人口:修订间差异

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无编辑摘要
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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.
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.


==人口属性==
人口的产出会受幸福度影响,但人口产出不能完全描述人口系统的几个机制。玩家可以从人口界面获得人口的几个属性:人口类型,该人口的文化,该人口的宗教,该人口的幸福度。在省份界面可以看到人口的数量与分布。在本条目,侧重介绍人口几个属性产生的影响。
=== 人口的文化 ===
每个人口都有一个文化,这个文化要么属于国家的主流或可接受文化,要么不属于。
==== 人口文化转变 ====
=== 人口的宗教 ===
==== 人口宗教转变 ====
=== 人口的幸福度 ===
=== 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]]:
== 人口数量 ==
 
人口数量将在以下情况下发生变更:
* [[City#Civilization_value|city's civilization value]]
* 人口增长或死亡
* [[Ideas]]
* 战争
* [[Inventions]]
* 蛮族
* [[Laws]]
* 事件
* [[Trade goods]]
* 自然灾难
* religion and culture different to the state's; assimilation and/or conversion.
* 部分预兆的额外效果
** {{icon|aggressive expansion}} Aggressive expansion points additionally affect pops with divergent culture and religion.
迁移部落定居
 
=== 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 ==
===  增长/ 死亡 ===
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.
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.


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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.
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 ===
=== 战争 ===
战争中征服省份会直接增长人口,丢失省份也会直接带来人口减少。
在战争中也会发生其他情况带来人口数量变更。
占领省份时,部分人口会被直接杀死或被奴役。
人口被杀是人口死亡的一种情况,被奴役的人口将从一国转移到另一国。这对己方人口同样适用。
攻陷堡垒时有概率触发事件,将根据进攻方选择杀死不同数量人口。
若军队将所在省份粮仓内食物消耗完全,则该省份将出现人口快速迁移与负增长。
 
== 人口类型变化 ==
人口类型变化通常指人口的升降级。
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:
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:


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 人口流动的发生分为以下几种情况:
 人口流动的发生分为以下几种情况:
* 自由流动
* 自由流动
征服
抓奴
* 事件
* 事件
* 玩家手动转移
* 玩家手动转移
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=== 自由流动 ===
=== 自由流动 ===


===  征服 导致的转移 ===
===  抓奴 导致的转移 ===
  当地块 占领时,当地 人口 有一部分 被强制变为奴隶(无论其以前是何类型),即抓奴,奴隶 被送往抓奴军队所属国家
  战争中 奴役的 人口会被送往抓奴军队所属国家
=== 事件 ===
=== 事件 ===



2020年6月13日 (六) 01:30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.


人口类型

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.

贵族

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.

人口产出

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.

人口属性

人口的产出会受幸福度影响,但人口产出不能完全描述人口系统的几个机制。玩家可以从人口界面获得人口的几个属性:人口类型,该人口的文化,该人口的宗教,该人口的幸福度。在省份界面可以看到人口的数量与分布。在本条目,侧重介绍人口几个属性产生的影响。

人口的文化

每个人口都有一个文化,这个文化要么属于国家的主流或可接受文化,要么不属于。

人口文化转变

人口的宗教

人口宗教转变

人口的幸福度

人口数量

人口数量将在以下情况下发生变更:

  • 人口增长或死亡
  • 战争
  • 蛮族
  • 事件
  • 自然灾难
  • 部分预兆的额外效果
  • 迁移部落定居

增长/死亡

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.

战争

战争中征服省份会直接增长人口,丢失省份也会直接带来人口减少。 在战争中也会发生其他情况带来人口数量变更。 占领省份时,部分人口会被直接杀死或被奴役。 人口被杀是人口死亡的一种情况,被奴役的人口将从一国转移到另一国。这对己方人口同样适用。 攻陷堡垒时有概率触发事件,将根据进攻方选择杀死不同数量人口。 若军队将所在省份粮仓内食物消耗完全,则该省份将出现人口快速迁移与负增长。

人口类型变化

人口类型变化通常指人口的升降级。 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.

人口流动

人口流动指一个人口从一个位置转移到另一个位置 人口流动的发生分为以下几种情况:

  • 自由流动
  • 抓奴
  • 事件
  • 玩家手动转移
  • 移民

自由流动

抓奴导致的转移

战争中被奴役的人口会被送往抓奴军队所属国家

事件

手动转移

转移规则

  • 玩家可以花费货币来转移人口
  • 君主制与共和制仅可转移奴隶,部落制可以转移奴隶与部落民
  • 如果两个相邻地块或两个地块相近同一片海域,人口可以在这两个地块间转移。这是不同省份间转移人口的方法。
  • 同一个省份内,人口可以在任意地块间转移,即使这两个地块并不相邻

转移花费

转移人口将会花费Treasury.png

殖民

主条目:Colonization

殖民会将一个人口发送到目标地块。 奴隶不能用于殖民。


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