人口:修订间差异

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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 ==
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.
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 ==
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.
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 ==
== Social classes ==
There is always a single pop either in growth or decline, depending on the population growth of the city.
A pop belongs to one of the four available social classes. It is the social class which determines what a pop produces!


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.
# Citizens – generate research points and commerce income
# Freemen – generate manpower
# Tribesmen – generate manpower and tax income
# Slaves – generate tax income; additionally produce surplus 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
* Promotion of 1 pop costs '''10''' {{icon|ora}} Oratory Power Points, regardless whether Slaves ⇒ Freemen, Tribesmen ⇒ Freemen or Freemen ⇒ Citizens.


Promoting a slave or tribesmen to freemen costs 10 religious power, promoting a freemen to citizen costs 10 oratory power.
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 [[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.
 
=== 公民 ===
{{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%
 
=== 自由民 ===
{{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%
 
=== 部落民 ===
{{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%
 
=== 奴隶 ===
{{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%
 
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.
 
== 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 {{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:
 
* [[#Happiness of pops]]
* Civilization level
E.g. the [[Government#Centralization|Centralization]] affects the productivity of {{icon|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:
# [[#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 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]]:
 
* [[City#Civilization_value|city's civilization value]]
* [[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.
 
=== 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''' {{icon|ora}} Oratory Power Points
* Conversion of 1 pop costs '''20''' {{icon|rel}} 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 [[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%}}
 
* 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 ==
== 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.
Population moves between cities under 3 circumstances:
* Conquest (enslavement)
* Scripted Events
* Player interaction for {{icon|civ}} [[Power_points#Civic_Power_Points|Civic Power Points]]


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 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.


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 {{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.


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
====殖民====
{{main|Colonization}}
Populace is used to colonize new cities.<br>
Slaves cannot be used when colonizing.


== Civilization Value​ ==
<br>
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





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