinion}} {{red|-50}} Subject Opinion
|}
|}


==== 陆军维护费 ====
=== Army Maintenance ===
The Monthly cost for all troops in your country.
{{SVersion|1.5}}
Modifies {{icon|army maintenance}} army maintenance cost in return for {{icon|morale}} army morale. Gold can be saved while at peace by decreasing pay when armies are not needed, while particularly rich countries can improve the quality of their armies by increasing pay. Note that the Decreased Pay option disables drilling for {{icon|starting experience}} army experience and {{icon|military exp}} military experience.
{| class="wikitable"
{| class="wikitable"
|-
|-
! 政策 !! 奖励 !! 坏处
! Policy !! Bonus !! Malus
|-
|-
| Decreased Pay || -33% Army Maintenance Cost || -80% Army Morale
| Decreased Pay || {{icon|army maintenance}} {{green|-20%}} Army Maintenance Cost || {{icon|morale}} {{red|-80%}} Army Morale of Non-Clan Retinues
|-
|-
| Normal Pay || 无效果 || 无效果
| Normal Pay || ''No Effect'' || ''No Effect''
|-
|-
| Increased Pay || +10% Army Morale || +50% Army Maintenance Cost
| Increased Pay || {{icon|morale}} {{green|+5%}} Army Morale of Non-Clan Retinues || {{icon|army maintenance}} {{red|+50%}} Army Maintenance Cost
|}
|}


==== 海军维护费 ====
=== Fleet Maintenance ===
The Monthly cost for all the ships of your country.
{{SVersion|1.5}}
Like army maintenance, modifies {{icon|navy maintenance}} navy maintenance cost in return for {{icon|morale}} navy morale, and can be used to save gold while at peace or to improve its fighting ability when at war, if higher pay can be afforded.
{| class="wikitable"
{| class="wikitable"
|-
|-
! 政策 !! 奖励 !! 坏处
! Policy !! Bonus !! Malus
|-
|-
| Decreased Pay || -50% Naval Maintenance Cost || -80% Naval Morale 
| Decreased Pay || {{icon|navy maintenance}} {{green|-50%}} Naval Maintenance Cost || {{icon|morale}} {{red|-80%}} Naval Morale 
|-
|-
| Normal Pay || 无效果 || 无效果
| Normal Pay || ''No Effect'' || ''No Effect''
|-
|-
| Increased Pay || +10% Naval Morale || +50% Naval Maintenance
| Increased Pay || {{icon|morale}} {{green|+5%}} Naval Morale || {{icon|navy maintenance}} {{red|+50%}} Naval Maintenance Cost
|}
|}


==== 要塞维护费 ====
=== Fort Maintenance ===
The cost to maintain all forts of your country.
{{SVersion|1.5}}
Modifies {{icon|fort maintenance}} fort maintenance in return for {{icon|garrison size}} garrison size and {{icon|fort defense}} fort defense. Gold can be saved while at peace by decreasing fort maintenance when not needed - though this can leave border forts vulnerable to a sudden attack of declaration of war - while wealthier countries can improve the quality of their existing forts by improving their garrisons and fortifiations.
{| class="wikitable"
{| class="wikitable"
|-
|-
! 政策 !! 奖励 !! 坏处
! Policy !! Bonus !! Malus
|-
|-
| Ignored Garrisons || -25% Fort Maintenance || -50% Garrison Size and Fort Defence
| Ignored Garrisons || {{icon|fort maintenance}} {{green|-25%}} Fort Maintenance || {{icon|garrison}} {{red|-50%}} Garrison Size <br>{{icon|fort defense}} {{red|-50%}} Fort Defence
|-
|-
| Paid Garrisons || 无效果 || 无效果
| Paid Garrisons || ''No Effect'' || ''No Effect''
|-
|-
| Extortive Tributes || +10% Garrison Size and Fort Defence || +25% Fort Maintenance
| Extortive Tributes || {{icon|garrison}} {{green|+10%}} Garrison Size <br>{{icon|fort defense}} {{green|+10%}} Fort Defence || {{icon|fort maintenance}} {{red|+25%}} Fort Maintenance
|}
|}


==== 报酬 ====
=== Wages ===
How much the wage of offices and jobs is increased or decreased.
{{SVersion|1.5}}
Modifies {{icon|monthly wages}} character wages in return for {{icon|corruption}} corruption. Reducing wages can be used if gold is urgently needed, but is not viable in the long term as the increased wages from {{icon|corruption}} corruption will eventually far outstrip any savings from the wage reductions of the policies. Increasing wages is the most reliable way to reduce countrywide corruption and can be quite useful if the country can afford it.
{| class="wikitable"
{| class="wikitable"
|-
|-
! 政策 !! 奖励 !! 坏处
! Policy !! Bonus !! Malus
|-
|-
| Decreased Pay || -25% Monthly Wages for all Characters || -0.5 Monthly Loyalty
| Reduced Wages || {{icon|monthly wages}} {{green|-25%}} Monthly Wages for all Characters<br>{{icon|character wage modifier}} {{green|-25%}} Governor Wage || {{icon|corruption}} {{red|+0.25}} Monthly Corruption
|-
|-
| Normal Pay || 无效果 || 无效果
| Normal Wages || ''No Effect'' || ''No Effect''
|-
|-
| Increased Pay || +0.1 Monthly Loyalty || +50% Monthly Wages for all Characters
| Increased Wages || {{icon|corruption}} {{green|-0.10}} Monthly Corruption || {{icon|monthly wages}} {{red|+50%}} Monthly Wages for all Characters<br>{{icon|character wage modifier}} {{red|+50%}} Governor Wage
|}
|}


== 财政赤字 ==
== Deficit ==
Should your country at any time find itself running a deficit this will result in a number of bad things. These can be seen at the bottom of the screen under the balance itself. Some of these events may well help you turn your economy around, but none of them come without a high price to be paid in some form.
{{SVersion|1.5}}
If a country's {{icon|treasury}} treasury becomes negative at any time, whether from a negative balance or from losing {{icon|wealth}} gold in an event, the country will be considered to be in {{icon|deficit}} '''deficit'''. A country that is in deficit will be unable to pay their soldiers and officials properly and destabilize the regime, giving the following modifiers:
* {{icon|cohort loyalty}} {{red|+25%}} Cohort Loyalty Gain Chance
* {{icon|pol}} {{red|-50%}} Monthly Political Influence
* {{icon|stability}} {{red|-0.20}} Monthly Stability Change
 
While in deficit, a number of special events can trigger. Many of these events will give {{icon|wealth}} gold and may well help the country turn around its financial situation, but many of them come at a significant price, such as reduced {{icon|research points}} research, lower {{icon|pop growth}} population growth, or an {{icon|army morale}} army morale malus. Going into deficit while a {{icon|mercenaries}} mercenary army is employed is especially dangerous, as they may simply abandon the battlefield or attempt to offer their services to the opposing side, which can severely compromise a country's military situation, or even seize control over the local province as their 'payment'.


Out of the valid options, one of the following will occur each month as long as a country is in deficit:
* [[Deficit events#deficit.1|'''Bad Planning''']], with a weight of '''10''' ({{icon|army morale}} {{red|-10%}} Morale of Armies and {{icon|army morale recovery}} {{red|-5%}} Army Morale Recovery for {{icon|wealth}} {{green|3 times}} the monthly income)
* [[Deficit events#deficit.2|'''Deficit!''']], with a weight of '''10''' ({{icon|pop growth}} {{red|-0.02%}} National Population Growth for {{icon|wealth}} {{green|3 times}} the monthly income)
* [[Deficit events#deficit.3|'''Desperate Measures''']], with a weight of '''10''' ({{icon|stability}} {{red|-5}} stability for {{icon|wealth}} {{green|3 times}} the monthly income)
* [[Deficit events#deficit.4|'''A Friend in Need...''']], with a weight of '''10''' ({{icon|character loyalty}} {{red|-10}} Loyalty of Characters for {{icon|wealth}} {{green|6 times}} the monthly income)
* [[Deficit events#deficit.5|'''Tightening the Strings''']], with a weight of '''10''' ({{icon|research points}} {{red|-25%}} Research Points for {{icon|wealth}} {{green|6 times}} the monthly income)
* [[Deficit events#deficit.6|'''A Gift from the Gods''']], with a weight of '''10''' (Gain {{icon|wealth}} {{green|6 times}} the monthly income)
* [[Deficit events#deficit.7|'''Defection!''']], with a weight of '''100''' ({{icon|mercenaries}} Mercenaries attempt to defect)
* [[Deficit events#deficit.10|'''Mercenary Secession!''']], with a weight of '''25''' ({{icon|mercenaries}} Mercenaries seize control of the local [[province]])
* [[Deficit events#deficit.11|'''Rebels Without a Cause''']], with a weight of '''50''' ({{icon|mercenaries}} Mercenaries leave)
* '''Nothing''', with a weight of '''100'''
<br>


== 参考资料 ==
== 参考资料 ==

2020年9月28日 (一) 23:26的版本

Imperator: Rome tutorial #4 - economy and trade. 视频在 YouTube
The main economy interface

In Imperator, a country's economy revolves around the generation of Wealth gold income from pops and trade that are used for various expenses and investments. Used for everything from recruiting armies and maintaining Fortification.png forts to constructing buildings and adopting Invention.png inventions, gold is one of the most important resources in the game. Thus, managing and optimizing a country's economy is a critical part of building a strong, prosperous nation. An overview of the country's economy and balance, as well as the adjustment of economic policies, can be viewed in the the Top bar economy.png Economy screen.

Treasury

A country's Treasury.png treasury stores all of its currently accumulated wealth and is the main source of accessible gold; most events and actions deposits gold into or withdraws gold from the treasury. At the end of each month, the current balance between the country's income and expenses are automatically added or subtracted from the treasury. Most actions that cost gold, such as constructing buildings, adopting Invention.png inventions, and completing mission tasks, have their costs deducted directly from the treasury and require the treasury to have enough gold to pay the cost outright. Thus, for more expensive items, it will often require saving up for months (if not years) to make the purchase or investment.

If the treasury becomes negative for any reason, the country will be considered to be in Bankruptcy.png deficit. As there are many random events that can result in the loss of gold, or require gold expenditure from the treasury to avoid a worse outcome in some other field, it may be useful to keep a reserve of gold if the country is sufficiently unstable that going into deficit would be problematic.

While the ruler is paid a portion of the country's income each month, a country's treasury should be distinguished from the Leader.png ruler's personal finances, even in monarchies; these two stores of wealth have distinct uses and are not generally interchangeable. If the ruler is Corruption.png corrupt, this can become a particularly serious problem as the ruler siphons a large proportion of the country's income into their personal coffers where the state cannot use it - it is entirely possible to have a wealthy ruler but a poor state, and vice versa.

Income

The are three main sources of state income in Imperator:

  • National tax Tax, produced directly by Population.png pops in owned territories
  • Commerce value.png Commerce, generated by the movement of goods between provinces on Global state trade routes.png trade routes
  • Tribute income.png Tribute, paid by many types of Vassalized.png subject states

Generally speaking, the effects of Monthly wage modifier.png governor wages and the stacking effects of buildings means that the Country capital.png capital region, and especially the capital province and territory, will produce a disproportionate portion of the country's income.

Taxes

Tax income is paid by all pops of certain classes in the country, each producing a different amount of base monthly tax income:

  • Wealth 0.008 gold, for Freemen freemen
  • Wealth 0.003 gold, for Tribesmen tribesmen
  • Wealth 0.022 gold, for Slaves slaves

As with all pop output, the base tax production of each pop is then multiplied by its Happiness.png happiness as a fraction out of 100%, which generally means that the tax income of pops is less than the base value. The exception is Slaves slaves, who are fixed at 100% output efficiency regardless of happiness. After this, National tax National tax and Tax income.png Local tax modifiers are applied at the territory, province, region, and country level. As tax income is produced almost exclusively by pops, it is also affected by the various Population output pop output modifiers, with Slave output slave output modifiers being particularly important given that tax income usually comes predominantly from Slaves slaves; Tribesman output tribesman output can also have a significant effect for tribal countries or states that otherwise have a large number of Tribesmen tribesmen.

Some of the more important sources of National tax tax modifiers are listed below:

  • Territory modifiers:
    • +10% per Tax Office tax office
    • +10% for Holy Site.png holy sites
    • -50% for blockade_efficiency修正 blockaded territories
  • Province modifiers:
    • +3% per governor Finesse.png finesse plus a base of +3% with the Policy bleed them dry.png Bleed Them Dry governor policy
    • +1% per governor Finesse.png finesse plus a base of +1% with the Policy acquisition of wealth.png Acquisition of Wealth governor policy
    • +2% for each Iron iron trade good in the province
  • Region modifiers:
    • -50% for regions without a Office governor
    • -25% for regions with a Position governor (as Monthly wage modifier.png wage), plus an additional -0.125% per governor Corruption.png corruption
    • -10% if the Position governor has the Miserly miserly trait
  • Country modifiers:
    • -50% with the Lax Taxes economic policy
    • +1.5% per Statesmanship statesmanship-adjusted Finesse.png finesse of the Office Steward (Monarchy office)
    • +1.5% per Statesmanship statesmanship-adjusted Martial.png martial of the Office Tribune of the Treasury (Republic office)
    • +2% per Statesmanship statesmanship-adjusted Finesse.png finesse of the Office Magistrate (Tribal office)
    • +5% with the Invention.png Property Tax (Civic power.png Civic Advances 0), Eisphora (Civic power.png Civic Advances 4), Liturgies (Civic power.png Civic Advances 9), Use of State Land (Civic power.png Civic Advances 14), and Import Tax inventions (Civic power.png Civic Advances 19)
    • +5% with the Status Quo/Lex Aternia Tarpeia Republic law
    • +10% with the For the Common Good Tribal law
    • +10% for various Change pantheon cost modifier.png pantheon deities
    • +10% per Omen.png 100% omen power for various omens
    • +10% if the Leader.png ruler has the 多疑 skeptical or 腐败 corrupt traits
    • -5% if the Leader.png ruler has the 自私 trait
    • -10% if the Leader.png ruler has the 虔诚 pious or Miserly miserly traits
    • +0.5% per point of revanchism

Base tax

Every nation, regardless of its Population.png population or Local.png number of territories, has a base tax of National tax +2 gold per month, which can then be modified by National tax national tax modifiers. This case tax is crucial for small nations' economies in the early game, but becomes largely irrelevant as the country expands and grows.

Commerce

主条目:Trade

Commerce value.png Commerce income is produced by the import and export of trade goods from the provinces where they are produced and consumed, and unlike tax happens at the province level. Each Global state trade routes.png trade route generates a certain amount of commerce income for both the importing and exporting province, with certain more valuable and exotic trade goods being worth more and foreign trade routes generating significantly more income for both sides (but especially the exporter). Each unused import route also produces a baseline amount of commerce income, though usually less than what using the slot for a trade route would produce. Commerce income is heavily tied to trade good production and unlike tax income is highly dependent on the ability and willingness of other countries to trade, and typically increases in importance throughout the game as the efficiency of trade good production increases and import ability of cities and provinces is expanded.

Unlike National tax tax income, commerce income is not generated directly by pops, but indirectly through the Local base trade routes.png trade route production of Pop noble.png nobles and Pop citizen.png as well as the Goods from slaves.png trade good production of Slaves slaves, and so is mostly accumulated from large cities with many import routes as well as areas with high trade good production and export potential.

Tributes

主条目:Subject nations

All Vassalized.png subject states pay a certain amount of Tribute income.png tribute income to their overlord, which for most subject types comes as a certain percentage of their Wealth income. The tribute paid can be changed by various modifiers, and in particular can be adjusted to be lighter or harsher using the associated economic policy, with a corresponding bonus or malus to Tributary opinion of us.png subject opinion (and indirectly Subject loyalty.png subject loyalty). Tributaries are particularly useful for accumulating tribute income as they are available to all countries and do not take up a Diplomatic relations.png diplomatic relations slot; because of the effects of base tax, it is generally better to have many smaller tributaries than a few large ones.

Expenses

A state has many monthly expenses that must be paid, most relating to military or administrative manners. These expenses are automatically deducted from the income each month and only the balance (which may be negative) appears in the treasury. Monthly expenses must be paid, even if the treasury is already in debt.

Army Maintenance

参见:Army

In addition to the cost of recruitment, every raised cohort also has a monthly Army maintenance cost.png army maintenance cost that must be paid, with the base maintenance equal to 1/24 of the recruitment cost. Cohorts that are Loyalty gain chance.png loyal to a specific commander cost only 66% of their normal maintenance; armies that are led by a disloyal commander do not cost any maintenance at all.

Clan retinue.png Tribal retinues do not cost any maintenance to the state, with only their Clan chiefs.pngclan chiefs required to pay maintenance. This means that tribes are able to support much larger armies than their economic strength would otherwise indicate.

Mercenary upkeep also appears here, which is generally significantly more expensive than normal armies but do not cost Manpower.png manpower.

Navy Maintenance

参见:Navy

Like armies, owned ships also have a monthly Navy maintenance cost.png navy maintenance cost, with the base maintenance cost equal to 1/48 of the recruitment cost. As with armies, disloyal fleets do not cost any maintenance, while mercenary fleets have a premium that make their upkeep more expensive.

Paying Tributes

主条目:Subject nations

All Vassalized.png subject nations have a Tribute income.png tribute that must be paid to their overlord, which for most subject types is a certain proportion of their income depending on the exact subject type and can be modified by the Tribute income.png tribute income modifier of the overlord. The tribute is always paid as long as the country is a subject, even at low loyalty. Note that the tribute paid is a proportion of the total income, not the overall balance.

Fort Maintenance

参见:Fort

Every Fortification.png fort costs a base of Wealth 0.50 gold in Fort maintenance cost.png fort maintenance each month. Each fort level counts as its own fort, which means that building up large fortress cities is particularly expensive in maintenance. Disbanding fortresses in the interior of the country's territory, particularly if they are not protecting any important cities and are not realistically accessible (e.g. are not on a vulnerable coast), can be a useful way to save on expenses if fort maintenance is becoming too high. Conquering heavily divided areas where many small city states or tribes have built a capital province, particularly in Greece, can also be expensive if the many forts in the area are kept.

Wages

Every character holding a Position government position in the country is paid a monthly Monthly wage modifier.png wage, usually a percentage of the country's total income which is determined by the exact position the character holds (the only exception being governors, who are instead paid directly from their governorship and not from the central treasury). Character wages therefore scale with a country's size and always form a significant part of a country's expenses, with managing the number of generals and admirals being particularly important for larger empires who may have many armies and navies that they want to be led. Wages can be modified country-wide with the Monthly wage modifier.png Monthly Wages for Characters modifier and individually per character by the Monthly wage on character modifier.png Monthly Wage modifier. Character Corruption.png corruption can significantly increase the wages that a character is paid out of the government's coffers - up to a Monthly wage on character modifier.png +250% wage modifier at Corruption.png 100 corruption - making it important to ensure that corruption does not become too endemic in the government (e.g. allowing "free hands"), lest the entirety of the country's income be drained by corrupt officials, leaving nothing for infrastructure or the military. On the other hand, members of Grateful family grateful families (families that hold at least double the number of expected positions) will have their wages reduced by -20%.

Wages can be increased or decreased across the entire country through the wage economic policy, in addition to the default setting. Low wages can significantly increase the amount of Wealth gold available for other uses but will rapidly increase Corruption.png corruption across all of the country's office holders, which makes it infeasible for any significant length of time unless the country has very strong monthly corruption reduction modifiers as the costs of increased corruption will quickly surpass any savings from the policy. High wages, while potentially quite expensive, can be useful for wealthy countries that seek to reduce corruption without using a national idea or law slot and/or already have endemic corruption, so that the expenses from the policy will quickly be made up for by the decline in corruption. Notably, it is also the easiest way to decrease Corruption.png ruler corruption (which reduces Political influence.png political influence gain), particularly in monarchies which do not have access to a corruption reduction law and where a corrupt ruler may stay in power for many decades.

Economic Policies

Economic Policies can be accessed in the Top bar economy.png economy screen and allow a country to control its income and spending on a country-wide level. Each policy is associated with a specific income or expenses category.

Taxes

Modifies income from National tax taxes. Taxes can be lowered to increase Happiness.png overall happiness, or raised to increase Slave output slave output in return for Research points.png decreased research.

Policy Bonus Malus
Lax Taxation Happiness.png +10% Population Happiness National tax -50% National Tax
Default Taxation No Effect No Effect
Harsh Taxation Slave output +12% National Slave Output Research points.png -20% Research Points

Commerce

Modifies trade income from Commerce value.png commerce. The default policy gives bonus Global capital trade routes.png trade routes to the capital, while the other two policies may be useful if the country makes a lot of gold from either Import value importing or Import value exporting.

Policy Bonus Malus
Free Trade Export value +20% Export Value Import value -15% Import Value
Trading Permits Global capital trade routes.png +2 Capital Trade Routes None
Transaction Taxation Import value +20% Import Value Export value -15% Export Value

Tributes

Modifies the tribute received from Vassalized.png subject states. More Tribute income.png tribute can be demanded in exchange for lower Tributary opinion of us.png subject opinion if the overlord is strong enough to demand it, and vice versa if a country's subject states need to be appeased. Crucially, selecting "Lax Tribute" helps greatly in reaching the +190 opinion required to integrate eligible subjects.

Policy Bonus Malus
Lax Tribute Tributary opinion of us.png +50 Subject Opinion Tribute income.png -33% Tribute Income from Subjects
Default No Effect No Effect
Extortive Tributes Tribute income.png +25% Tribute Income from Subjects Tributary opinion of us.png -50 Subject Opinion

Army Maintenance

Modifies Army maintenance cost.png army maintenance cost in return for Morale.png army morale. Gold can be saved while at peace by decreasing pay when armies are not needed, while particularly rich countries can improve the quality of their armies by increasing pay. Note that the Decreased Pay option disables drilling for Starting experience army experience and Military experience.png military experience.

Policy Bonus Malus
Decreased Pay Army maintenance cost.png -20% Army Maintenance Cost Morale.png -80% Army Morale of Non-Clan Retinues
Normal Pay No Effect No Effect
Increased Pay Morale.png +5% Army Morale of Non-Clan Retinues Army maintenance cost.png +50% Army Maintenance Cost

Fleet Maintenance

Like army maintenance, modifies Navy maintenance cost.png navy maintenance cost in return for Morale.png navy morale, and can be used to save gold while at peace or to improve its fighting ability when at war, if higher pay can be afforded.

Policy Bonus Malus
Decreased Pay Navy maintenance cost.png -50% Naval Maintenance Cost Morale.png -80% Naval Morale
Normal Pay No Effect No Effect
Increased Pay Morale.png +5% Naval Morale Navy maintenance cost.png +50% Naval Maintenance Cost

Fort Maintenance

Modifies Fort maintenance cost.png fort maintenance in return for Garrison garrison size and Fort defense.png fort defense. Gold can be saved while at peace by decreasing fort maintenance when not needed - though this can leave border forts vulnerable to a sudden attack of declaration of war - while wealthier countries can improve the quality of their existing forts by improving their garrisons and fortifiations.

Policy Bonus Malus
Ignored Garrisons Fort maintenance cost.png -25% Fort Maintenance Garrison -50% Garrison Size
Fort defense.png -50% Fort Defence
Paid Garrisons No Effect No Effect
Extortive Tributes Garrison +10% Garrison Size
Fort defense.png +10% Fort Defence
Fort maintenance cost.png +25% Fort Maintenance

Wages

Modifies Monthly wage modifier.png character wages in return for Corruption.png corruption. Reducing wages can be used if gold is urgently needed, but is not viable in the long term as the increased wages from Corruption.png corruption will eventually far outstrip any savings from the wage reductions of the policies. Increasing wages is the most reliable way to reduce countrywide corruption and can be quite useful if the country can afford it.

Policy Bonus Malus
Reduced Wages Monthly wage modifier.png -25% Monthly Wages for all Characters
Monthly wage on character modifier.png -25% Governor Wage
Corruption.png +0.25 Monthly Corruption
Normal Wages No Effect No Effect
Increased Wages Corruption.png -0.10 Monthly Corruption Monthly wage modifier.png +50% Monthly Wages for all Characters
Monthly wage on character modifier.png +50% Governor Wage

Deficit

If a country's Treasury.png treasury becomes negative at any time, whether from a negative balance or from losing Wealth gold in an event, the country will be considered to be in Bankruptcy.png deficit. A country that is in deficit will be unable to pay their soldiers and officials properly and destabilize the regime, giving the following modifiers:

  • Loyalty gain chance.png +25% Cohort Loyalty Gain Chance
  • Political influence.png -50% Monthly Political Influence
  • Stability.png -0.20 Monthly Stability Change

While in deficit, a number of special events can trigger. Many of these events will give Wealth gold and may well help the country turn around its financial situation, but many of them come at a significant price, such as reduced Research points.png research, lower Global population growth.png population growth, or an Land morale.png army morale malus. Going into deficit while a Mercenary maintenance.png mercenary army is employed is especially dangerous, as they may simply abandon the battlefield or attempt to offer their services to the opposing side, which can severely compromise a country's military situation, or even seize control over the local province as their 'payment'.

Out of the valid options, one of the following will occur each month as long as a country is in deficit:

  • Bad Planning, with a weight of 10 (Land morale.png -10% Morale of Armies and Land morale recovery.png -5% Army Morale Recovery for Wealth 3 times the monthly income)
  • Deficit!, with a weight of 10 (Global population growth.png -0.02% National Population Growth for Wealth 3 times the monthly income)
  • Desperate Measures, with a weight of 10 (Stability.png -5 stability for Wealth 3 times the monthly income)
  • A Friend in Need..., with a weight of 10 (Character loyalty -10 Loyalty of Characters for Wealth 6 times the monthly income)
  • Tightening the Strings, with a weight of 10 (Research points.png -25% Research Points for Wealth 6 times the monthly income)
  • A Gift from the Gods, with a weight of 10 (Gain Wealth 6 times the monthly income)
  • Defection!, with a weight of 100 (Mercenary maintenance.png Mercenaries attempt to defect)
  • Mercenary Secession!, with a weight of 25 (Mercenary maintenance.png Mercenaries seize control of the local province)
  • Rebels Without a Cause, with a weight of 50 (Mercenary maintenance.png Mercenaries leave)
  • Nothing, with a weight of 100


参考资料


概念 建筑殖民贸易商品TaxProduction人口
国内政策 国家属性人物内战文化政府传承法律国家理念职位叛乱宗教科技
经济政策 建筑经济食物奇观人口贸易商品
省份 区域省份领土殖民地产
军事 军事传统陆军陆军单位陆战海军围城海战
对外政策 条约战争宣战理由宣称外交附属国蛮族
脚本 事件决议使命
其他 成就对手国家游戏配置