人口:修订间差异

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(同步到官方百科11:20, 15 May 2019‎ SolSys)
(同步到官方百科08:00, 3 June 2019‎ 109.*.*.12)
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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.
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 the basic generator of {{icon|cost}} Money ([[Economy#Commerce|commerce]] + [[Economy#Tax_Income|Taxes]]), {{icon|manpower}} Manpower and {{icon|research points}} Research Points.


* 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]].
** 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. It is the social class which determines what a pop produces!


== Social classes ==
A pop belongs to one of the four available social classes:
# Citizens – generate research points and commerce income
# Citizens – generate research points and commerce income
# Freemen – generate manpower
# Freemen – generate manpower
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# Slaves – generate tax income; additionally produce surplus goods
# 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.
* Promotion of 1 pop costs '''10''' {{icon|ora}} Oratory Power Points, regardless whether Slaves ⇒ Freemen, Tribesmen ⇒ Freemen or Freemen ⇒ Citizens.
* 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.
Population cannot be demoted by the player! But
* Citizen-type pops cannot be demoted by the player!
* when a city is being sacked, there is a chance that Citizens will be demoted ⇒ Freemen and Freemen ⇒ Slaves. Some Slaves are "teleported" to the state's capital at no cost, no matter how far away.
* 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.
* switching the [[Provinces#Governor Policy|Governor Policy]] of a province to "Social Mobility", will lead, in due time, to a 33%, 33%, 33% distribution. Tribesmen remain unaffected.


=== Citizens ===
=== 公民 ===
{{desc|Citizens|Citizens represent the patricians in Rome, and nobility in monarchies. Owners of a [[wikipedia:Latifundium|Latifundium]].|image=Pop citizen}}
{{desc|Citizens|Citizens represent the patricians in Rome, and nobility in monarchies. Owners of a [[wikipedia:Latifundium|Latifundium]].|image=Pop citizen}}


Each Citizen Pop at 100% Happiness produces per day:
* '''0.25''' Research Point
* '''0.01''' Commerce Value
* Base Happiness: 20%
* Base Happiness: 20%
* Demotes to: Freemen
* 50% chance to be demoted on conquest


Each Citizen Pop at 100% Happiness produces per day:
=== 自由民 ===
* 0.25 Research Point
* 0.01 Commerce Value
 
=== Freemen ===
{{desc|Freemen|Freemen represent the plebeians of Rome. Artisans and small holders.|image=Pop freemen}}
{{desc|Freemen|Freemen represent the plebeians of Rome. Artisans and small holders.|image=Pop freemen}}


Each Freeman Pop at 100% Happiness produces produces per day:
* '''10''' Manpower
* Base Happiness: 25%
* 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:
=== 部落民 ===
* 10 Manpower
{{desc|Tribesmen|These represent uncivilized folks, barbarians.|image=Pop tribesmen}}
 
Each Tribesmen Pop at 100% Happiness produces per day:
* '''0.015''' Base Tax
* '''5''' Manpower
* Base Happiness: 100%


=== Slaves ===
=== 奴隶 ===
{{desc|Slaves|Slaves are mostly prisoners of war (POWs).|image=Pop slaves}}
{{desc|Slaves|Slaves are mostly prisoners of war (POWs).|image=Pop slaves}}


Each Slave Pop at 100% Happiness produces per day:
* '''0.03''' Base Tax
* Base Happiness: 100%
* Base Happiness: 100%
* Promotes to: Freemen
* Cannot be used to colonize


Each Slave Pop at 100% Happiness produces per day:
Additionally for every '''15''' slave pops in a city one additional [[trade goods|trade good]] is produced. [[City#Terrain_types|terrain type "Farmlands"]] requires '''2''' less.
* 0.03 Base Tax
* Every 15 (13 in case of Terrain type:fields) slave pops produce one additional trade good!


=== Tribesmen ===
== Productivity ==
{{desc|Tribesmen|These represent uncivilized folks, barbarians.|image=Pop tribesmen}}
As already explained, pops are the only generator of Money, Research and Manpower! And there is a great many [[modifiers]]. For the human player to keep a better overview, there is the productivity-modifier, similar to {{icon|discipline}} Discipline for armies. It affects whatever the pop produces and is itself affected by various parameters throughout the game. Some of the modifiers to productivity are:


* Base Happiness: 100%
* [[#Happiness of pops]]
* Promotes to: Freemen
* Civilization level
* Remains Tribesmen on conquest
E.g. the [[Government#Centralization|Centralization]] affects the productivity of {{icon|tribesmen}} Tribesmen.


Each Tribesmen Pop at 100% Happiness produces per day:
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.
* 0.015 Base Tax
* 5 Manpower


== Happiness of pops ==
=== 人口的幸福度 ===
Happiness impacts two things on the pop:
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!
# [[#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]].
# [[unrest]]: any pop with happiness less than 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.
Each of the four [[#Social classes]] comes with its base happiness of 20%, 25%, 100% and 100%. Then the game defines a great deal of [[modifiers]]:


== Obtaining and Promoting pops ==
* [[City#Civilization_value|city's civilization value]]
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.
* [[Ideas]]
* [[Inventions]]
* [[Laws]]
* [[Trade goods]]
* religion and culture different to the state's; assimilation and/or conversion.
** {{icon|aggressive expansion}} Aggressive expansion points additionally affect pops with divergent culture and religion.


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.
=== 人口文化和宗教 ===
As each state has its own State [[Culture]] and [[Religion]], so does each pop unit have its own as well. When a pop's religion and/or culture differs from the state in which it resides that pop's happiness is affected. Each individual pop's culture and religion can be separately converted to match the state's own for a price.


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.
* Assimilation of 1 pop costs '''20''' {{icon|ora}} Oratory Power Points
* Conversion of 1 pop costs '''20''' {{icon|rel}} Religious Power Points


Promoting a slave or tribesmen to freemen costs 10 oratory power, promoting a freemen to citizen costs 10 oratory power.
== 获得人口 ==
Population of each social class can change through several means: Growth/Death and Conquest.


== Pop Movement ==
=== Growth/Death ===
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.
The '''''base rate of population growth''''' in each city in the game is '''0.2'''/day (or month?). When this number reaches 100% a new pop of that type is born in that city. There are many modifiers to this value. The population growth in a city is altered by factors such as [[City#Terrain_types|terrain type]], Civilization value, amount of pops currently living in the city ({{red|-1%}} per pop) and availability of trade goods.
 
* [[Religion#Omen_effects|Omen: Blessing of Love]]: National Population Growth: {{green|+0.1%}}


If you want a certain pop to be transferred to a specific place within your empire you will need to move it yourself.
* When a new pop is born, its social class is determined by chance. (25% each)


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.
Population growth in a city can also become negative (by modifiers). If this happens the growing pop will shrink instead. If there is no growing pop an existing pop will be chosen (at random) and a progress bar toward 0 will start. If it reaches 0% that pop will die.


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.
=== Conquest ===
Population is also gained through warfare. As cities are sacked, POWs are taken to the state capital or to the provincial capitals as slaves. It should be noted, that pops within the newly conquered city may be demoted:


====Colonizing====
* Citizen ⇒ Freemen (50% chance)
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.
* Freemen ⇒ Slaves (50% chance)


== Civilization Value ==
Tribesmen and Slaves never change their social class upon conquest.
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.
== Pop Movement ==
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.
Population moves between cities under 3 circumstances:
* Conquest (enslavement)
* Scripted Events
* Player interaction for {{icon|civ}} [[Power_points#Civic_Power_Points|Civic Power Points]]


A city's Civilization Value scales between 0 and 100, with the following local effects:
A pop can be moved from a city to any city in the same province, an adjacent city or a city across an adjacent sea-zone for a power cost of 20 {{icon|civ}} Civic Power.
* Citizen Happiness: {{green|+1%}}
* Freemen Happiness: {{green|+0.7%}}
* Tribesmen Happiness: {{red|-0.5%}}
* Barbarian Growth: {{green|-0.005}}
* Population Growth: {{green|+0.5%}}
* Supply Limit: {{green|+0.02}}


{| class="wikitable"
Slaves are cheaper than other pops to move, and only cost 5 {{icon|civ}} Civic Power to transfer. Since the number of slaves in a city influences the production of Trade Good, this means that you can more easily set up production centers for certain goods.
|-
! Civilization Value
! Citizen Happiness
! Freemen Happiness
! Tribesmen Happiness
! Barbarian Growth
! Population Growth
! Supply Limit
|-
| 0
|
|
|
|
|
|
|-
| +50
| {{green|+50%}}
| {{green|+35%}}
| {{red|-25%}}
| {{green|-0.25}}
| {{green|+25%}}
| {{green|+10}}
|-
| +100
| {{green|+100%}}
| {{green|+70%}}
| {{red|-50%}}
| {{green|-0.5}}
| {{green|+50%}}
| {{green|+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 {{red|-1%}} until it meets the cap again.
====殖民====
{{main|Colonization}}
Populace is used to colonize new cities.<br>
Slaves cannot be used when colonizing.


{| class="wikitable"
<br>
|-
! Source
! Civilization Cap
! Maximum Increase
! Scope
|-
| Base
| {{green|+10%}}
|
| Country
|-
| [[Government#Tribal_Governments|Settled Tribe]] [[National_ideas#Government_bonus|Gov Bonus]]
| {{green|+10%}}
|
| Country
|-
| [[Government#Tribal_Governments|Federated Tribe]]
| {{green|+15%}}
|
| Country
|-
| [[Government#Monarchies|Monarchy]] or [[Government#Republics|Republic]]
| {{green|+30%}}
|
|Country
|-
| [[Government#Centralization|Centralization Level]]
| {{green|+0.1%}} per Point
| {{green|+10%}} at 100%
| Country
|-
| [[Technology|Oratory Advance]]
| {{green|+2%}} per Advance Level
| {{green|+40%}} at Level 20
| Country
|-
| [[National_ideas#Religious|State Religion]] [[National_ideas|National Idea]]
| {{green|+10%}}
|
| Country
|-
| [[Trade_goods#Economy_.26_Technology|Gemstones]] [[Trade_goods#Production|Surplus in Capital]]
| {{green|+5%}} per Surplus
|
| Country
|-
| [[Trade_goods#Economy_.26_Technology|Gemstones]] [[Trade_goods#Mechanics|Export Bonus]]
| {{green|+2.5%}}
|
| Country
|-
| [[Buildings#Building_types|Marketplace]]
| {{green|+1%}} per Level
|
| City
|-
| Emergent Center of Civilization
| {{green|+5%}}
|
| City
|-
| Center of Civilization
| {{green|+10%}}
|
| City
|-
| Emergent Capital
| {{green|+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...)





2019年6月4日 (二) 16:35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 Cost Money (commerce + Taxes), Manpower.png Manpower and Research points.png Research Points.


Social classes

A pop belongs to one of the four available social classes. It is the social class which determines what a pop produces!

  1. Citizens – generate research points and commerce income
  2. Freemen – generate manpower
  3. Tribesmen – generate manpower and tax income
  4. Slaves – generate tax income; additionally produce surplus goods
  • Promotion of 1 pop costs 10 Oratory power.png Oratory Power Points, regardless whether Slaves ⇒ Freemen, Tribesmen ⇒ Freemen or Freemen ⇒ Citizens.

Population cannot be demoted by the player! But

  • when a city is being sacked, there is a chance that Citizens will be demoted ⇒ Freemen and Freemen ⇒ Slaves. Some Slaves are "teleported" to the state's capital at no cost, no matter how far away.
  • switching the Governor Policy of a province to "Social Mobility", will lead, in due time, to a 33%, 33%, 33% distribution. Tribesmen remain unaffected.

公民

Citizens icon
Citizens represent the patricians in Rome, and nobility in monarchies. Owners of a Latifundium.

Each Citizen Pop at 100% Happiness produces per day:

  • 0.25 Research Point
  • 0.01 Commerce Value
  • Base Happiness: 20%

自由民

Freemen icon
Freemen represent the plebeians of Rome. Artisans and small holders.

Each Freeman Pop at 100% Happiness produces produces per day:

  • 10 Manpower
  • Base Happiness: 25%

部落民

Tribesmen icon
These represent uncivilized folks, barbarians.

Each Tribesmen Pop at 100% Happiness produces per day:

  • 0.015 Base Tax
  • 5 Manpower
  • Base Happiness: 100%

奴隶

Slaves icon
Slaves are mostly prisoners of war (POWs).

Each Slave Pop at 100% Happiness produces per day:

  • 0.03 Base Tax
  • Base Happiness: 100%

Additionally for every 15 slave pops in a city one additional trade good is produced. terrain type "Farmlands" requires 2 less.

Productivity

As already explained, pops are the only generator of Money, Research and Manpower! And there is a great many modifiers. For the human player to keep a better overview, there is the productivity-modifier, similar to Discipline.png Discipline for armies. It affects whatever the pop produces and is itself affected by various parameters throughout the game. Some of the modifiers to productivity are:

E.g. the Centralization affects the productivity of Tribesmen Tribesmen.

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.

人口的幸福度

Happiness impacts two things on the pop:

  1. #productivity: e.g. a freemen-type pop at 50% happiness generates only 5 Manpower instead of 10. at 150% happiness it generates 15 manpower!
  2. unrest: any pop with happiness less than 50% generates unrest to the city it currently resides in. A city with high enough unrest triggers a rebellion.

Each of the four #Social classes comes with its base happiness of 20%, 25%, 100% and 100%. Then the game defines a great deal of modifiers:

人口文化和宗教

As each state has its own State Culture and Religion, so does each pop unit have its own as well. When a pop's religion and/or culture differs from the state in which it resides that pop's happiness is affected. Each individual pop's culture and religion can be separately converted to match the state's own for a price.

  • Assimilation of 1 pop costs 20 Oratory power.png Oratory Power Points
  • Conversion of 1 pop costs 20 Religious power.png Religious Power Points

获得人口

Population of each social class can change through several means: Growth/Death and Conquest.

Growth/Death

The base rate of population growth in each city in the game is 0.2/day (or month?). When this number reaches 100% a new pop of that type is born in that city. There are many modifiers to this value. The population growth in a city is altered by factors such as terrain type, Civilization value, amount of pops currently living in the city (-1% per pop) and availability of trade goods.

  • When a new pop is born, its social class is determined by chance. (25% each)

Population growth in a city can also become negative (by modifiers). If this happens the growing pop will shrink instead. If there is no growing pop an existing pop will be chosen (at random) and a progress bar toward 0 will start. If it reaches 0% that pop will die.

Conquest

Population is also gained through warfare. As cities are sacked, POWs are taken to the state capital or to the provincial capitals as slaves. It should be noted, that pops within the newly conquered city may be demoted:

  • Citizen ⇒ Freemen (50% chance)
  • Freemen ⇒ Slaves (50% chance)

Tribesmen and Slaves never change their social class upon conquest.

Pop Movement

Population moves between cities under 3 circumstances:

A pop can be moved from a city to any city in the same province, an adjacent city or a city across an adjacent sea-zone for a power cost of 20 Civic power.png Civic Power.

Slaves are cheaper than other pops to move, and only cost 5 Civic power.png Civic Power to transfer. Since the number of slaves in a city influences the production of Trade Good, this means that you can more easily set up production centers for certain goods.

殖民

主条目:Colonization

Populace is used to colonize new cities.
Slaves cannot be used when colonizing.



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