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Your country also has a national Civilization Value of its own (mainly increased by government type and technology) - all owned cities will slowly gravitate towards this value if they are below it, and slightly more quickly towards it if they are above it. Positive civilization growth can also never push the local value above that of your | Your country also has a national Civilization Value of its own (mainly increased by government type and technology) - all owned cities will slowly gravitate towards this value if they are below it, and slightly more quickly towards it if they are above it. Positive civilization growth can also never push the local value above that of your | ||
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2019年4月19日 (五) 19:21的版本
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The population in the game is divided into population units, or “pop” for short. Each pop has its own religion, culture and happiness.
Types of Population
There are four different types of pops in the game.
- Citizens - They provide research and commerce income. These represent the patricians in Rome, and nobility in monarchies
- Freemen - They provide manpower. The plebs of Rome is included in this group.
- Tribesmen - These provide a tiny amount of manpower and tax income. These are the barbarians or uncivilized parts of your areas.
- Slaves - These provide tax income
Happiness of pops
While there are ways to increase happiness of pops, including ideas, inventions and access to trade-goods, they tend to be less happy if they are not of the same culture-group, or if they belong to a different religion.
Happiness impacts two things on the pop, first of all, a pops happiness directly affects how productive they are. Secondly, low happiness increases unrest in a city. Converting pops to the state religion also increases their happiness.
Obtaining and Promoting pops
There is always a single pop either in growth or decline, depending on the population growth of the city.
When this pop is fully grown or totally dead, either a current pop is picked for death, or a new random pop is created that will slowly grow. Factors such as Terrain, Civilization value, amount of pops in the city and access to trade-goods impact the growth in a city.
You can also gain pops through warfare. As you sack cities you will take some of their pops back to your main capital, and your provincial capitals as slaves. Upon conquest, citizen pops in that city will become freemen, and freemen will become slaves.
Promoting a slave or tribesmen to freemen costs 10 religious power, promoting a freemen to citizen costs 10 oratory power.
Pop Movement
Pops can move between cities as a result of scripted content such as events and when a city falls and some of its population is enslaved.
If you want a certain pop to be transferred to a specific place within your empire you will need to move it yourself.
A pop can be moved from one city to either an adjacent city, one adjacent across a seazone, or any other owned city in the same province for a power cost of 20 Civic Power.
Slaves are cheaper than other pops to move, and only cost 5 Civic Power to transfer. Since the number of slaves in a city also decides if it can produce more than one surplus of its Trade Good this means that you can more easily set up production centers for certain goods, whereas you will have to pay more power if you want to build a Metropolis in a way away
Civilization Value
Civilization Value is a rating that exists in all locations on the map, and it represents the level of infrastructure and urbanisation in that location. This is a big factor for pop happiness. Tribesmen will be happier in cities with low Civilization value whereas more stratified pop types such as Freemen and especially Citizens prefer locations with high Civilization value.
Your country also has a national Civilization Value of its own (mainly increased by government type and technology) - all owned cities will slowly gravitate towards this value if they are below it, and slightly more quickly towards it if they are above it. Positive civilization growth can also never push the local value above that of your
参考资料