(同步到官方百科07:56, 9 May 2019 Carmichael) |
(同步到官方百科11:20, 15 May 2019 SolSys) |
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{{Version|1.0}} | {{Version|1.0}} | ||
The population | The population of the world is represented by individual "'''population units'''", or “'''pop''' ” for short. Each population unit has a unique ID in the save game file. | ||
Pops are the basic generator of [[research points]], [[commerce value]], [[manpower]] (points) and [[base tax]]. Many modifiers are then applied to the summed values generated by the pops to obtain the total generated points per tick. A tick is represented by a day in Imperator: Rome. | |||
There | |||
* | * Pops are produced by/born in [[city|cities]]. There is a base rate and a couple of modifiers to it. | ||
* Pops can be moved between the player's cities at will but at a cost. Moving a slave type pop costs 5 Civic Power, any other type 20 [[Civic Power Points]]. | |||
* Tribesmen - | ** One of the major tasks the player is confronted with, is the allocation of his pops to generate the maximum amount of points. These points are then spent by the player. | ||
* | ** While it seems unnatural, there seem to be no penalty in stuffing a city with one kind of social class; the advantage is through the stacking boni of '''[[buildings]]'''. | ||
Each pop has its own culture, religion and social class. The happiness value is applied to all pops sharing the same of the former three features living in a city. | |||
== Social classes == | |||
A pop belongs to one of the four available social classes: | |||
# Citizens – generate research points and commerce income | |||
# Freemen – generate manpower | |||
# Tribesmen – generate manpower and tax income | |||
# Slaves – generate tax income; additionally produce surplus goods | |||
* When a new pop is born, its social class is determined by chance! It could be 25% each. | |||
* Slaves and Tribesmen-type pops can be upped to Freemen by the player at will at a cost of 20 [[Oratory Power Points]] per pop. | |||
* Freemen-type pops can be upped to Citizens by the player at will at a cost of 20 [[Oratory Power Points]] per pop. | |||
* Citizen-type pops cannot be demoted by the player! | |||
* Switching the [[Provinces#Governor Policy|Governor Policy]] of a province to "Social Mobility", will lead, in due time, to a 25%, 25%, 25%, 25% distribution. | |||
=== Citizens === | === Citizens === | ||
{{desc|Citizens|Citizens represent the patricians in Rome, and nobility in monarchies. Owners of a [[wikipedia:Latifundium|Latifundium]].|image=Pop citizen}} | |||
* Base Happiness: 20% | * Base Happiness: 20% | ||
* Demotes to: Freemen | * Demotes to: Freemen | ||
* 50% chance to be demoted on conquest | * 50% chance to be demoted on conquest | ||
Each Citizen Pop produces: | Each Citizen Pop at 100% Happiness produces per day: | ||
* 0.25 Research Point | * 0.25 Research Point | ||
* 0.01 Commerce Value | * 0.01 Commerce Value | ||
=== Freemen === | === Freemen === | ||
{{desc|Freemen|Freemen represent the plebeians of Rome. Artisans and small holders.|image=Pop freemen}} | |||
* Base Happiness: 25% | * Base Happiness: 25% | ||
* Promotes to: Citizen | * Promotes to: Citizen | ||
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* 50% chance to be demoted on conquest | * 50% chance to be demoted on conquest | ||
Each Freeman Pop produces: | Each Freeman Pop at 100% Happiness produces produces per day: | ||
* 10 Manpower | * 10 Manpower | ||
=== Slaves === | === Slaves === | ||
{{desc|Slaves|Slaves are mostly prisoners of war (POWs).|image=Pop slaves}} | |||
* Base Happiness: 100% | * Base Happiness: 100% | ||
* Promotes to: Freemen | * Promotes to: Freemen | ||
* Cannot be used to colonize | * Cannot be used to colonize | ||
Each | Each Slave Pop at 100% Happiness produces per day: | ||
* 0.03 Base Tax | * 0.03 Base Tax | ||
* Every 15 (13 in case of Terrain type:fields) slave pops produce one additional trade good! | |||
=== Tribesmen === | === Tribesmen === | ||
{{desc|Tribesmen|These represent uncivilized folks, barbarians.|image=Pop tribesmen}} | |||
* Base Happiness: 100% | * Base Happiness: 100% | ||
* Promotes to: Freemen | * Promotes to: Freemen | ||
* | * Remains Tribesmen on conquest | ||
Each Tribesmen Pop produces: | Each Tribesmen Pop at 100% Happiness produces per day: | ||
* 0.015 Base Tax | * 0.015 Base Tax | ||
* 5 Manpower | * 5 Manpower | ||
== Happiness of pops == | == Happiness of pops == | ||
Happiness impacts two things on the pop: | |||
# productivity: e.g. a freemen-type pop at 50% happiness generates only 5 Manpower instead of 10. at 150% happiness it generates 15 manpower! | |||
# unrest: any pop with happiness <50% generates [[unrest]] to the city it currently resides in. A city with high enough unrest triggers a [[rebellion]]. | |||
Various things in the game affect the happiness of the pops: ideas, inventions and access to trade-goods. Pops belonging to a different religion then the state religion and to a different culture then the state culture, receive a penalty to their happiness. In case the culture belongs to a different culture group, that penalty is greater. Aggressive expansion points additionally affect pops with divergent culture and religion. The only remedy is to assimilate and convert pops. Assimilation cost 20 [[? Power Points]] and conversion cost 20 [[Religious Power Points]] per pop. | |||
== Obtaining and Promoting pops == | == Obtaining and Promoting pops == | ||
The base rate of population growth in each city in the game is …/day. When this number reaches 100% a new pop with the ID is born in that city, or when it reaches 0% a certain pop dies in that city. | |||
The population growth in a city is altered by factors such as [[Terrain]] (), Civilization value, amount of pops currently living in the city (-1% per pop) and availability of to trade-goods. | |||
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. | 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. | ||
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== Civilization Value == | == Civilization Value == | ||
Civilization Value | Each city has a [[Civilization Value]]. It represents its level of infrastructure and urbanisation. It is the biggest contributor to 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. | ||
The Civilization Value grows naturally over time more or less quickly depending on your laws, invention and traits. It is limited, however, by a cap dependant on several factors. | The Civilization Value grows naturally over time more or less quickly depending on your laws, invention and traits. It is limited, however, by a cap dependant on several factors. | ||
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| Country | | Country | ||
|- | |- | ||
| [[Buildings#Building_types| | | [[Buildings#Building_types|Marketplace]] | ||
| {{green|+1%}} per Level | | {{green|+1%}} per Level | ||
| | | |
2019年5月21日 (二) 07:25的版本
The population of the world is represented by individual "population units", or “pop” for short. Each population unit has a unique ID in the save game file.
Pops are the basic generator of research points, commerce value, manpower (points) and base tax. Many modifiers are then applied to the summed values generated by the pops to obtain the total generated points per tick. A tick is represented by a day in Imperator: Rome.
- Pops are produced by/born in cities. There is a base rate and a couple of modifiers to it.
- Pops can be moved between the player's cities at will but at a cost. Moving a slave type pop costs 5 Civic Power, any other type 20 Civic Power Points.
- One of the major tasks the player is confronted with, is the allocation of his pops to generate the maximum amount of points. These points are then spent by the player.
- While it seems unnatural, there seem to be no penalty in stuffing a city with one kind of social class; the advantage is through the stacking boni of buildings.
Each pop has its own culture, religion and social class. The happiness value is applied to all pops sharing the same of the former three features living in a city.
Social classes
A pop belongs to one of the four available social classes:
- Citizens – generate research points and commerce income
- Freemen – generate manpower
- Tribesmen – generate manpower and tax income
- Slaves – generate tax income; additionally produce surplus goods
- When a new pop is born, its social class is determined by chance! It could be 25% each.
- Slaves and Tribesmen-type pops can be upped to Freemen by the player at will at a cost of 20 Oratory Power Points per pop.
- Freemen-type pops can be upped to Citizens by the player at will at a cost of 20 Oratory Power Points per pop.
- Citizen-type pops cannot be demoted by the player!
- Switching the Governor Policy of a province to "Social Mobility", will lead, in due time, to a 25%, 25%, 25%, 25% distribution.
Citizens
- Base Happiness: 20%
- Demotes to: Freemen
- 50% chance to be demoted on conquest
Each Citizen Pop at 100% Happiness produces per day:
- 0.25 Research Point
- 0.01 Commerce Value
Freemen
- Base Happiness: 25%
- Promotes to: Citizen
- Demotes to: Slaves
- 50% chance to be demoted on conquest
Each Freeman Pop at 100% Happiness produces produces per day:
- 10 Manpower
Slaves
- Base Happiness: 100%
- Promotes to: Freemen
- Cannot be used to colonize
Each Slave Pop at 100% Happiness produces per day:
- 0.03 Base Tax
- Every 15 (13 in case of Terrain type:fields) slave pops produce one additional trade good!
Tribesmen
- Base Happiness: 100%
- Promotes to: Freemen
- Remains Tribesmen on conquest
Each Tribesmen Pop at 100% Happiness produces per day:
- 0.015 Base Tax
- 5 Manpower
Happiness of pops
Happiness impacts two things on the pop:
- productivity: e.g. a freemen-type pop at 50% happiness generates only 5 Manpower instead of 10. at 150% happiness it generates 15 manpower!
- unrest: any pop with happiness <50% generates unrest to the city it currently resides in. A city with high enough unrest triggers a rebellion.
Various things in the game affect the happiness of the pops: ideas, inventions and access to trade-goods. Pops belonging to a different religion then the state religion and to a different culture then the state culture, receive a penalty to their happiness. In case the culture belongs to a different culture group, that penalty is greater. Aggressive expansion points additionally affect pops with divergent culture and religion. The only remedy is to assimilate and convert pops. Assimilation cost 20 ? Power Points and conversion cost 20 Religious Power Points per pop.
Obtaining and Promoting pops
The base rate of population growth in each city in the game is …/day. When this number reaches 100% a new pop with the ID is born in that city, or when it reaches 0% a certain pop dies in that city.
The population growth in a city is altered by factors such as Terrain (), Civilization value, amount of pops currently living in the city (-1% per pop) and availability of to trade-goods.
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 oratory 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.
Colonizing
If you have at least 10 pops in a city adjacent to a city, which in uncolonized and the majority in that city is your state culture and religion, you can move one pop to the uncolonized province to colonize it.
Civilization Value
Each city has a Civilization Value. It represents its level of infrastructure and urbanisation. It is the biggest contributor to 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.
The Civilization Value grows naturally over time more or less quickly depending on your laws, invention and traits. It is limited, however, by a cap dependant on several factors. 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 capital.
A city's Civilization Value scales between 0 and 100, with the following local effects:
- Citizen Happiness: +1%
- Freemen Happiness: +0.7%
- Tribesmen Happiness: -0.5%
- Barbarian Growth: -0.005
- Population Growth: +0.5%
- Supply Limit: +0.02
Civilization Value | Citizen Happiness | Freemen Happiness | Tribesmen Happiness | Barbarian Growth | Population Growth | Supply Limit |
---|---|---|---|---|---|---|
0 | ||||||
+50 | +50% | +35% | -25% | -0.25 | +25% | +10 |
+100 | +100% | +70% | -50% | -0.5 | +50% | +20 |
The Civilization Value grows naturally over time more or less quickly depending on your laws and inventions, among others. It is limited, however, by a cap dependent on several factors. Civilization will not grow past this threshold, and if the limit falls below the current Civilization Value, it will decrease monthly at a fixed rate of -1% until it meets the cap again.
Source | Civilization Cap | Maximum Increase | Scope |
---|---|---|---|
Base | +10% | Country | |
Settled Tribe Gov Bonus | +10% | Country | |
Federated Tribe | +15% | Country | |
Monarchy or Republic | +30% | Country | |
Centralization Level | +0.1% per Point | +10% at 100% | Country |
Oratory Advance | +2% per Advance Level | +40% at Level 20 | Country |
State Religion National Idea | +10% | Country | |
Gemstones Surplus in Capital | +5% per Surplus | Country | |
Gemstones Export Bonus | +2.5% | Country | |
Marketplace | +1% per Level | City | |
Emergent Center of Civilization | +5% | City | |
Center of Civilization | +10% | City | |
Emergent Capital | +10% | City |
- It is important to note that Settle Tribe Government Bonus is exclusive with the State Religion National Idea due to the lack of Religious National Idea Slot in this Government.
- Government bonuses are, of course, exclusive to each other.
- The Centers of Civilization and Emergent Capital modifiers are obtained in the Capital City by forming regional tags (ex: Saxonia, Gaul, Albion...)
参考资料