人口:修订间差异

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| description= Imperator: Rome tutorial #3 - pops and cities.
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[[File:Population screen.png|right|600px|thumb|The main territory population interface|链接=Special:FilePath/Population_screen.png]]


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 in ''Imperator Rome'' is represented by individual '''population units''', or '''pops''', each of whom live in a particular [[territory]] and owe their allegiance to the country that owns their home. Pops drive the economy and military of a nation and are the most important source of {{icon|cost}} gold (directly through {{icon|local tax}} taxes and indirectly through [[trade]], which produces {{icon|commerce value}} commerce), {{icon|manpower}} 人力, and {{icon|research points}} 研究点, but must also be kept {{icon|happiness}} happy and content lest they drive {{icon|unrest}} unrest in their province and [[rebellion|revolt]]. In general, pops cannot be interacted with directly and will {{icon|population growth}} grow, {{icon|assimilation}} assimilate, {{icon|conversion}} convert, {{icon|promotion}} promote, and {{icon|migration speed}} migrate of their own accord, but the use of [[governor policy|governor policies]] and the construction of [[infrastructure]] can be used to adjust the environment they live in and manipulate and control a country's demographics on a larger, more macro scale.


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.
== 社会阶层 ==
{{SVersion|2.0}}
A pop belongs to one of the five available '''social classes''', or '''pop types'''. The social class of a pop is one of its most important properties and determines what a pop produces, its [[political weight]], what happiness modifiers it is affected by, and more.


# {{icon|nobles}} 贵族 - 产出 {{icon|research points}} 研究点数和 {{icon|trade routes}} 贸易路线
# {{icon|citizens}} 公民 – 产出 {{icon|research points}} 研究点数, {{icon|trade routes}} 贸易路线和 {{icon|manpower}} 人力
# {{icon|freemen}} 自由民 – 产出 {{icon|manpower}} 人力和 {{icon|local tax}} 税收
# {{icon|tribesmen}} 部落民 – 产出 {{icon|manpower}} 人力和 {{icon|local tax}} 税收
# {{icon|slaves}} 奴隶 – 产出 {{icon|local tax}} 税收和 {{icon|slaves for surplus}} 额外的贸易品


== Social classes ==
The class structure of a territory's population will approach its '''optimal ratio''' over time through pop {{icon|promotion}} promotion and {{icon|demotion}} demotion, the value of which is specific to each territory and varies by the territory's [[buildings]] and [[territory rank|rank]], the country's [[government]] form, local and national modifiers, and many other factors. This ratio and the rate of change can be affected by player choices, and promotion is additionally restricted by the pop's level of [[civic rights]] based on its culture.
A pop belongs to one of the four available social classes. It is the social class which determines what a pop produces!


# Citizens  – generate research points and commerce income
There are also a few other effects that can directly change a pop's social class:
# Freemen  – generate manpower
* When a territory is occupied, there is a chance that some pops will be immediately demoted one level: {{icon|nobles}} Nobles ⇒ {{icon|citizens}} Citizens (5% chance), {{icon|citizens}} Citizens  ⇒ {{icon|freemen}} Freemen (25% chance), and {{icon|freemen}} Freemen  ⇒ {{icon|slaves}} Slaves (25% chance).
# Tribesmen – generate manpower and tax income
* When any territory is occupied, some of its pops will be enslaved according to the army's {{icon|enslavement efficiency}} enslavement efficiency and immediately moved to one of the occupier's territories, usually a provincial or country capital, as a new {{icon|slaves}} slave pop (keeping its culture and religion).
# Slaves – generate tax income; additionally produce surplus goods
* Some events can also immediately promote or demote pops.


* Promotion of 1 pop costs '''10''' {{icon|ora}} Oratory Power Points, regardless whether Slaves ⇒ Freemen, Tribesmen ⇒ Freemen or Freemen ⇒ Citizens.
=== 贵族 ===
{{desc|Nobles|Nobles represent the elites in Rome, and nobility in monarchies. Typically, they would be owners of a [[wikipedia:Latifundium|Latifundium]].|image=Pop noble}}


Population cannot be demoted by the player! But
Each Noble Pop at {{icon|happiness}} 100% Happiness produces per month:
* 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.
* {{icon|research points}} {{green|+0.5}} 研究点
* 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.
* {{icon|trade routes}} {{green|+0.15}} 贸易路线(不受幸福度影响)
 
贵族还具有以下特点:
* '''3.00''' [[political weight|Political Weight]]
* {{icon|food}} {{red|0.5}} 食物消耗
* {{icon|happiness}} '''-20%''' 基础幸福度
* {{icon|assimilation}} {{green|+0.40}} 基础同化
* {{icon|conversion}} {{green|+0.40}} 基础改信
* {{icon|demotion}} {{green|+2}} 基础降级速度
* {{icon|migration speed}} {{green|+0.4}} 基础移民速度
 
'''Nobles''' only have a relevant desired Ratio in cities, metropolises, and the capital (even if it does not have city status). Their happiness is heavily affected by {{icon|civilization}} civilisation level and is in general difficult but important to manage, with both the lowest 基础幸福度 and the highest political weight of all pop classes. Both their {{icon|noble ratio}} ratio and {{icon|noble happiness}} happiness can be increased via the {{icon|library}} library, while the {{icon|academy}} academy increases their {{icon|noble ratio}} ratio by half as much along with their (significant) {{icon|research points}} research output
 
Nobles are generally the most powerful and productive pop type and it can be advantageous to maximize the number of nobles in the country, as long as their happiness can be kept under control - their high {{icon|food}} 食物消耗 is significant, particularly in the {{icon|capital}} capital where they are concentrated in large numbers and will often outstrip the local food supply, and their low happiness and high political weight makes them dangerous if not properly appeased. [[Trade goods]] are an important source of happiness modifiers, and as they are applied-province wide it is usually best to focus most on noble ratio in cities in the capital province (which has the additional benefit of usually being primarily the primary culture).
 
Noble civic rights are rather exclusive, giving a combined {{icon|integrated culture happiness}} {{red|-4%}} Integrated Culture Happiness malus and {{icon|primary culture happiness}} {{red|-5%}} Primary Culture Happiness for every non-primary culture, which means that granting these rights give a heavy penalty and generally only primary culture pops will have the civic right and be able to promote to nobles. However, conquered noble pops will in general remain in significant numbers and non-integrated culture noble pops can be a significant source of {{icon|unrest}} unrest when conquering the cities and especially capital provinces of other countries, and will additionally be slow to assimilate, convert, and demote, ensuring that they can be a persistent problem.


=== 公民 ===
=== 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 those with a [[wikipedia:Roman_citizenship|privileged legal status in Rome]].|image=Pop citizen}}


Each Citizen Pop at 100% Happiness produces per day:
Each Citizen Pop at {{icon|happiness}} 100% Happiness produces per month:
* '''0.25''' Research Point
* {{icon|research points}} {{green|+0.2}} 研究点
* '''0.01''' Commerce Value
* {{icon|trade routes}} {{green|+0.03}} 贸易路线(不受幸福度影响)
* Base Happiness: 20%
* {{icon|manpower}} {{green|+2}} 人力(每年)
 
公民还具有以下特点:
* '''1.50''' [[political weight|Political Weight]]
* {{icon|food}} {{red|0.3}} 食物消耗
* {{icon|happiness}} '''-10%''' 基础幸福度
* {{icon|assimilation}} {{green|+0.60}} 基础同化
* {{icon|conversion}} {{green|+0.60}} 基础改信
* {{icon|promotion}} {{green|+6}} 基础升级速度
* {{icon|demotion}} {{green|+4}} 基础降级速度
* {{icon|migration speed}} {{green|+0.6}} 基础移民速度
 
'''Citizens''' generally only have a significant desired ratio in cities, metropolises, and the capital (even if it does not have city status), though most larger settlements will usually have room for one or two citizen pops as well. Both their {{icon|citizen ratio}} ratio and {{icon|citizen happiness}} happiness can be increased by the {{icon|court of law}} court of law. Citizen civic rights are associated with {{icon|integrated}} integrated cultures, and only integrated culture pops will be able to promote to citizens, which can prove to be an obstacle to gaining more citizens in cities with a high non-integrated culture population.
 
In general, citizens can be considered a weaker form of nobles - less production per pop, but easier to feed, please, and promote to, with a higher desired ratio and a less expensive [[civic rights|civic right]]. In most cities they will still make up a significant form of the population, and can be useful to focus on in cities dominated by {{icon|integrated}} integrated cultures that have not been given the full noble civic right.


=== 自由民 ===
=== 自由民 ===
{{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:
Each Freeman Pop at {{icon|happiness}} 100% Happiness produces per month:
* '''10''' Manpower
* {{icon|local tax}} {{green|+0.005}} 税收
* Base Happiness: 25%
* {{icon|manpower}} {{green|+4}} 人力(每年)
 
自由民还具有以下特点:
* '''1.00''' [[political weight|Political Weight]]
* {{icon|food}} {{red|0.2}} 食物消耗
* {{icon|happiness}} '''0%''' 基础幸福度
* {{icon|assimilation}} {{green|+0.60}} 基础同化
* {{icon|conversion}} {{green|+0.60}} 基础改信
* {{icon|promotion}} {{green|+6}} 基础升级速度
* {{icon|demotion}} {{green|+6}} 基础降级速度
* {{icon|migration speed}} {{green|+1}} 基础移民速度
 
'''Freemen''' are found primarily in cities, but also have a significant base optimal ratio (20%) in the {{icon|settlement}} settlements of [[monarchy|monarchies]] and [[republic]]s. They are somewhat easier to maintain than citizens, but about equally affected by {{icon|civilization}} civilisation level. While freemen produce some {{icon|local tax}} tax their primary contribution is as main source of {{icon|manpower}} 人力, so their usefulness is highly situational depending on how much additional 人力 is needed (mostly medium-size countries that have enough pops to make a significant difference, while not being so large that additional 人力 is not really needed). Both their {{icon|freeman ratio}} ratio and {{icon|freeman happiness}} happiness can be increased via the {{icon|forum}} forum in {{icon|city}} cities and {{icon|metropolis}} metropolises, and {{icon|barracks}} barracks in {{icon|settlement}} settlements, and as the default [[civic rights|civic right]] in non-integrated cultures they will tend to be disproportionate represented in those areas.


=== 部落民 ===
=== 部落民 ===
{{desc|Tribesmen|These represent uncivilized folks, barbarians.|image=Pop tribesmen}}
{{desc|Tribesmen|These represent uncivilized folks, barbarians.|image=Pop tribesmen}}


Each Tribesmen Pop at 100% Happiness produces per day:
Each Tribesmen Pop at {{icon|happiness}} 100% Happiness produces per month:
* '''0.015''' Base Tax
* {{icon|local tax}} {{green|+0.008}} 税收
* '''5''' Manpower
* {{icon|manpower}} {{green|+3}} 人力
* Base Happiness: 100%
 
部落民还具有以下特点:
* '''0.75''' [[political weight|Political Weight]]
* {{icon|food}} {{red|0.1}} 食物消耗
* {{icon|happiness}} '''16%''' 基础幸福度
* {{icon|assimilation}} {{green|+0.40}} 基础同化
* {{icon|conversion}} {{green|+0.40}} 基础改信
* {{icon|promotion}} {{green|+4}} 基础升级速度
* {{icon|demotion}} {{green|+2}} 基础降级速度
* {{icon|migration speed}} {{green|+2}} 基础移民速度
 
'''Tribesmen''' have a relatively high 基础幸福度, but unlike all other pop classes receive a penalty for {{icon|civilization}} Civilisation level. Their production is comparable to {{icon|freemen}} freemen, with a focus on {{icon|manpower}} 人力 and some amount of {{icon|local tax}} tax income, though actually getting those outputs is generally easier with their higher 基础幸福度. In {{icon|settlement}} settlements, tribesmen {{icon|tribesman output}} output and {{icon|tribesman happiness}} happiness can be increased by building {{icon|tribal settlement}} Tribal Settlements.
 
For [[tribal]] nations, they make up 50% of the Settlement Population, limiting the space available for {{icon|slaves}} slaves and thus trade goods and tax production. In any cities, they are less common, but still have a noticeable ratio. Tribesmen will therefore usually make up a large proportion of a tribal country's population, increasing their {{icon|manpower}} 人力 relative to what would be expected from their population but usually with less income. Tribesmen also have a high base {{icon|migration speed}} migration speed which means that they will move around significantly more quickly than other pop types.
 
For non-tribal nations, while they are technically superior to {{icon|freemen}} freemen the significant happiness penalties from {{icon|civilization}} civilization value means that tribesmen are usually much better off be promoted or demoted to one of the other classes. For these nations, they have a desired ratio of 0% at any location unless a {{icon|tribal settlement}} Tribal Settlement is built, though their slow promotion/demotion speed means that tribesman-heavy territories will usually take some time to become properly useful.


=== 奴隶 ===
=== 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:
每个奴隶人口每月产出:
* '''0.03''' Base Tax
* {{icon|local tax}} {{green|+0.015}} 税收
* Base Happiness: 100%
 
奴隶还具有以下特性:
* '''0.35''' [[political weight|Political Weight]]
* {{icon|happiness}} '''-30%''' 基础幸福度
* {{icon|food}} {{red|0.1}} 食物消耗
* {{icon|assimilation}} {{green|+0.60}} 基础同化
* {{icon|conversion}} {{green|+0.60}} 基础改信
* {{icon|promotion}} {{green|+10}} 基础升级速度
* {{icon|migration speed}} {{green|+0.05}} 基础移民速度
 
'''Slaves''' are the backbone of almost every economy during the time frame of the game and the primary source of income for many countries. There is no nation or territory that does not want, doesn't need or doesn't have slaves. They are mostly found in {{icon|settlement}} settlements, where they have a base optimal ratio of 80% ([[monarchy]]/[[republic]]) or 50% ([[tribal]]) of the population, but are also found in significant proportions in cities. Their {{icon|slave happiness}} happiness, {{icon|slave output}} output and {{icon|slave ratio}} desired ratio can all be increased by the {{icon|mill}} mill in territories with city status, and {{icon|slave output}} output by the {{icon|slave estate}} slave estate in {{icon|settlement}} settlements. While slaves can appear through demotion and population growth like all other pop types, slaves can also uniquely be acquired through {{icon|enslavement efficiency}} the enslavement of pops when occupying enemy territories, as well as through {{icon|slave raid}} slave raiding for countries with the relevant [[military traditions]]. For many war-focused countries, enslavement can be the primary source of population growth in a nation's core territories, with slaves eventually assimilating/converting and promoting up to swell the ranks of the upper classes as well.


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.
In addition to producing more {{icon|local tax}} tax income than any other pop type, slaves can also uniquely produce additional [[trade goods]] in a territory, based on the {{icon|slaves for surplus}} slaves needed for local surplus value of the territory. This value is a base of 15 in {{icon|settlement}} settlements and 20 in {{icon|city}} cities and {{icon|metropolis}} metropolises, which can be lowered by the {{icon|mine}} mine and {{icon|farming settlement}} farming settlement buildings in {{icon|settlement}} (as well as a large variety of other modifiers), and gives 1 extra trade good for every multiple (rounded down) of the {{icon|slaves for surplus}} slaves needed for local surplus in slaves there are in that territory.


== Productivity ==
Their happiness can be difficult to keep high, as those captured in war tend to be of the wrong [[culture]] and [[religion]]. Importantly, however, the output of slaves does not depend on their happiness, which means that the primary concern of slave happiness is controlling the {{icon|unrest}} unrest they produce, which given their low political weight is typically not too high.
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]]
== 产出 ==
* Civilization level
{{SVersion|2.0}}
E.g. the [[Government#Centralization|Centralization]] affects the productivity of {{icon|tribesmen}} Tribesmen.
Depending on their class, pops produce various different types of resources, including {{icon|wealth}} gold, {{icon|manpower}} 人力, and {{icon|research points}} 研究点, and are the often main (or only) source of these resources in the game. In addition to the output modifiers for each specific resource, the {{icon|local output modifier}} '''population output''' modifier will also increase the production of all resources produced by pops, and is in general one of the most powerful economic modifiers in the game. Pop output modifiers combine additively with resource-specific modifiers, but are combined multiplicatively with the output modifier from {{icon|happiness}} happiness (for classes where happiness is relevant to production). This gives the following formula for the output of each individual resource produced by a pop:
: <math>\text{Pop Output for Resource}= \text{Base Pop Output for Resource} \cdot \frac{100% + \text{Pop Output Modifier} + \text{Resource Output Modifier}}{100%} \cdot \frac{\text{Pop Happiness}}{100%}</math>


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.
Note that unlike with all other resources, output modifiers do '''not''' affect the number of {{icon|trade routes}} trade routes produced by a pop, which is always constant for each pop (depending on its class).


=== 人口的幸福度 ===
Some of the more important sources of {{icon|local output modifier}} population output modifiers include:
Happiness impacts two things on the pop:
{{MultiColumn|
# [[#productivity]]: e.g. a freemen-type pop at 50% happiness generates only 5 Manpower instead of 10. at 150% happiness it generates 15 manpower!
* {{red|-30%}} base value
# [[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]].
* {{red|-15%}} in {{icon|settlement}} settlements
* {{green|+5%}} in the {{icon|capital}} capital territory
* {{green|+10%}} in {{icon|province capital}} province capitals
* {{green|+1%}} each point of {{icon|civ}} civilization value
* {{red|-30%}} if the {{icon|culture}} dominant culture in the territory is not an {{icon|integrated}} integrated culture
* {{red|-20%}} in occupied territories
* {{green|+1%}} for each {{icon|horses}} Horses [[trade goods|trade good]] in the province
* {{green|+1%}} for each {{icon|steppe horses}} Steppe Horses [[trade goods|trade good]] in the province
* {{green|+3%}} for each {{icon|elephants}} Elephants [[trade goods|trade good]] in the province
* {{red|-4%}} per governor {{icon|finesse}} finesse plus a base of {{red|-4%}} with the [[File:Harsh_treatment.png|28px]] Harsh Treatment [[governor policy]]
* {{red|-4%}} per governor {{icon|finesse}} finesse plus a base of {{red|-4%}} with the [[File:Policy_local_autonomy.png|28px]] Local Autonomy [[governor policy]]
* {{green|+5%}} in the {{icon|capital}} capital province
* {{green|+1.5%}} per governor {{icon|finesse}} finesse
|2}}


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]]:
Pop output can also be affected on a class-specific basis with the {{icon|noble output}} '''noble output''', {{icon|citizen output}} '''citizen output''', {{icon|freeman output}} '''freeman output''', {{icon|tribesman output}} '''tribesman output''', and {{icon|slave output}} '''slave output''' modifiers. Like with happiness modifiers, each of these modifiers has three different variants that determine wits scope - '''local''', which only affects pops of that class in a particular territory; '''culture''', which affects all pops of that class with a specific {{icon|culture}} culture, or '''national''', which affects all pops of a certain class in an entire country. These modifiers are in general much more common than the general pop output modifier and can come from a large variety of sources, such as [[buildings]], [[trade goods]], [[deity|deities]] and [[omen]]s, [[laws]] and [[government]] forms, [[inventions]], governor [[traits]], and more.


* [[City#Civilization_value|city's civilization value]]
== 幸福度 ==
* [[Ideas]]
{{SVersion|2.0}}
* [[Inventions]]
[[File:Pop happiness - Hellenic Roman Citizen .jpg|thumb|right|600px|You can find the happiness of each pop by going to the Province tab, and then hovering on the icon of one of the pops available|链接=Special:FilePath/Pop_happiness_-_Hellenic_Roman_Citizen_.jpg]]
* [[Laws]]
{{icon|happiness}} '''Happiness''' represents how content and satisfied a particular pop is with the current government, affecting both how much of its production actually gets collected by the state as well as how willing the pop is to support resistance - or even rebellion - against the current government. Each of the five [[#Social classes|pop types]] has a certain '''基础幸福度 value''', varying from -30% for {{icon|slaves}} slaves to 16% for {{icon|tribesmen}} tribesmen. Then, there are a large number of local and national happiness modifiers that are applied, including but not limited to:
* {{icon|culture}} [[Culture]]
* {{icon|religion}} [[Religion]]
* {{icon|civilization}} [[City#Civilization_value|Civilization value]]
* [[Trade goods]]
* [[Trade goods]]
* religion and culture different to the state's; assimilation and/or conversion.
* {{icon|law}} [[Laws]]
** {{icon|aggressive expansion}} Aggressive expansion points additionally affect pops with divergent culture and religion.
* {{icon|invention}} [[Inventions]]
* {{icon|stability}} [[Stability]]
* [[Buildings]]
* [[National ideas|Ideas]]
 
In general, there are 4 different sets of modifiers that will each affect a different set of pops:
* General happiness modifiers ({{icon|happiness}} '''(Local) Population Happiness''')
* Pop class modifiers ({{icon|noble happiness}} '''Noble Happiness''', {{icon|citizen happiness}} '''Citizen Happiness''', {{icon|freeman happiness}} '''Freeman Happiness''', {{icon|tribesman happiness}} '''Tribesman Happiness''', and {{icon|slave happiness}} '''Slave Happiness''' modifiers)
** Each of these modifiers has three variants: '''Local Happiness''', applied to a single territory or province; '''Culture Happiness''', applied to pops of a particular culture; and '''National Happiness''', applied to all pops of the specific class across the whole country
* Culture modifiers ({{icon|happiness}} '''Culture Happiness''', {{icon|integrated culture happiness}} '''Integrated Culture Happiness''', {{icon|wrong culture happiness}} '''Unintegrated Culture Happiness''', and {{icon|wrong culture group happiness}} '''Unintegrated Culture Group Happiness''' modifiers)
* Religion modifiers ({{icon|state religion happiness}} '''State Religion Happiness''' and {{icon|pantheon}} state religion pantheon deity modifiers)
 
A pop's happiness is the sum of all happiness modifiers it is affected by over its 基础幸福度 value, and has a range of '''0%''' to '''100%''', with 50% the median value at which they are neither content nor discontent. The average happiness of all pops of a particular class is displayed in the territory view.
 
Happiness has two main effects on a pop:
* {{icon|local output modifier}} Output: a pop's output (except for {{icon|slaves}} slaves) is scaled according its current happiness, before other modifiers are applied. For instance, a freeman pop at 50% happiness generates a base of only {{icon|manpower}} 2 人力 instead of 4.
* {{icon|unrest}} Unrest: any pop with happiness less than '''50%''' will generate unrest in the territory it currently resides in, scaled by its happiness and '''political weight''', which acts as a multiplier on how much unrest it produces - for instance, an angry {{icon|nobles}} noble pop will produce far more unrest than a discontent {{icon|slaves}} slave. High unrest will lower {{icon|province loyalty}} province loyalty and may eventually lead to [[rebellion]]s.
 
The unrest produced by each unhappy pop is scaled to the total population of the territory, the pop's political weight, and how much its happiness is below 50%, giving a formula of approximately:
: <math>\text{Unrest}=10 \cdot \frac{1}{\text{Territory Population}} \cdot \text{Pop Political Weight} \cdot \frac{50 - \text{Pop Happiness}}{50}</math>
 
The total unrest for each territory is simply the sum of the unrest produced over all its pops.
 
=== Strategy ===
As with all modifiers, national modifiers are almost always better than local modifiers, even if the value is somewhat weaker. Even relatively small changes in happiness can have a noticeable impact on pop output or unrest generated if applied across a large enough number of pops.
 
Generally, the largest differences in overall population happiness are between integrated cultures and unintegrated, especially unintegrated culture group, pops, with different strategies relevant in each area. While there can be significant differences in pop class happiness, these are usually not too relevant as, for instance, {{icon|slaves}} slaves do not have an output difference from happiness and have a political weight too low to be particularly relevant, while for many countries {{icon|tribesmen}} tribesmen will only exist in appreciable quantities in recently conquered areas where low happiness is to be expected in the first place.
 
In core, primary/integrated culture and state religion areas, happiness will rarely be low enough to produce any significant unrest and the primary concern of happiness is instead to maximize pop output, as these are often the most populated and productive parts of a country. Since {{icon|slaves}} slaves do not change their output based on happiness, the primary focus in core areas is to maximize the happiness of the highly productive {{icon|nobles}} nobles and then {{icon|citizens}} citizens, typically by building their associated buildings in {{icon|city}} cities, importing their specific trade goods (generally only available in significant quantities a little bit into the game), and increasing {{icon|civilization}} civilization level (though only as a general, long term goal). Focusing on {{icon|freemen}} freemen happiness may also be situationally useful, but by the time a country is wealthy enough to invest in {{icon|freemen}} freemen it usually no longer has a pressing need for more 人力, at least as opposed to {{icon|research points}} research and {{icon|commerce}} commerce income (from trade routes). Note that happiness is capped at 100%, which can often be exceeded by the accumulation of various bonuses by the midgame, and while it can be useful to have some buffer in case {{icon|stability}} stability drops or {{icon|war exhaustion}} war exhaustion increases at some point increasing happiness ceases to be useful and it can be better to invest building or trade route slots into other areas.
 
In contrast, recently conquered provinces of an unintegrated culture (especially of a different culture group) and different religion will be particularly difficult to please, and in general unless the country has a large number of {{icon|wrong culture group happiness}} unintegrated culture group happiness bonuses they will be virtually impossible to satisfy completely. For these areas, trying to fully manage happiness is very costly and it is easiest to just appoint a loyal, uncorrupt governor and build enough {{icon|fort}} forts in the province to keep {{icon|unrest}} unrest and {{icon|province loyalty}} province loyalty under control in the short to medium term; if not even this is enough, the easiest way to quickly reduce the penalties from unhappiness is to try to appease any nobles and/or citizens in the province (who are normally the most unhappy as well as the largest generators of unrest), typically by building their happiness-improving buildings in the cities and/or importing the specific [[trade goods]] that improve their happiness. If {{icon|stability}} stability is low, focusing on raising that can also help significantly with happiness problems. Over time pops will convert/assimilate and become happier, decreasing the proportion of discontent pops to the point where the forts may no longer be needed - building a {{icon|theater}} grand theater and {{icon|temple}} great temple in the main cities of the province can speed this up process significantly.
 
== 同化 ==
{{main|Assimilation}}
{{#lst:Assimilation|assimilation_body}}
 
== 改信 ==
{{main|Conversion}}
{{#lst:Conversion|conversion_body}}
 
== 人口改变==
{{SVersion|2.0}}
 
=== 人口增长 ===
{{icon|local population growth}} The main way that new pops appear in the game is through natural '''population growth'''. Every colonizable territory in the game will have one randomly chosen pop growing at a time, gaining progress each month according to the territory's '''Population Growth Speed''', determined by the sum of all {{icon|population growth}} '''local''' and '''national population growth''' modifiers. Once the population growth progress reaches '''100%''', a new pop will be created in the territory with the same pop class, culture, and religion of the pop it originally grew from. Note that a pop will continue to grow even if the pop it is growing from its killed, moved away, changed in any way, which might result in a newly grown pop no longer sharing the same characteristics of the original pop once it finishes if the original pop changed in the meantime.
 
Important sources of population growth are listed below:
* {{green|+0.01%}} base value for all territories
* {{green|+0.003%}} per point of {{icon|civilization}} civilization value
* {{red|-0.03%}} for each {{icon|population}} pop over the {{icon|population capacity}} population capacity
* {{green|+0.02%}} for every 12 months of {{icon|food}} the province's total 食物消耗 that the province has stored, up to a maximum of 120 Months
* {{red|-0.06%}} for [[blockade]]d territories
* {{red|-0.01%}} for looted territories
* {{red|-0.20%}} for raided territories
* {{red|-0.25%}} for pillaged territories
* {{green|+0.5%}} for depopulated territories
* {{green|+0.03%}} when at peace
* {{green|+0.01%}} for every point of {{icon|stability}} stability over '''50'''
* {{green|+0.025%}} for each tier of a {{icon|wonder}} great wonder's [[File:Gw effect expanding population.png|28px]] Fertile Nation effect
* {{green|+0.01%}} with the {{icon|invention}} Grain Rations ({{icon|rel}} Religious Advances 1), {{green|+0.02%}} with {{icon|invention}} Obstetrics ({{icon|rel}} Religious Advances 10), and {{green|+0.02%}} with {{icon|invention}} Encouragement of Migration ({{icon|rel}} Religious Advances 14)
* {{green|+0.10%}} as a passive modifier of many [[deity|deities]] ({{green|+0.125%}} if the {{icon|holy site}} holy site is held)
* {{green|+0.08%}} per {{icon|omen power}} 100% omen power for many {{icon|omen power}} omens ({{green|+0.10%}} per {{icon|omen power}} 100% omen power if the {{icon|holy site}} holy site is held)
* {{green|+0.05%}} with the {{icon|law}} Infrastructure Policy [[Monarchy]] law
* {{green|+0.03%}} with {{flag|Epidauros|0}} Epidauran Heritage ([[Epidauros]]), {{flag|Halikarnassos|0}} Halicarnassan Heritage ([[Halikarnassos]]), {{flag|Metapontum|0}} Metapontine Heritage ([[Metapontum]]), {{flag|Kios|0}} Ciusan Heritage ([[Kios]])
* {{red|-0.01%}} with Euboean Heritage (cultural)
* {{green|+0.02%}} from [[governor]]s with {{icon|gluttonous}} Gluttonous trait
* {{red|-0.02%}} from [[governor]]s with {{icon|self-controlled}} Self-controlled trait


=== 人口文化和宗教 ===
If aiming to boost population growth, {{icon|stability}} stability (while it gives the highest potential growth rate, it is the most costly to keep high) and {{icon|food}} stored food are generally the most effective. The other modifiers are smaller and generally have a higher opportunity cost. There are also a large number of other modifiers from [[events]], [[decisions]], and [[missions]] that can increase or decrease population growth in a territory, most notably the [[Roman Warm Period events|Roman Warm Period]].
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
If the population growth speed is negative - usually as a result of starvation, or sometimes significant overpopulation - pops in the territory will instead begin to '''die'''. Any pop that is growing will instead begin to lose progress, and if it reaches 0 a randomly pop will be chosen to begin dying. The progress bar will be reset to 100% and gradually lose progress according to the current population growth speed, and once the growth progress reaches 0 the pop will be killed and another pop will begin to die.
* Conversion of 1 pop costs '''20''' {{icon|rel}} Religious Power Points


== 获得人口 ==
Note that population growth in general does not scale according to the actual population of the territory, but instead remains constant as the population grows (within the {{icon|pop cap}} population capacity). This means that population growth tends to be linear over the course of the game, not exponential, and that population growth generally scales best to the {{icon|territories}} number of owned territories rather than the {{icon|population}} population of a country.
Population of each social class can change through several means: Growth/Death and Conquest.


=== Growth/Death ===
=== 占领 ===
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.
{{main|Enslavement}}
When a territory is occupied an by army led by a {{icon|commander}} commander, a certain proportion of the population (approximately the population of the territory multiplied by the occupying army's {{icon|enslavement efficiency}} enslavement efficiency) will be captured, with around '''1/3''' killed directly (and the rest enslaved and sent back to the occupying army's homeland). In a large scale war, this can result in significant demographic losses if a country's population centres are successfully sieged down. When a {{icon|city}} city, {{icon|metropolis}} metropolis, or {{icon|capital}} is occupied, the commander of the army will also get an event to decide how much to sack the city, which can result in further loss of population if the commander decides to let the army loose.


* [[Religion#Omen_effects|Omen: Blessing of Love]]: National Population Growth: {{green|+0.1%}}
== 人口移动 ==
{{SVersion|2.0}}
While every pop lives in a certain territory, they are generally not directly bound to their current home and under various circumstances may decide to move, or be forcibly moved, to another territory. In addition to [[events]], [[decisions]], [[missions]], and certain interactions, there are a number of mechanics by which pops can move from territory to territory, some happening passively with others depending more strongly on the country's actions.


* When a new pop is born, its social class is determined by chance. (25% each)
=== 移民 ===
{{icon|migration speed}} Free pops will '''migrate''' of their own volition to nearby territories in pursuit of economic opportunities, or to escape deteriorating circumstances in their current home. A territory's general attractiveness is represented by its {{icon|migration attraction}} '''migration attraction''', which is determined largely by available {{icon|population capacity}} population capacity and {{icon|civilization}} civilization value, but can also be decreased - sometimes significantly so - by disruptive actions and events such as {{icon|unrest}} unrest, {{icon|siege}} sieges and occupation, [[File:Food_deficiency.png|28px]] [[Food#Province_food|starvation]], and overpopulation. Certain [[governor policy|governor policies]] can also be used to some extent to adjust migration attraction.


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.
Important modifiers to {{icon|migration attraction}} migration attraction include:
{{MultiColumn|
* {{green|+1}} base value for all territories
* {{red|-3}} for {{icon|settlement}} settlements
* {{green|+2}} for {{icon|metropolis}} metropolises
* {{green|+0.15}} for each free slot of {{icon|population capacity}} population capacity
* {{green|+0.05}} per point of {{icon|civilization}} civilization value
* {{green|+2}} for the {{icon|capital}} capital
* {{green|+1}} if the territory is a {{icon|province capital}} province capital
* {{green|+5}} if the territory has a {{icon|holy site}} holy site
* {{green|+0.05}} for each outgoing {{icon|road}} road in a territory
* {{green|+1}} for territories adjacent to a {{icon|river}} major river
* {{green|+0.1}} per {{icon|port building}} port
* {{red|-1}} for each point of {{icon|unrest}} unrest
* {{red|-10}} if the territory is [[File:Food_deficiency.png|28px]] [[Food#Province_food|starving]]
* {{red|-4}} for each {{icon|population}} pop over the {{icon|population capacity}} population capacity
* {{red|-10}} if the territory is occupied
* {{red|-30}} if the territory is under {{icon|siege}} siege
* {{red|-2}} if the territory was recently looted
* {{green|+5}} if the territory was depopulated
* {{red|-0.6}} per governor {{icon|finesse}} finesse plus a base of {{red|-6}} with the [[File:Harsh_treatment.png|28px]] Harsh Treatment [[governor policy]]
* {{green|+0.1}} per governor {{icon|finesse}} finesse plus a base of {{green|+1}} in the {{icon|province capital}} province capital with the [[File:Centralize_pop.png|28px]] Centralize Population [[governor policy]]
* {{red|-0.5}} per governor {{icon|finesse}} finesse plus a base of {{red|5}} in non-{{icon|province capital}} province capital territories with the [[File:Centralize_pop.png|28px]] Centralize Population [[governor policy]]
* {{red|-0.5}} per governor {{icon|finesse}} finesse plus a base of {{red|5}} in the {{icon|province capital}} province capital with the [[File:Decentralize_pop.png|28px]] Decentralize Population [[governor policy]]
* {{green|+0.1}} per governor {{icon|finesse}} finesse plus a base of {{green|+1}} in non-{{icon|province capital}} province capital territories with the [[File:Decentralize_pop.png|28px]] Decentralize Population [[governor policy]]
|3}}


=== Conquest ===
All pops other than {{icon|slaves}} slaves are eligible to migrate as long as they are not currently busy ({{icon|assimilation}} assimilating, {{icon|conversion}} converting, {{icon|promotion}} promoting, or {{icon|demotion}} demoting). Every territory can then have '''1''' pop that is migrating away (chosen at random) to another territory with higher {{icon|migration attraction}} migration attraction, with pops generally preferring targets with higher attraction. There is no limit, however, to the number of pops that can be immigrating to a territory at a given time, which generally results in territories with high {{icon|migration attraction}} migration attraction receiving a disproportionate share of migrants. Pops can migrate between neighbouring territories (including those with a different owner, though not to or from uncolonized territories), territories in the same [[province]], or between any two territories in the same country that both have a {{icon|port}} port.
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)
As with all passively occurring pop activities, when a pop is emigrating it will gain a certain amount of progress each month, determined by the combined {{icon|migration speed}} '''migration speed''' modifiers of the pop, territory (that the pop is emigrating from), and the country, with the pop moving to its new home once the progress bar reaches 100%. Each pop class has a certain 基础移民速度, with {{icon|tribesmen}} tribesmen the fastest and {{icon|nobles}} nobles and {{icon|citizens}} citizens the slowest, while migrating from {{icon|settlement}} settlements is also much slower than from {{icon|city}} cities and {{icon|metropolis}} metropolises. Geographical considerations such as being adjacent to a {{icon|river}} river, being on the {{icon|coast}} coast, and especially having a {{icon|port}} port will increase migration speed, as do factors disrupting life in the territory of origin such as {{icon|unrest}} unrest, overpopulation, and starvation. Migration speed can be further increased by certain {{icon|law}} laws, {{icon|invention}} inventions, and [[governor policy|governor policies]], as well.
* Freemen ⇒ Slaves (50% chance)


Tribesmen and Slaves never change their social class upon conquest.
Important modifiers to {{icon|migration speed}} migration speed include:
{{MultiColumn|
* {{green|+0.4}} for {{icon|nobles}} nobles
* {{green|+0.6}} for {{icon|citizens}} citizens
* {{green|+1}} for {{icon|freemen}} freemen
* {{green|+2}} for {{icon|tribesmen}} tribesmen
* {{green|+0.05}} for {{icon|slaves}} slaves
* {{green|+10%}} for each outgoing {{icon|road}} road
* {{red|-75%}} for {{icon|settlement}} settlements
* {{green|+10%}} for territories with a {{icon|river}} nearby river
* {{green|+25%}} for territories adjacent to a {{icon|river}} major river
* {{green|+0.25}} if the territory is {{icon|coast}} coastal
* {{red|-25%}} for normal winters
* {{red|-50%}} for severe winters
* {{green|+0.1}} per {{icon|port building}} port
* {{red|-25%}} from a {{icon|barracks}} Barracks
* {{red|-25%}} from a {{icon|slave estate}} Slave Estate
* {{red|-25%}} from a {{icon|mine}} Mine
* {{red|-25%}} from a {{icon|farming settlement}} Farming Settlement
* {{green|+75%}} from a {{icon|provincial legation}} Provincial Legation
* {{green|+25%}} for each point of {{icon|unrest}} unrest
* {{green|+10}} if the territory is [[File:Food_deficiency.png|28px]] [[Food#Province_food|starving]]
* {{green|+3}} for each {{icon|population}} pop over the {{icon|population capacity}} population capacity
* {{green|+2.5%}} for each owned territory with a {{icon|port}} port in the province
* {{green|+0.1}} per governor {{icon|finesse}} finesse plus a base of {{green|+1}} with the [[File:Harsh_treatment.png|28px]] Harsh Treatment [[governor policy]]
* {{green|+0.2}} per governor {{icon|finesse}} finesse plus a base of {{green|+2}} with the [[File:Centralize_pop.png|28px]] Centralize Population [[governor policy]]
* {{green|+0.2}} per governor {{icon|finesse}} finesse plus a base of {{green|+2}} with the [[File:Decentralize_pop.png|28px]] Decentralize Population [[governor policy]]
* {{green|+10%}} with the {{icon|invention}} Coloniae {{icon|civ}} Civic invention
* {{green|+20%}} with the {{icon|invention}} Land Tithe {{icon|civ}} Civic invention
* {{green|+0.05%}} for each point of ruler {{icon|corruption}} corruption
* {{green|+1.5}} with the {{icon|law}} Military Settlement Policy [[Republic]] law
* {{green|+1.5}} with the {{icon|law}} Lex Servilia Glaucia {{flag|Rome|0}} [[Rome|Roman]] [[Republic]] law
* {{green|+10%}} if on the defending side in a {{icon|war}} war
* {{green|+5%}} with {{flag|Nabatea|0}} Nabatean Heritage ([[Nabatea]])
|3}}


== Pop Movement ==
While seemingly quite slow, migration can be a powerful force over the course of the game, and generally gives a substantial contribution to the population growth of cities. Migration between {{icon|port}} port provinces is particularly powerful given the much larger pool of territories that immigrants can be drawn from, which makes it particularly useful to place the {{icon|capital}} capital and/or other major economic centres at ports beyond the base bonuses that they give. On a smaller scale, immigration from settlements in the countryside to the local provincial capital or other nearby cities also contributes to urbanization over the course of the game, at least in settled nations; while the predominant {{icon|slaves}} slave population in territories cannot migrate, the local {{icon|freemen}} freemen can, which reduces the ratio of freemen in the settlement and, unless disabled, allows the remaining {{icon|slaves}} slaves to promote into their place, allowing for further migration.
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 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.
=== 手动移动 ===
While {{icon|slaves}} slaves cannot migrate on their own, they can still be '''moved manually''' by their owner country through the territory population interface to any owned territory that either neighbours or is in the same [[province]] as the territory of origin. [[Tribal]] nations can additionally manually move owned {{icon|tribesmen}} tribesmen pops through the same mechanic as well. Unlike migration, manual movement of pops happens instantaneously with no cooldowns or other restrictions - if desired, a single pop can be moved multiple times between many different territories on the same day - though there is also a base cost of {{icon|wealth}} {{red|5}} gold every time a pop is moved, which for {{icon|slaves}} slaves can be modified by the {{icon|slave move cost}} '''move slaves cost''' modifier, available only as a {{green|-25%}} reduction with the {{icon|vegetables}} vegetables capital bonus.


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.
Since the number of [[trade goods]] a territory produces is (partly) tied to the number of slaves it has, moving {{icon|slaves}} slaves can to some extent can be used to control and manage the country's production of [[trade goods]], such as by moving slaves to territories that produce more expensive/desirable trade goods or more careful optimization to push a territory's {{icon|slaves}} slave population just over the next threshold for producing another instance of the trade good sooner than population growth would have occurred naturally. Using rural {{icon|slaves}} slaves to increase the population of nearby {{icon|city}} cities can also be useful to speed up urbanization, as most of the slaves will eventually promote and begin producing other resources such as {{icon|manpower}} 人力, {{icon|research points}} 研究点, and {{icon|trade routes}} trade routes that may be more useful. Note that moving the last pop away from a territory will decolonize the territory and make it unowned.


====殖民====
In addition, manually moving pops is particularly useful for quickly shifting the demographics of a territory to have a dominant {{icon|culture}} integrated culture and {{icon|religion}} state religion to meet the requirements for [[colonization]] more quickly than {{icon|assimilation}} assimilation and {{icon|conversion}} conversion would normally allow. Note that with sufficient gold, a {{icon|slaves}} slave pop (or a {{icon|tribesmen}} tribesmen pop, for [[tribal]] countries) can be moved an arbitrarily large distance between connected territories by moving the pop to the edge of the [[province]], using the adjacency condition to move the pop into an adjacent territory in the next province, and continuing until the pop has been moved to its desired location. This means that even territories far away from a significant source of {{icon|culture}} integrated culture and {{icon|religion}} state religion pops can have pops moved there to begin colonization, if the country is willing to spend enough {{icon|wealth}} gold.
 
=== 奴役 ===
{{main|Enslavement}}
当一支由{{icon|commander}} 指挥官领导的军队占领敌国领土时,该领土的一部分人口可能会被 {{icon|enslavement}} '''奴役'''。被强制降级为 {{icon|slaves}}奴隶身份(但保留其文化和宗教),作为战争战利品被送回本国。被俘虏的人口数量是根据占领军的 {{icon|enslavement efficiency}}'''奴役效率(enslavement efficiency)'''与领土人口的百分比而定,其中大约有'''2/3'''的人口会被真正奴役并送回本国(另外1/3的被俘虏人口则被杀害)。被奴役的人口通常会根据领土的 {{icon|migration attraction}} 移民吸引力进行分配,更倾向于 {{icon|capital}} 首都领土(以及次要程度的省会),同时会避开任何已达到或超过 {{icon|population capacity}} 人口容量的领土。
 
除了直接征服,奴役是增加一个国家人口的最有效方式之一,如果存在易于占领的领土,通常最好占领敌国中对你不重要的领土,以最大化奴役人口的数量。奴役人口在城市中的集中意味着它们通常最终会晋升,壮大高阶阶层的队伍。
 
洗劫大城市和人口稠密地区可以成为祖国的经济和人口的巨大助益,但对于那些人口被掠夺的地区来说,情况恰恰相反,即使是人口最多的地区,如果它们不断遭受争夺、占领和洗劫,最终也会被严重甚至完全地人口流失并毁坏,这使得领地被敌方占领充满危险,即使实际上敌方没有对该国施加任何要求。
 
===  殖民 ===
{{main|Colonization}}
{{main|Colonization}}
Populace is used to colonize new cities.<br>
当附近的未被占有的领土被殖民时,将会有一个整合文化和国教的人口从殖民源地移动到被殖民的领土,而且这一移动是免费的。
Slaves cannot be used when colonizing.
 
== 人口容量 ==
{{SVersion|2.0}}
{{icon|pop cap}} Each territory has a certain '''population capacity''', which determines how large of a {{icon|population}} population a territory's terrain and infrastructure can support. Territories have a base {{icon|pop cap}} population capacity of '''10''', which is modified by a number of modifiers from terrain, technology, buildings, events, and more. Knowing which territories are good for population growth is essential in city placement and economic planning; it is almost always better to construct new {{icon|city}} cities in territories with a higher base population capacity, as larger cities are almost always richer and more productive than smaller ones, and {{icon|pop cap}} population capacity is usually the main factor that restricts the growth of cities. Note that {{icon|pop cap}} population capacity is a different value and modifier, though related, from {{icon|food}} food, which also services as a limitation to the population of a territory.
 
一些最重要的{{icon|pop cap}} '''人口容量''' modifier 包括:
{{MultiColumn|
* {{green|+5}} for {{icon|settlement}} settlements
* {{green|+22}} for {{icon|city}} cities
* {{green|+30}} and {{green|+10%}} for {{icon|metropolis}} metropolises
* {{green|+0.25%}} per point of {{icon|civilization}} civilization value
* {{green|+10%}} for {{icon|farmland}} farmland terrain
* {{red|-10%}} for {{icon|forest}} forest terrain
* {{red|-10%}} for {{icon|marsh}} marsh terrain
* {{red|-15%}} for {{icon|jungle}} jungle terrain
* {{red|-20%}} for {{icon|mountain}} mountains terrain
* {{red|-25%}} for {{icon|desert}} desert terrain
* {{green|+5%}} if there is a {{icon|river}} nearby river
* {{green|+10%}} if adjacent to a {{icon|river}} major river
* {{green|+5%}} for {{icon|coast}} coastal territories
* {{green|+5%}} for territories with a Warm [[Climate]]
* {{red|-15%}} for territories with a Arid [[Climate]]
* {{red|-20%}} for territories with a Frigid [[Climate]]
* {{red|-25%}} for territories with a Alpine [[Climate]]
* {{green|+10}} in the {{icon|capital}} capital territory
* {{green|+6}} in {{icon|province capital}} province capitals
* {{green|+10%}} from {{icon|tribal settlement}} tribal settlements
* {{green|+1}} per {{icon|port building}} port
* {{green|+4}} from {{icon|aqueduct}} aqueducts
* {{red|-10%}} from {{icon|earthworks}} earthworks
* {{green|+5%}} from a {{icon|wonder}} [[great wonder]] with a tier I [[File:Gw effect expanding population.png|28px]] Fertile Nation effect
* {{green|+7.5%}} from a {{icon|wonder}} [[great wonder]] with tier II [[File:Gw effect expanding population.png|28px]] Fertile Nation effect
* {{green|+10%}} from a {{icon|wonder}} [[great wonder]] with tier III [[File:Gw effect expanding population.png|28px]] Fertile Nation effect
* {{green|+15%}} from a {{icon|wonder}} [[great wonder]] with tier IV [[File:Gw effect expanding population.png|28px]] Fertile Nation effect
* {{green|+2.5%}} from each {{icon|civic investment}} State Infrastructure [[province investment]]
* {{green|+25%}} from the [[File:Idea city plan.png|28px]] City Planning [[national idea]]
* {{green|+1%}} from each level of {{icon|civ}} [[Advance|Civic Advances]]
* {{green|+5%}} from the {{icon|invention}} Urban Planning {{icon|civ}} Civic invention
* {{green|+5%}} from the {{icon|invention}} Census Data {{icon|ora}} Oratory invention
* {{green|+5%}} from the {{icon|invention}} Imperial Calendar {{flag|Seleukid Empire|0}} Seleukid {{icon|ora}} Oratory invention
* {{green|+5%}} from the {{icon|invention}} Cataract Surgery Indian {{icon|ora}} Oratory invention
* {{green|+10%}} from the {{icon|invention}} Pedagoguery {{icon|civ}} Civic invention
* {{red|-10%}} for {{icon|government}} [[tribal]] countries
* {{green|+10%}} as a passive modifier of many [[deity|deities]] ({{green|+12.5%}} if the {{icon|holy site}} holy site is held)
* {{green|+5%}} from {{flag|Maurya|0}} Heritage of Chandragupta ([[Maurya]])
* {{green|+10%}} from River Plains group [[heritage]]
|3}}
 
In addition, there is also the distinct {{icon|pop cap}} '''Total Population Capacity''' modifier, which is applied multiplicatively after all the normal population capacity modifiers have been applied to get the territory's final population capacity. The only source of this is a  {{red|-75%}} modifier if the territory's province has run out of {{icon|food}} food and has a Critical Food Supply.
 
It is theoretically possible to raise the population capacity of any territory as high as desired by stacking bonuses from the {{icon|civic investment}} State Infrastructure [[province investment]] and {{icon|civ}} [[Advance|Civic Advances]], but the small percentage increases means that this is prohibitively expensive. However, as in {{icon|city}} cities and metropolises every 10 pops unlocks a new {{icon|building slots}} building slot, it is possible to stack city population capacity arbitrarily high (given enough time) by building {{icon|aqueduct}} aqueducts if the total of the percentage modifiers is at least '''150%''' - possible if focusing on stacking modifiers and improving the the territory/province by the midgame - which will make each {{icon|aqueduct}} aqueduct give {{green|+10}} population capacity, enough to create another building slot to build another {{icon|aqueduct}} aqueduct once the population capacity has been filled. It is usually strongest to do this in the {{icon|capital}} capital, which has a number of bonuses that makes each individual pop even more productive.
 
If a territory exceeds its {{icon|pop cap}} population capacity, it will get one instance of the '''Overpopulation''' modifier for every pop over the {{icon|pop cap}} population capacity, giving:
* {{icon|migration attraction}} {{red|-4}} Migration Attraction
* {{icon|happiness}} {{red|-4%}} Local Population Happiness
* {{icon|migration speed}} {{green|+3}} Migration Speed
* {{icon|pop growth}} {{red|-0.03%}} Local Population Growth
The {{icon|population}} population of a territory with any significant amount of overpopulation will therefore usually quickly fall back down through {{icon|migration speed}} migration and population death, while population growth from natural growth, immigration, and {{icon|enslavement efficiency}} enslavement will be quickly stalled, providing an effective soft cap on the population that a territory can sustainably have. It is generally rarely worth having an overpopulated territory, unless the territory only needs to go slightly over the {{icon|pop cap}} population capacity to meet the threshold to produce another [[trade goods|trade good]].
 
==人口期望比例==
{{SVersion|2.0}}
Every territory has a desired '''optimal ratio''' for each pop class that the population of the territory will slowly drift towards, determined by the sum of all pop ratio modifiers ({{icon|noble ratio}} '''Noble Desired Ratio''', {{icon|citizen ratio}} '''Citizen Desired Ratio''', {{icon|freeman ratio}} '''Freeman Desired Ratio''', {{icon|tribesman ratio}} '''Tribesman Desired Ratio''', and {{icon|slave ratio}} '''Slave Desired Ratio''') that apply to the territory and its owner. Some modifiers are local and apply only to a single territory ('''Local Desired Ratio'''), some apply to all territories in a country ('''National Desired Ratio'''), and some apply to all territories with {{icon|city}} city status in a country ('''Desired Ratio in Cities''').
 
Despite what it might suggest, a modifier that increases the ratio of a pop class by a certain percentage does not necessarily actually increase the optimal ratio of that pop class by that amount. Instead, the optimal ratio of each pop class is normalized by summing up all the desired ratio modifiers for that class (with a minimum desired ratio of 0) and dividing it by the total desired ratios over all 5 pop classes:
: <math>\text{Optimal Ratio for Class}=\frac{\text{Desired Ratio for Class}}{\text{Desired Noble Ratio} + \text{Desired Citizen Ratio} + \text{Desired Freeman Ratio} + \text{Desired Tribesman Ratio} + \text{Desired Slave Ratio}} \cdot 100%</math>
 
 
For instance, in a {{icon|settlement}} settlement owned by a [[monarchy]] with no other modifiers, there is a {{icon|slave ratio}} {{green|+10%}} Local Slave Desired Ratio modifier along with a {{icon|citizen ratio}} {{green|+2.5%}} Local Citizen Desired Ratio from the territory rank and a {{icon|freeman ratio}} {{green|+2.5%}} National Freeman Desired Ratio modifier from the government form that is applied. This gives a final desired ratio of <math>2.5/(2.5 + 2.5 + 10) \cdot 100% = 16%</math> for {{icon|citizens}} citizens and {{icon|freemen}} freemen and a final desired ratio of <math>10/(2.5 + 2.5 + 10) \cdot 100% = 66%</math> for {{icon|slaves}} slaves. One major effect of the way that the optimal ratio is calculated is that the effect of further modifiers is high when there are few desired ratio modifiers to begin with, but decreases rapidly as more and more are applied.


<br>
The [[territory rank|rank]] of a territory is one of the main factors that affect the desired class ratios of a territory:
{|
|-
| {{icon|settlement}} '''Settlements'''
| {{icon|city}} '''Cities'''
| {{icon|metropolis}} '''Metropolises'''
|- style="vertical-align:top;"
|
* {{icon|citizen ratio}} {{green|+2.5%}} Local Citizen Desired Ratio
* {{icon|slave ratio}} {{green|+10%}} Local Slave Desired Ratio
|
* {{icon|noble ratio}} {{green|+15%}} Local Noble Desired Ratio
* {{icon|citizen ratio}} {{green|+30%}} Local Citizen Desired Ratio
* {{icon|freeman ratio}} {{green|+40%}} Local Freeman Desired Ratio
* {{icon|slave ratio}} {{green|+25%}} Local Slave Desired Ratio
|
* {{icon|noble ratio}} {{green|+10%}} Local Noble Desired Ratio
* {{icon|citizen ratio}} {{green|+30%}} Local Citizen Desired Ratio
* {{icon|freeman ratio}} {{green|+30%}} Local Freeman Desired Ratio
* {{icon|slave ratio}} {{green|+15%}} Local Slave Desired Ratio
|}
 
Each overall {{icon|government}} government form also applies further modifiers to pop ratios in each territory:
{|
|-
| '''[[Monarchy]]'''
| '''[[Republic]]'''
| '''[[Tribal]]'''
|- style="vertical-align:top;"
|
* {{icon|freeman ratio}} {{green|+2.5%}} National Freeman Desired Ratio
|
* {{icon|freeman ratio}} {{green|+2.5%}} National Freeman Desired Ratio
* {{icon|citizen ratio}} {{green|+5%}} Desired Citizen Ratio in Cities
* {{icon|freeman ratio}} {{green|+7.5%}} Desired Freemen Ratio in Cities
|
* {{icon|noble ratio}} {{red|-7%}} National Noble Desired Ratio
* {{icon|tribesman ratio}} {{green|+10%}} National Tribesmen Desired Ratio
|}
 
Several buildings, particularly those in {{icon|city}} cities and {{icon|metropolis}} metropolises, also modify the desired class ratios locally:
* {{icon|noble ratio}} {{green|+5%}} Local Noble Desired Ratio per {{icon|academy}} Academy ({{icon|city}} city building)
* {{icon|citizen ratio}} {{green|+10%}} Local Citizen Desired Ratio per {{icon|court of law}} Court of Law ({{icon|city}} city building)
* {{icon|freeman ratio}} {{green|+10%}} Local Freemen Desired Ratio per {{icon|forum}} Forum ({{icon|city}} city building)
* {{icon|slave ratio}} {{green|+10%}} Local Slave Desired Ratio per {{icon|mill}} Mill ({{icon|city}} city building)
* {{icon|freeman ratio}} {{green|+15%}} Local Freemen Desired Ratio with a {{icon|barracks}} Barracks ({{icon|settlement}} settlement building)
* {{icon|citizen ratio}} {{red|-2.5%}} Local Citizen Desired Ratio with a {{icon|tribal settlement}} Tribal Settlement ({{icon|settlement}} settlement building)
 
Certain [[laws]] and [[government]] types can also affect the desired ratio of pop classes across all territories with {{icon|city}} city status in a country, including:
{{MultiColumn|
* {{icon|freeman ratio}} {{green|+10%}} Desired Freemen Ratio in Cities for an {{icon|government}} [[Monarchy|Aristocratic Monarchy]]
* {{icon|freeman ratio}} {{green|+10%}} Desired Freemen Ratio in Cities for a {{icon|government}} [[Monarchy|Stratocratic Monarchy]]
* {{icon|citizen ratio}} {{green|+10%}} Desired Citizen Ratio in Cities with the {{icon|law}} Relax Citizenship Status [[Monarchy]] law
* {{icon|freeman ratio}} {{green|+10%}} Desired Freemen Ratio in Cities with the {{icon|law}} Courts for Landowners [[Monarchy]] law
* {{icon|slave ratio}} {{green|+15%}} Desired Slaves Ratio in Cities with the {{icon|law}} Slave Treatment Sanctions [[Republic]] law
* {{icon|citizen ratio}} {{green|+10%}} Desired Citizen Ratio in Cities with the {{icon|law}} Cultural Primacy [[Republic]] law
* {{icon|freeman ratio}} {{green|+10%}} Desired Freemen Ratio in Cities with the {{icon|law}} Manumittance Policy [[Republic]] law
* {{icon|slave ratio}} {{green|+15%}} Desired Slaves Ratio in Cities with the {{icon|law}} Lex Fufia Caninia {{flag|Rome|0}} [[Rome|Roman]] [[Republic]] law
* {{icon|citizen ratio}} {{green|+10%}} Desired Citizen Ratio in Cities with the {{icon|law}} Lex Plautia Papiria {{flag|Rome|0}} [[Rome|Roman]] [[Republic]] law
* {{icon|freeman ratio}} {{green|+10%}} Desired Freemen Ratio in Cities with the {{icon|law}} Lex Aelia Sentia {{flag|Rome|0}} [[Rome|Roman]] [[Republic]] law
* {{icon|freeman ratio}} {{green|+20%}} Desired Freemen Ratio in Cities with the {{icon|law}} Rights of Man [[Tribal]] law
* {{icon|citizen ratio}} {{green|+20%}} Desired Citizen Ratio in Cities with the {{icon|law}} Rights of Birth [[Tribal]] law
|2}}
 
A number of other local modifiers can also change the pop ratios of a territory.
 
The overall effect of these modifiers is that {{icon|citizens}} citizens and especially {{icon|nobles}} nobles are found almost exclusively in {{icon|city}} cities and {{icon|metropolis}} metropolises, as well as to a lesser extent in {{icon|capital}} capitals (even those that are {{icon|settlement}} settlements), while {{icon|settlement}} settlements will be dominated by {{icon|slaves}} slaves and either a smattering of {{icon|citizens}} citizens and {{icon|freemen}} freemen for [[republic]]s and [[monarchy|monarchies]] or {{icon|tribesmen}} tribesmen for [[tribal]] countries. Increasing the movement and migration of pops from settlements to cities will therefore result in an overall higher proportion of {{icon|nobles}} nobles and {{icon|citizens}} citizens in the country, which is generally recommended as {{icon|nobles}} nobles and {{icon|citizens}} citizens are the only source of {{icon|research points}} 研究点 which is needed to keep up in technology.
 
===晋升与降级===
{{SVersion|2.0}}
The pop class structure of territories will change over time to approach the optimal ratio through {{icon|promotion}} '''promotion''' and {{icon|demotion}} '''demotion'''. Every territory will have one pop promoting and one pop demoting at a time until the actual pop class ratio converges with the optimal ratios for each class in that territory, as long as there are pops that are eligible to be promoted or demoted. Pops cannot promote or demote if they are currently {{icon|assimilation}} assimilating or {{icon|conversion}} converting; as well, pops cannot promote past the assigned [[civic rights|civic rights]] of its culture, which is particularly important when trying to promote pops into {{icon|citizens}} citizens and {{icon|nobles}} nobles. {{icon|slaves}} Slave promotion (to {{icon|freemen}} freemen) can be blocked on a territory-specific basis using the '''Slave Promotion Allowed''' toggle in the territory population interface at the cost of {{icon|slave happiness}} {{red|-24%}} slave happiness, which can be useful to prop up {{icon|local tax}} tax income and increase the amount of [[trade goods]] produced, though fewer pops of other classes will mean less {{icon|manpower}} 人力 and particularly {{icon|research points}} 研究点 and {{icon|trade routes}} trade routes.
 
As with other pop activities, promotion and demotion of pops gain progress each month, with the exact amount of progress determined by the {{icon|promotion}} '''Pop Promotion Speed''' and {{icon|demotion}} '''Pop Demotion Speed''' modifiers, respectively. Once progress reaches 100%, the pop will promote by one level or demote by one level and another pop will begin to promote or demote, if there are any other pops that can do so. Note that pops will only ever promote or demote by one level regardless of how far the territory's current pop classes are from the optimal ratio - for instance, a {{icon|slaves}} slave will need to promote three times before it can become a {{icon|nobles}} noble, even if there are currently no nobles in the territory. As an exception, while {{icon|tribesmen}} tribesmen while promote to {{icon|freemen}} freemen and demote to {{icon|slaves}} slaves as expected, {{icon|freemen}} freemen will demote directly down to {{icon|slaves}} slave status rather than passing through {{icon|tribesmen}} tribesmen first. Similarly, {{icon|slaves}} slaves can promote to both {{icon|freemen}} freemen or {{icon|tribesmen}} tribesmen, depending on the current situation.
 
The base {{icon|promotion}} promotion and {{icon|demotion}} demotion speed depends on the original class of the pop (not the class it is promoting/demoting to), with {{icon|nobles}} nobles and {{icon|tribesmen}} tribesmen particularly slow to promote or demote:
{{MultiColumn|
'''Promotion speed'''
* {{icon|citizens}} Citizen Promoting: {{green|+6}}
* {{icon|freemen}} Freeman Promoting: {{green|+6}}
* {{icon|tribesmen}} Tribesman Promoting: {{green|+4}}
* {{icon|slaves}} Slave Promoting: {{green|+10}}
'''Demotion speed'''
* {{icon|nobles}} Noble Demoting: {{green|+2}}
* {{icon|citizens}} Citizen Demoting: {{green|+4}}
* {{icon|freemen}} Freeman Demoting: {{green|+6}}
* {{icon|tribesmen}} Tribesman Demoting: {{green|+2}}
|2}}


{{icon|promotion}} Promotion speed is then affected by many other modifiers, including:
{{MultiColumn|
* {{green|+2.5%}} for each {{icon|population}} pop in the territory
* {{green|+2.5%}} for each {{icon|trade routes}} trade route in the province (including both import and export routes)
* {{green|+2.5%}} for each {{icon|road}} outgoing road
* {{red|-10%}} for each point of {{icon|unrest}} unrest
* {{red|-25%}} in {{icon|settlement}} settlements
* {{green|+10%}} in {{icon|metropolis}} metropolises
* {{green|+25%}} in the {{icon|capital}} capital
* {{green|+10%}} in {{icon|province capital}} province capitals
* {{green|+10%}} for {{icon|port}} ports
* {{green|+25%}} with a capital surplus of {{icon|livestock}} livestock
* {{green|+15%}} per governor {{icon|finesse}} finesse plus a base of {{green|+15%}} with the [[File:Policy_social_mobility.png|28px]] Social Mobility [[governor policy]]
* {{green|+10%}} with the {{icon|invention}} Granted Manumission {{icon|civ}} Civic invention
* {{green|+15%}} with the {{icon|invention}} Urban Planning {{icon|civ}} Civic invention
* {{green|+20%}} with the {{icon|invention}} Gradated Citizenship {{icon|civ}} Civic invention
* {{green|+25%}} for {{icon|government}} [[Tribal|Federated Tribe]]s
* {{green|+0.025}} for each point of positive {{icon|centralization}} centralization
* {{green|+6}} with the {{icon|law}} Military Settlement Policy [[Republic]] law
* {{green|+6}} with the {{icon|law}} Lex Servilia Glaucia {{flag|Rome|0}} [[Rome|Roman]] [[Republic]] law
* {{green|+2}} with the {{icon|law}} Sedentary Bureaucracy [[Tribal]] law
* {{green|+25%}} if the country is {{icon|religion}} [[Jain]]
* {{green|+10%}} with {{flag|Messenia|0}} Helot [[Heritage]] ([[Messenia]])
* {{green|+10%}} with Bosporan [[Heritage]]
* {{red|-10%}} with {{flag|Elea|0}} Elean [[Heritage]] ([[Elea]])
* {{green|+0.20%}} for each point of [[revanchism]]
|2}}


Similarly, modifiers to {{icon|demotion}} demotion speed include:
{{MultiColumn|
* {{green|+2.5%}} for each {{icon|population}} pop in the territory
* {{green|+1%}} for each {{icon|road}} outgoing road
* {{green|+10%}} for each point of {{icon|unrest}} unrest
* {{green|+33%}} if the {{icon|food}} food supply of the province reaches 0 and population is dying of starvation
* {{green|+10%}} if the territory is currently occupied or under siege
* {{green|+10%}} if the territory was recently plundered by {{icon|pirates}} pirates
* {{green|+5%}} if the {{icon|religion}} dominant religion is not the state religion
* {{green|+15%}} per governor {{icon|finesse}} finesse plus a base of {{green|+15%}} with the [[File:Policy_social_mobility.png|28px]] Social Mobility [[governor policy]]
* {{green|+10%}} per governor {{icon|finesse}} finesse plus a base of {{green|+10%}} with the [[File:Harsh_treatment.png|28px]] Harsh Treatment [[governor policy]]
* {{green|+6}} with the {{icon|law}} Relocation Policy [[Republic]] law
* {{green|+6}} with the {{icon|law}} Lex Papia de Peregrinis {{flag|Rome|0}} [[Rome|Roman]] [[Republic]] law
|2}}
<br>


== 参考资料 ==
== 参考资料 ==

2024年3月23日 (六) 13:34的最新版本

{{#evt: | service= youtube | id= tvoIEuO0_UQ | description= Imperator: Rome tutorial #3 - pops and cities. | alignment= right | container=frame }}

File:Population screen.png
The main territory population interface

The population of the world in Imperator Rome is represented by individual population units, or pops, each of whom live in a particular territory and owe their allegiance to the country that owns their home. Pops drive the economy and military of a nation and are the most important source of Cost gold (directly through Tax income.png taxes and indirectly through trade, which produces Commerce value.png commerce), Manpower.png 人力, and Research points.png 研究点, but must also be kept Happiness.png happy and content lest they drive Unrest.png unrest in their province and revolt. In general, pops cannot be interacted with directly and will Global population growth.png grow, Pop assimilation.png assimilate, Policy religious conversion.png convert, Local pop promotion speed.png promote, and Migration speed migrate of their own accord, but the use of governor policies and the construction of infrastructure can be used to adjust the environment they live in and manipulate and control a country's demographics on a larger, more macro scale.

社会阶层

A pop belongs to one of the five available social classes, or pop types. The social class of a pop is one of its most important properties and determines what a pop produces, its political weight, what happiness modifiers it is affected by, and more.

  1. Pop noble.png 贵族 - 产出 Research points.png 研究点数和 Global state trade routes.png 贸易路线
  2. Pop citizen.png 公民 – 产出 Research points.png 研究点数, Global state trade routes.png 贸易路线和 Manpower.png 人力
  3. Freemen 自由民 – 产出 Manpower.png 人力和 Tax income.png 税收
  4. Tribesmen 部落民 – 产出 Manpower.png 人力和 Tax income.png 税收
  5. Slaves 奴隶 – 产出 Tax income.png 税收和 Goods from slaves.png 额外的贸易品

The class structure of a territory's population will approach its optimal ratio over time through pop Local pop promotion speed.png promotion and Local pop demotion speed.png demotion, the value of which is specific to each territory and varies by the territory's buildings and rank, the country's government form, local and national modifiers, and many other factors. This ratio and the rate of change can be affected by player choices, and promotion is additionally restricted by the pop's level of civic rights based on its culture.

There are also a few other effects that can directly change a pop's social class:

  • When a territory is occupied, there is a chance that some pops will be immediately demoted one level: Pop noble.png Nobles ⇒ Pop citizen.png Citizens (5% chance), Pop citizen.png Citizens ⇒ Freemen Freemen (25% chance), and Freemen Freemen ⇒ Slaves Slaves (25% chance).
  • When any territory is occupied, some of its pops will be enslaved according to the army's Enslavement efficiency.png enslavement efficiency and immediately moved to one of the occupier's territories, usually a provincial or country capital, as a new Slaves slave pop (keeping its culture and religion).
  • Some events can also immediately promote or demote pops.

贵族

Nobles icon
Nobles represent the elites in Rome, and nobility in monarchies. Typically, they would be owners of a Latifundium.

Each Noble Pop at Happiness.png 100% Happiness produces per month:

  • Research points.png +0.5 研究点
  • Global state trade routes.png +0.15 贸易路线(不受幸福度影响)

贵族还具有以下特点:

  • 3.00 Political Weight
  • Monthly food.png 0.5 食物消耗
  • Happiness.png -20% 基础幸福度
  • Pop assimilation.png +0.40 基础同化
  • Policy religious conversion.png +0.40 基础改信
  • Local pop demotion speed.png +2 基础降级速度
  • Migration speed +0.4 基础移民速度

Nobles only have a relevant desired Ratio in cities, metropolises, and the capital (even if it does not have city status). Their happiness is heavily affected by Civilization.png civilisation level and is in general difficult but important to manage, with both the lowest 基础幸福度 and the highest political weight of all pop classes. Both their Noble ratio ratio and Noble happiness happiness can be increased via the Library library, while the Academy academy increases their Noble ratio ratio by half as much along with their (significant) Research points.png research output.

Nobles are generally the most powerful and productive pop type and it can be advantageous to maximize the number of nobles in the country, as long as their happiness can be kept under control - their high Monthly food.png 食物消耗 is significant, particularly in the Country capital.png capital where they are concentrated in large numbers and will often outstrip the local food supply, and their low happiness and high political weight makes them dangerous if not properly appeased. Trade goods are an important source of happiness modifiers, and as they are applied-province wide it is usually best to focus most on noble ratio in cities in the capital province (which has the additional benefit of usually being primarily the primary culture).

Noble civic rights are rather exclusive, giving a combined Integrated culture happiness -4% Integrated Culture Happiness malus and Integrated culture happiness -5% Primary Culture Happiness for every non-primary culture, which means that granting these rights give a heavy penalty and generally only primary culture pops will have the civic right and be able to promote to nobles. However, conquered noble pops will in general remain in significant numbers and non-integrated culture noble pops can be a significant source of Unrest.png unrest when conquering the cities and especially capital provinces of other countries, and will additionally be slow to assimilate, convert, and demote, ensuring that they can be a persistent problem.

公民

Citizens icon
Citizens represent those with a privileged legal status in Rome.

Each Citizen Pop at Happiness.png 100% Happiness produces per month:

  • Research points.png +0.2 研究点
  • Global state trade routes.png +0.03 贸易路线(不受幸福度影响)
  • Manpower.png +2 人力(每年)

公民还具有以下特点:

  • 1.50 Political Weight
  • Monthly food.png 0.3 食物消耗
  • Happiness.png -10% 基础幸福度
  • Pop assimilation.png +0.60 基础同化
  • Policy religious conversion.png +0.60 基础改信
  • Local pop promotion speed.png +6 基础升级速度
  • Local pop demotion speed.png +4 基础降级速度
  • Migration speed +0.6 基础移民速度

Citizens generally only have a significant desired ratio in cities, metropolises, and the capital (even if it does not have city status), though most larger settlements will usually have room for one or two citizen pops as well. Both their Pop citizen ratio.png ratio and Pop citizen happiness.png happiness can be increased by the Court of Law court of law. Citizen civic rights are associated with Integrated.png integrated cultures, and only integrated culture pops will be able to promote to citizens, which can prove to be an obstacle to gaining more citizens in cities with a high non-integrated culture population.

In general, citizens can be considered a weaker form of nobles - less production per pop, but easier to feed, please, and promote to, with a higher desired ratio and a less expensive civic right. In most cities they will still make up a significant form of the population, and can be useful to focus on in cities dominated by Integrated.png integrated cultures that have not been given the full noble civic right.

自由民

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

Each Freeman Pop at Happiness.png 100% Happiness produces per month:

  • Tax income.png +0.005 税收
  • Manpower.png +4 人力(每年)

自由民还具有以下特点:

  • 1.00 Political Weight
  • Monthly food.png 0.2 食物消耗
  • Happiness.png 0% 基础幸福度
  • Pop assimilation.png +0.60 基础同化
  • Policy religious conversion.png +0.60 基础改信
  • Local pop promotion speed.png +6 基础升级速度
  • Local pop demotion speed.png +6 基础降级速度
  • Migration speed +1 基础移民速度

Freemen are found primarily in cities, but also have a significant base optimal ratio (20%) in the Territory settlement.png settlements of monarchies and republics. They are somewhat easier to maintain than citizens, but about equally affected by Civilization.png civilisation level. While freemen produce some Tax income.png tax their primary contribution is as main source of Manpower.png 人力, so their usefulness is highly situational depending on how much additional 人力 is needed (mostly medium-size countries that have enough pops to make a significant difference, while not being so large that additional 人力 is not really needed). Both their Freeman ratio ratio and Freeman happiness happiness can be increased via the Forum forum in Territory city.png cities and Territory metropolis.png metropolises, and Barracks barracks in Territory settlement.png settlements, and as the default civic right in non-integrated cultures they will tend to be disproportionate represented in those areas.

部落民

Tribesmen icon
These represent uncivilized folks, barbarians.

Each Tribesmen Pop at Happiness.png 100% Happiness produces per month:

  • Tax income.png +0.008 税收
  • Manpower.png +3 人力

部落民还具有以下特点:

  • 0.75 Political Weight
  • Monthly food.png 0.1 食物消耗
  • Happiness.png 16% 基础幸福度
  • Pop assimilation.png +0.40 基础同化
  • Policy religious conversion.png +0.40 基础改信
  • Local pop promotion speed.png +4 基础升级速度
  • Local pop demotion speed.png +2 基础降级速度
  • Migration speed +2 基础移民速度

Tribesmen have a relatively high 基础幸福度, but unlike all other pop classes receive a penalty for Civilization.png Civilisation level. Their production is comparable to Freemen freemen, with a focus on Manpower.png 人力 and some amount of Tax income.png tax income, though actually getting those outputs is generally easier with their higher 基础幸福度. In Territory settlement.png settlements, tribesmen Tribesman output output and Tribesman happiness happiness can be increased by building Tribal Settlement Tribal Settlements.

For tribal nations, they make up 50% of the Settlement Population, limiting the space available for Slaves slaves and thus trade goods and tax production. In any cities, they are less common, but still have a noticeable ratio. Tribesmen will therefore usually make up a large proportion of a tribal country's population, increasing their Manpower.png 人力 relative to what would be expected from their population but usually with less income. Tribesmen also have a high base Migration speed migration speed which means that they will move around significantly more quickly than other pop types.

For non-tribal nations, while they are technically superior to Freemen freemen the significant happiness penalties from Civilization.png civilization value means that tribesmen are usually much better off be promoted or demoted to one of the other classes. For these nations, they have a desired ratio of 0% at any location unless a Tribal Settlement Tribal Settlement is built, though their slow promotion/demotion speed means that tribesman-heavy territories will usually take some time to become properly useful.

奴隶

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

每个奴隶人口每月产出:

  • Tax income.png +0.015 税收

奴隶还具有以下特性:

  • 0.35 Political Weight
  • Happiness.png -30% 基础幸福度
  • Monthly food.png 0.1 食物消耗
  • Pop assimilation.png +0.60 基础同化
  • Policy religious conversion.png +0.60 基础改信
  • Local pop promotion speed.png +10 基础升级速度
  • Migration speed +0.05 基础移民速度

Slaves are the backbone of almost every economy during the time frame of the game and the primary source of income for many countries. There is no nation or territory that does not want, doesn't need or doesn't have slaves. They are mostly found in Territory settlement.png settlements, where they have a base optimal ratio of 80% (monarchy/republic) or 50% (tribal) of the population, but are also found in significant proportions in cities. Their Slave happiness happiness, Slave output output and Slave ratio desired ratio can all be increased by the Mill mill in territories with city status, and Slave output output by the Slave Estate slave estate in Territory settlement.png settlements. While slaves can appear through demotion and population growth like all other pop types, slaves can also uniquely be acquired through Enslavement efficiency.png the enslavement of pops when occupying enemy territories, as well as through Slave raid slave raiding for countries with the relevant military traditions. For many war-focused countries, enslavement can be the primary source of population growth in a nation's core territories, with slaves eventually assimilating/converting and promoting up to swell the ranks of the upper classes as well.

In addition to producing more Tax income.png tax income than any other pop type, slaves can also uniquely produce additional trade goods in a territory, based on the Goods from slaves.png slaves needed for local surplus value of the territory. This value is a base of 15 in Territory settlement.png settlements and 20 in Territory city.png cities and Territory metropolis.png metropolises, which can be lowered by the Mine mine and Farming Settlement farming settlement buildings in Territory settlement.png (as well as a large variety of other modifiers), and gives 1 extra trade good for every multiple (rounded down) of the Goods from slaves.png slaves needed for local surplus in slaves there are in that territory.

Their happiness can be difficult to keep high, as those captured in war tend to be of the wrong culture and religion. Importantly, however, the output of slaves does not depend on their happiness, which means that the primary concern of slave happiness is controlling the Unrest.png unrest they produce, which given their low political weight is typically not too high.

产出

Depending on their class, pops produce various different types of resources, including Wealth gold, Manpower.png 人力, and Research points.png 研究点, and are the often main (or only) source of these resources in the game. In addition to the output modifiers for each specific resource, the Local output population output modifier will also increase the production of all resources produced by pops, and is in general one of the most powerful economic modifiers in the game. Pop output modifiers combine additively with resource-specific modifiers, but are combined multiplicatively with the output modifier from Happiness.png happiness (for classes where happiness is relevant to production). This gives the following formula for the output of each individual resource produced by a pop:

[math]\displaystyle{ \text{Pop Output for Resource}= \text{Base Pop Output for Resource} \cdot \frac{100% + \text{Pop Output Modifier} + \text{Resource Output Modifier}}{100%} \cdot \frac{\text{Pop Happiness}}{100%} }[/math]

Note that unlike with all other resources, output modifiers do not affect the number of Global state trade routes.png trade routes produced by a pop, which is always constant for each pop (depending on its class).

Some of the more important sources of Local output population output modifiers include:

  • -30% base value
  • -15% in Territory settlement.png settlements
  • +5% in the Country capital.png capital territory
  • +10% in Province capital province capitals
  • +1% each point of Civic power.png civilization value
  • -30% if the Policy cultural assimilation.png dominant culture in the territory is not an Integrated.png integrated culture
  • -20% in occupied territories
  • +1% for each Horses Horses trade good in the province
  • +1% for each Steppe horses Steppe Horses trade good in the province
  • +3% for each Elephants Elephants trade good in the province
  • -4% per governor Finesse.png finesse plus a base of -4% with the Harsh treatment.png Harsh Treatment governor policy
  • -4% per governor Finesse.png finesse plus a base of -4% with the Policy local autonomy.png Local Autonomy governor policy
  • +5% in the Country capital.png capital province
  • +1.5% per governor Finesse.png finesse

Pop output can also be affected on a class-specific basis with the Noble output noble output, Pop citizen output.png citizen output, Freeman output freeman output, Tribesman output tribesman output, and Slave output slave output modifiers. Like with happiness modifiers, each of these modifiers has three different variants that determine wits scope - local, which only affects pops of that class in a particular territory; culture, which affects all pops of that class with a specific Policy cultural assimilation.png culture, or national, which affects all pops of a certain class in an entire country. These modifiers are in general much more common than the general pop output modifier and can come from a large variety of sources, such as buildings, trade goods, deities and omens, laws and government forms, inventions, governor traits, and more.

幸福度

File:Pop happiness - Hellenic Roman Citizen .jpg
You can find the happiness of each pop by going to the Province tab, and then hovering on the icon of one of the pops available

Happiness.png Happiness represents how content and satisfied a particular pop is with the current government, affecting both how much of its production actually gets collected by the state as well as how willing the pop is to support resistance - or even rebellion - against the current government. Each of the five pop types has a certain 基础幸福度 value, varying from -30% for Slaves slaves to 16% for Tribesmen tribesmen. Then, there are a large number of local and national happiness modifiers that are applied, including but not limited to:

In general, there are 4 different sets of modifiers that will each affect a different set of pops:

  • General happiness modifiers (Happiness.png (Local) Population Happiness)
  • Pop class modifiers (Noble happiness Noble Happiness, Pop citizen happiness.png Citizen Happiness, Freeman happiness Freeman Happiness, Tribesman happiness Tribesman Happiness, and Slave happiness Slave Happiness modifiers)
    • Each of these modifiers has three variants: Local Happiness, applied to a single territory or province; Culture Happiness, applied to pops of a particular culture; and National Happiness, applied to all pops of the specific class across the whole country
  • Culture modifiers (Happiness.png Culture Happiness, Integrated culture happiness Integrated Culture Happiness, Unintegrated culture happiness Unintegrated Culture Happiness, and Unintegrated culture group happiness Unintegrated Culture Group Happiness modifiers)
  • Religion modifiers (State religion happiness State Religion Happiness and Change pantheon cost modifier.png state religion pantheon deity modifiers)

A pop's happiness is the sum of all happiness modifiers it is affected by over its 基础幸福度 value, and has a range of 0% to 100%, with 50% the median value at which they are neither content nor discontent. The average happiness of all pops of a particular class is displayed in the territory view.

Happiness has two main effects on a pop:

  • Local output Output: a pop's output (except for Slaves slaves) is scaled according its current happiness, before other modifiers are applied. For instance, a freeman pop at 50% happiness generates a base of only Manpower.png 2 人力 instead of 4.
  • Unrest.png Unrest: any pop with happiness less than 50% will generate unrest in the territory it currently resides in, scaled by its happiness and political weight, which acts as a multiplier on how much unrest it produces - for instance, an angry Pop noble.png noble pop will produce far more unrest than a discontent Slaves slave. High unrest will lower Province loyalty province loyalty and may eventually lead to rebellions.

The unrest produced by each unhappy pop is scaled to the total population of the territory, the pop's political weight, and how much its happiness is below 50%, giving a formula of approximately:

[math]\displaystyle{ \text{Unrest}=10 \cdot \frac{1}{\text{Territory Population}} \cdot \text{Pop Political Weight} \cdot \frac{50 - \text{Pop Happiness}}{50} }[/math]

The total unrest for each territory is simply the sum of the unrest produced over all its pops.

Strategy

As with all modifiers, national modifiers are almost always better than local modifiers, even if the value is somewhat weaker. Even relatively small changes in happiness can have a noticeable impact on pop output or unrest generated if applied across a large enough number of pops.

Generally, the largest differences in overall population happiness are between integrated cultures and unintegrated, especially unintegrated culture group, pops, with different strategies relevant in each area. While there can be significant differences in pop class happiness, these are usually not too relevant as, for instance, Slaves slaves do not have an output difference from happiness and have a political weight too low to be particularly relevant, while for many countries Tribesmen tribesmen will only exist in appreciable quantities in recently conquered areas where low happiness is to be expected in the first place.

In core, primary/integrated culture and state religion areas, happiness will rarely be low enough to produce any significant unrest and the primary concern of happiness is instead to maximize pop output, as these are often the most populated and productive parts of a country. Since Slaves slaves do not change their output based on happiness, the primary focus in core areas is to maximize the happiness of the highly productive Pop noble.png nobles and then Pop citizen.png citizens, typically by building their associated buildings in Territory city.png cities, importing their specific trade goods (generally only available in significant quantities a little bit into the game), and increasing Civilization.png civilization level (though only as a general, long term goal). Focusing on Freemen freemen happiness may also be situationally useful, but by the time a country is wealthy enough to invest in Freemen freemen it usually no longer has a pressing need for more 人力, at least as opposed to Research points.png research and Commerce value.png commerce income (from trade routes). Note that happiness is capped at 100%, which can often be exceeded by the accumulation of various bonuses by the midgame, and while it can be useful to have some buffer in case Stability.png stability drops or War exhaustion.png war exhaustion increases at some point increasing happiness ceases to be useful and it can be better to invest building or trade route slots into other areas.

In contrast, recently conquered provinces of an unintegrated culture (especially of a different culture group) and different religion will be particularly difficult to please, and in general unless the country has a large number of Unintegrated culture group happiness unintegrated culture group happiness bonuses they will be virtually impossible to satisfy completely. For these areas, trying to fully manage happiness is very costly and it is easiest to just appoint a loyal, uncorrupt governor and build enough Fortification.png forts in the province to keep Unrest.png unrest and Province loyalty province loyalty under control in the short to medium term; if not even this is enough, the easiest way to quickly reduce the penalties from unhappiness is to try to appease any nobles and/or citizens in the province (who are normally the most unhappy as well as the largest generators of unrest), typically by building their happiness-improving buildings in the cities and/or importing the specific trade goods that improve their happiness. If Stability.png stability is low, focusing on raising that can also help significantly with happiness problems. Over time pops will convert/assimilate and become happier, decreasing the proportion of discontent pops to the point where the forts may no longer be needed - building a Theater grand theater and Temple great temple in the main cities of the province can speed this up process significantly.

同化

主条目:Assimilation


改信

主条目:Conversion

Policy religious conversion.png In every territory, a single pop can undergo conversion to the state religion at a time, as long as there are any pops in that territory that can convert and are not otherwise busy (e.g. assimilating or promoting). Outside of events, pops will always convert to the state religion. Conversion progress builds each month, with the exact progress determined by the sum of all Policy religious conversion.png Pop Conversion Speed modifiers. Once progress reaches 100%, the pop will be converted to the state religion and another pop will begin to convert, if there are any other pops that can be converted. The speed of conversion is influenced by many factors, particularly the Policy religious conversion.png Religious Conversion governor policy and the dominant province Policy cultural assimilation.png culture and Religious power.png religion being different from the state culture and religion. Note that it is possible for conversion to be completely stalled.

All else being equal, it is generally preferable to convert pops to the state religion, though the differences in happiness are much less than with unintegrated culture or culture group pops and can be ameliorated by adopting deities of the pop's religion in the pantheon (though this will necessarily come at the expense of the happiness of pops of other religions), which generally makes conversion less important than assimilation. Under some circumstances it may also be beneficial to retain pops of other religions in order to have continued access to their deities, though the strong effects of religious unity on Omen.png omen power means that it is still generally undesirable to have too many other pops of a non-state religion.

人口改变

人口增长

Global population growth.png The main way that new pops appear in the game is through natural population growth. Every colonizable territory in the game will have one randomly chosen pop growing at a time, gaining progress each month according to the territory's Population Growth Speed, determined by the sum of all Global population growth.png local and national population growth modifiers. Once the population growth progress reaches 100%, a new pop will be created in the territory with the same pop class, culture, and religion of the pop it originally grew from. Note that a pop will continue to grow even if the pop it is growing from its killed, moved away, changed in any way, which might result in a newly grown pop no longer sharing the same characteristics of the original pop once it finishes if the original pop changed in the meantime.

Important sources of population growth are listed below:

  • +0.01% base value for all territories
  • +0.003% per point of Civilization.png civilization value
  • -0.03% for each Population.png pop over the Population capacity population capacity
  • +0.02% for every 12 months of Monthly food.png the province's total 食物消耗 that the province has stored, up to a maximum of 120 Months
  • -0.06% for blockaded territories
  • -0.01% for looted territories
  • -0.20% for raided territories
  • -0.25% for pillaged territories
  • +0.5% for depopulated territories
  • +0.03% when at peace
  • +0.01% for every point of Stability.png stability over 50
  • +0.025% for each tier of a Gw map icon.png great wonder's Gw effect expanding population.png Fertile Nation effect
  • +0.01% with the Invention.png Grain Rations (Religious power.png Religious Advances 1), +0.02% with Invention.png Obstetrics (Religious power.png Religious Advances 10), and +0.02% with Invention.png Encouragement of Migration (Religious power.png Religious Advances 14)
  • +0.10% as a passive modifier of many deities (+0.125% if the Holy Site.png holy site is held)
  • +0.08% per Omen.png 100% omen power for many Omen.png omens (+0.10% per Omen.png 100% omen power if the Holy Site.png holy site is held)
  • +0.05% with the Enact law cost modifier.png Infrastructure Policy Monarchy law
  • +0.03% with 厄庇道罗斯的国旗  Epidauran Heritage (Epidauros), 哈利卡耳那索斯的国旗  Halicarnassan Heritage (Halikarnassos), 墨塔蓬同的国旗  Metapontine Heritage (Metapontum), 喀俄斯的国旗  Ciusan Heritage (Kios)
  • -0.01% with Euboean Heritage (cultural)
  • +0.02% from governors with 贪婪 Gluttonous trait
  • -0.02% from governors with 节制 Self-controlled trait

If aiming to boost population growth, Stability.png stability (while it gives the highest potential growth rate, it is the most costly to keep high) and Monthly food.png stored food are generally the most effective. The other modifiers are smaller and generally have a higher opportunity cost. There are also a large number of other modifiers from events, decisions, and missions that can increase or decrease population growth in a territory, most notably the Roman Warm Period.

If the population growth speed is negative - usually as a result of starvation, or sometimes significant overpopulation - pops in the territory will instead begin to die. Any pop that is growing will instead begin to lose progress, and if it reaches 0 a randomly pop will be chosen to begin dying. The progress bar will be reset to 100% and gradually lose progress according to the current population growth speed, and once the growth progress reaches 0 the pop will be killed and another pop will begin to die.

Note that population growth in general does not scale according to the actual population of the territory, but instead remains constant as the population grows (within the Population capacity population capacity). This means that population growth tends to be linear over the course of the game, not exponential, and that population growth generally scales best to the Local.png number of owned territories rather than the Population.png population of a country.

占领

主条目:Enslavement

When a territory is occupied an by army led by a Commander.png commander, a certain proportion of the population (approximately the population of the territory multiplied by the occupying army's Enslavement efficiency.png enslavement efficiency) will be captured, with around 1/3 killed directly (and the rest enslaved and sent back to the occupying army's homeland). In a large scale war, this can result in significant demographic losses if a country's population centres are successfully sieged down. When a Territory city.png city, Territory metropolis.png metropolis, or Country capital.png is occupied, the commander of the army will also get an event to decide how much to sack the city, which can result in further loss of population if the commander decides to let the army loose.

人口移动

While every pop lives in a certain territory, they are generally not directly bound to their current home and under various circumstances may decide to move, or be forcibly moved, to another territory. In addition to events, decisions, missions, and certain interactions, there are a number of mechanics by which pops can move from territory to territory, some happening passively with others depending more strongly on the country's actions.

移民

Migration speed Free pops will migrate of their own volition to nearby territories in pursuit of economic opportunities, or to escape deteriorating circumstances in their current home. A territory's general attractiveness is represented by its Migration attraction migration attraction, which is determined largely by available Population capacity population capacity and Civilization.png civilization value, but can also be decreased - sometimes significantly so - by disruptive actions and events such as Unrest.png unrest, Siege.png sieges and occupation, Food deficiency.png starvation, and overpopulation. Certain governor policies can also be used to some extent to adjust migration attraction.

Important modifiers to Migration attraction migration attraction include:

  • +1 base value for all territories
  • -3 for Territory settlement.png settlements
  • +2 for Territory metropolis.png metropolises
  • +0.15 for each free slot of Population capacity population capacity
  • +0.05 per point of Civilization.png civilization value
  • +2 for the Country capital.png capital
  • +1 if the territory is a Province capital province capital
  • +5 if the territory has a Holy Site.png holy site
  • +0.05 for each outgoing Ability road building.png road in a territory
  • +1 for territories adjacent to a River major river
  • +0.1 per Port port
  • -1 for each point of Unrest.png unrest
  • -10 if the territory is Food deficiency.png starving
  • -4 for each Population.png pop over the Population capacity population capacity
  • -10 if the territory is occupied
  • -30 if the territory is under Siege.png siege
  • -2 if the territory was recently looted
  • +5 if the territory was depopulated
  • -0.6 per governor Finesse.png finesse plus a base of -6 with the Harsh treatment.png Harsh Treatment governor policy
  • +0.1 per governor Finesse.png finesse plus a base of +1 in the Province capital province capital with the Centralize pop.png Centralize Population governor policy
  • -0.5 per governor Finesse.png finesse plus a base of 5 in non-Province capital province capital territories with the Centralize pop.png Centralize Population governor policy
  • -0.5 per governor Finesse.png finesse plus a base of 5 in the Province capital province capital with the Decentralize pop.png Decentralize Population governor policy
  • +0.1 per governor Finesse.png finesse plus a base of +1 in non-Province capital province capital territories with the Decentralize pop.png Decentralize Population governor policy

All pops other than Slaves slaves are eligible to migrate as long as they are not currently busy (Pop assimilation.png assimilating, Policy religious conversion.png converting, Local pop promotion speed.png promoting, or Local pop demotion speed.png demoting). Every territory can then have 1 pop that is migrating away (chosen at random) to another territory with higher Migration attraction migration attraction, with pops generally preferring targets with higher attraction. There is no limit, however, to the number of pops that can be immigrating to a territory at a given time, which generally results in territories with high Migration attraction migration attraction receiving a disproportionate share of migrants. Pops can migrate between neighbouring territories (including those with a different owner, though not to or from uncolonized territories), territories in the same province, or between any two territories in the same country that both have a Port icon.png port.

As with all passively occurring pop activities, when a pop is emigrating it will gain a certain amount of progress each month, determined by the combined Migration speed migration speed modifiers of the pop, territory (that the pop is emigrating from), and the country, with the pop moving to its new home once the progress bar reaches 100%. Each pop class has a certain 基础移民速度, with Tribesmen tribesmen the fastest and Pop noble.png nobles and Pop citizen.png citizens the slowest, while migrating from Territory settlement.png settlements is also much slower than from Territory city.png cities and Territory metropolis.png metropolises. Geographical considerations such as being adjacent to a River river, being on the Coastal Sea coast, and especially having a Port icon.png port will increase migration speed, as do factors disrupting life in the territory of origin such as Unrest.png unrest, overpopulation, and starvation. Migration speed can be further increased by certain Enact law cost modifier.png laws, Invention.png inventions, and governor policies, as well.

Important modifiers to Migration speed migration speed include:

  • +0.4 for Pop noble.png nobles
  • +0.6 for Pop citizen.png citizens
  • +1 for Freemen freemen
  • +2 for Tribesmen tribesmen
  • +0.05 for Slaves slaves
  • +10% for each outgoing Ability road building.png road
  • -75% for Territory settlement.png settlements
  • +10% for territories with a River nearby river
  • +25% for territories adjacent to a River major river
  • +0.25 if the territory is Coastal Sea coastal
  • -25% for normal winters
  • -50% for severe winters
  • +0.1 per Port port
  • -25% from a Barracks Barracks
  • -25% from a Slave Estate Slave Estate
  • -25% from a Mine Mine
  • -25% from a Farming Settlement Farming Settlement
  • +75% from a Provincial Legation Provincial Legation
  • +25% for each point of Unrest.png unrest
  • +10 if the territory is Food deficiency.png starving
  • +3 for each Population.png pop over the Population capacity population capacity
  • +2.5% for each owned territory with a Port icon.png port in the province
  • +0.1 per governor Finesse.png finesse plus a base of +1 with the Harsh treatment.png Harsh Treatment governor policy
  • +0.2 per governor Finesse.png finesse plus a base of +2 with the Centralize pop.png Centralize Population governor policy
  • +0.2 per governor Finesse.png finesse plus a base of +2 with the Decentralize pop.png Decentralize Population governor policy
  • +10% with the Invention.png Coloniae Civic power.png Civic invention
  • +20% with the Invention.png Land Tithe Civic power.png Civic invention
  • +0.05% for each point of ruler Corruption.png corruption
  • +1.5 with the Enact law cost modifier.png Military Settlement Policy Republic law
  • +1.5 with the Enact law cost modifier.png Lex Servilia Glaucia 罗马的国旗  Roman Republic law
  • +10% if on the defending side in a War.png war
  • +5% with 纳巴忒阿的国旗  Nabatean Heritage (Nabatea)

While seemingly quite slow, migration can be a powerful force over the course of the game, and generally gives a substantial contribution to the population growth of cities. Migration between Port icon.png port provinces is particularly powerful given the much larger pool of territories that immigrants can be drawn from, which makes it particularly useful to place the Country capital.png capital and/or other major economic centres at ports beyond the base bonuses that they give. On a smaller scale, immigration from settlements in the countryside to the local provincial capital or other nearby cities also contributes to urbanization over the course of the game, at least in settled nations; while the predominant Slaves slave population in territories cannot migrate, the local Freemen freemen can, which reduces the ratio of freemen in the settlement and, unless disabled, allows the remaining Slaves slaves to promote into their place, allowing for further migration.

手动移动

While Slaves slaves cannot migrate on their own, they can still be moved manually by their owner country through the territory population interface to any owned territory that either neighbours or is in the same province as the territory of origin. Tribal nations can additionally manually move owned Tribesmen tribesmen pops through the same mechanic as well. Unlike migration, manual movement of pops happens instantaneously with no cooldowns or other restrictions - if desired, a single pop can be moved multiple times between many different territories on the same day - though there is also a base cost of Wealth 5 gold every time a pop is moved, which for Slaves slaves can be modified by the Slave move cost move slaves cost modifier, available only as a -25% reduction with the 蔬菜 vegetables capital bonus.

Since the number of trade goods a territory produces is (partly) tied to the number of slaves it has, moving Slaves slaves can to some extent can be used to control and manage the country's production of trade goods, such as by moving slaves to territories that produce more expensive/desirable trade goods or more careful optimization to push a territory's Slaves slave population just over the next threshold for producing another instance of the trade good sooner than population growth would have occurred naturally. Using rural Slaves slaves to increase the population of nearby Territory city.png cities can also be useful to speed up urbanization, as most of the slaves will eventually promote and begin producing other resources such as Manpower.png 人力, Research points.png 研究点, and Global state trade routes.png trade routes that may be more useful. Note that moving the last pop away from a territory will decolonize the territory and make it unowned.

In addition, manually moving pops is particularly useful for quickly shifting the demographics of a territory to have a dominant Policy cultural assimilation.png integrated culture and Religious power.png state religion to meet the requirements for colonization more quickly than Pop assimilation.png assimilation and Policy religious conversion.png conversion would normally allow. Note that with sufficient gold, a Slaves slave pop (or a Tribesmen tribesmen pop, for tribal countries) can be moved an arbitrarily large distance between connected territories by moving the pop to the edge of the province, using the adjacency condition to move the pop into an adjacent territory in the next province, and continuing until the pop has been moved to its desired location. This means that even territories far away from a significant source of Policy cultural assimilation.png integrated culture and Religious power.png state religion pops can have pops moved there to begin colonization, if the country is willing to spend enough Wealth gold.

奴役

主条目:Enslavement

当一支由Commander.png 指挥官领导的军队占领敌国领土时,该领土的一部分人口可能会被 Enslavement efficiency.png 奴役。被强制降级为 Slaves奴隶身份(但保留其文化和宗教),作为战争战利品被送回本国。被俘虏的人口数量是根据占领军的 Enslavement efficiency.png奴役效率(enslavement efficiency)与领土人口的百分比而定,其中大约有2/3的人口会被真正奴役并送回本国(另外1/3的被俘虏人口则被杀害)。被奴役的人口通常会根据领土的 Migration attraction 移民吸引力进行分配,更倾向于 Country capital.png 首都领土(以及次要程度的省会),同时会避开任何已达到或超过 Population capacity 人口容量的领土。

除了直接征服,奴役是增加一个国家人口的最有效方式之一,如果存在易于占领的领土,通常最好占领敌国中对你不重要的领土,以最大化奴役人口的数量。奴役人口在城市中的集中意味着它们通常最终会晋升,壮大高阶阶层的队伍。

洗劫大城市和人口稠密地区可以成为祖国的经济和人口的巨大助益,但对于那些人口被掠夺的地区来说,情况恰恰相反,即使是人口最多的地区,如果它们不断遭受争夺、占领和洗劫,最终也会被严重甚至完全地人口流失并毁坏,这使得领地被敌方占领充满危险,即使实际上敌方没有对该国施加任何要求。

殖民

主条目:Colonization

当附近的未被占有的领土被殖民时,将会有一个整合文化和国教的人口从殖民源地移动到被殖民的领土,而且这一移动是免费的。

人口容量

Population capacity Each territory has a certain population capacity, which determines how large of a Population.png population a territory's terrain and infrastructure can support. Territories have a base Population capacity population capacity of 10, which is modified by a number of modifiers from terrain, technology, buildings, events, and more. Knowing which territories are good for population growth is essential in city placement and economic planning; it is almost always better to construct new Territory city.png cities in territories with a higher base population capacity, as larger cities are almost always richer and more productive than smaller ones, and Population capacity population capacity is usually the main factor that restricts the growth of cities. Note that Population capacity population capacity is a different value and modifier, though related, from Monthly food.png food, which also services as a limitation to the population of a territory.

一些最重要的Population capacity 人口容量 modifier 包括:

  • +5 for Territory settlement.png settlements
  • +22 for Territory city.png cities
  • +30 and +10% for Territory metropolis.png metropolises
  • +0.25% per point of Civilization.png civilization value
  • +10% for Farmland farmland terrain
  • -10% for Forest forest terrain
  • -10% for Marsh marsh terrain
  • -15% for Jungle jungle terrain
  • -20% for Mountains mountains terrain
  • -25% for Desert desert terrain
  • +5% if there is a River nearby river
  • +10% if adjacent to a River major river
  • +5% for Coastal Sea coastal territories
  • +5% for territories with a Warm Climate
  • -15% for territories with a Arid Climate
  • -20% for territories with a Frigid Climate
  • -25% for territories with a Alpine Climate
  • +10 in the Country capital.png capital territory
  • +6 in Province capital province capitals
  • +10% from Tribal Settlement tribal settlements
  • +1 per Port port
  • +4 from Aqueduct aqueducts
  • -10% from Earthworks earthworks
  • +5% from a Gw map icon.png great wonder with a tier I Gw effect expanding population.png Fertile Nation effect
  • +7.5% from a Gw map icon.png great wonder with tier II Gw effect expanding population.png Fertile Nation effect
  • +10% from a Gw map icon.png great wonder with tier III Gw effect expanding population.png Fertile Nation effect
  • +15% from a Gw map icon.png great wonder with tier IV Gw effect expanding population.png Fertile Nation effect
  • +2.5% from each Civic province investment State Infrastructure province investment
  • +25% from the Idea city plan.png City Planning national idea
  • +1% from each level of Civic power.png Civic Advances
  • +5% from the Invention.png Urban Planning Civic power.png Civic invention
  • +5% from the Invention.png Census Data Oratory power.png Oratory invention
  • +5% from the Invention.png Imperial Calendar 塞琉古帝国的国旗  Seleukid Oratory power.png Oratory invention
  • +5% from the Invention.png Cataract Surgery Indian Oratory power.png Oratory invention
  • +10% from the Invention.png Pedagoguery Civic power.png Civic invention
  • -10% for Menu government.png tribal countries
  • +10% as a passive modifier of many deities (+12.5% if the Holy Site.png holy site is held)
  • +5% from 孔雀的国旗  Heritage of Chandragupta (Maurya)
  • +10% from River Plains group heritage

In addition, there is also the distinct Population capacity Total Population Capacity modifier, which is applied multiplicatively after all the normal population capacity modifiers have been applied to get the territory's final population capacity. The only source of this is a -75% modifier if the territory's province has run out of Monthly food.png food and has a Critical Food Supply.

It is theoretically possible to raise the population capacity of any territory as high as desired by stacking bonuses from the Civic province investment State Infrastructure province investment and Civic power.png Civic Advances, but the small percentage increases means that this is prohibitively expensive. However, as in Territory city.png cities and metropolises every 10 pops unlocks a new Local building slot.png building slot, it is possible to stack city population capacity arbitrarily high (given enough time) by building Aqueduct aqueducts if the total of the percentage modifiers is at least 150% - possible if focusing on stacking modifiers and improving the the territory/province by the midgame - which will make each Aqueduct aqueduct give +10 population capacity, enough to create another building slot to build another Aqueduct aqueduct once the population capacity has been filled. It is usually strongest to do this in the Country capital.png capital, which has a number of bonuses that makes each individual pop even more productive.

If a territory exceeds its Population capacity population capacity, it will get one instance of the Overpopulation modifier for every pop over the Population capacity population capacity, giving:

  • Migration attraction -4 Migration Attraction
  • Happiness.png -4% Local Population Happiness
  • Migration speed +3 Migration Speed
  • Global population growth.png -0.03% Local Population Growth

The Population.png population of a territory with any significant amount of overpopulation will therefore usually quickly fall back down through Migration speed migration and population death, while population growth from natural growth, immigration, and Enslavement efficiency.png enslavement will be quickly stalled, providing an effective soft cap on the population that a territory can sustainably have. It is generally rarely worth having an overpopulated territory, unless the territory only needs to go slightly over the Population capacity population capacity to meet the threshold to produce another trade good.

人口期望比例

Every territory has a desired optimal ratio for each pop class that the population of the territory will slowly drift towards, determined by the sum of all pop ratio modifiers (Noble ratio Noble Desired Ratio, Pop citizen ratio.png Citizen Desired Ratio, Freeman ratio Freeman Desired Ratio, Tribesman ratio Tribesman Desired Ratio, and Slave ratio Slave Desired Ratio) that apply to the territory and its owner. Some modifiers are local and apply only to a single territory (Local Desired Ratio), some apply to all territories in a country (National Desired Ratio), and some apply to all territories with Territory city.png city status in a country (Desired Ratio in Cities).

Despite what it might suggest, a modifier that increases the ratio of a pop class by a certain percentage does not necessarily actually increase the optimal ratio of that pop class by that amount. Instead, the optimal ratio of each pop class is normalized by summing up all the desired ratio modifiers for that class (with a minimum desired ratio of 0) and dividing it by the total desired ratios over all 5 pop classes:

[math]\displaystyle{ \text{Optimal Ratio for Class}=\frac{\text{Desired Ratio for Class}}{\text{Desired Noble Ratio} + \text{Desired Citizen Ratio} + \text{Desired Freeman Ratio} + \text{Desired Tribesman Ratio} + \text{Desired Slave Ratio}} \cdot 100% }[/math]


For instance, in a Territory settlement.png settlement owned by a monarchy with no other modifiers, there is a Slave ratio +10% Local Slave Desired Ratio modifier along with a Pop citizen ratio.png +2.5% Local Citizen Desired Ratio from the territory rank and a Freeman ratio +2.5% National Freeman Desired Ratio modifier from the government form that is applied. This gives a final desired ratio of [math]\displaystyle{ 2.5/(2.5 + 2.5 + 10) \cdot 100% = 16% }[/math] for Pop citizen.png citizens and Freemen freemen and a final desired ratio of [math]\displaystyle{ 10/(2.5 + 2.5 + 10) \cdot 100% = 66% }[/math] for Slaves slaves. One major effect of the way that the optimal ratio is calculated is that the effect of further modifiers is high when there are few desired ratio modifiers to begin with, but decreases rapidly as more and more are applied.

The rank of a territory is one of the main factors that affect the desired class ratios of a territory:

Territory settlement.png Settlements Territory city.png Cities Territory metropolis.png Metropolises
  • Pop citizen ratio.png +2.5% Local Citizen Desired Ratio
  • Slave ratio +10% Local Slave Desired Ratio
  • Noble ratio +15% Local Noble Desired Ratio
  • Pop citizen ratio.png +30% Local Citizen Desired Ratio
  • Freeman ratio +40% Local Freeman Desired Ratio
  • Slave ratio +25% Local Slave Desired Ratio
  • Noble ratio +10% Local Noble Desired Ratio
  • Pop citizen ratio.png +30% Local Citizen Desired Ratio
  • Freeman ratio +30% Local Freeman Desired Ratio
  • Slave ratio +15% Local Slave Desired Ratio

Each overall Menu government.png government form also applies further modifiers to pop ratios in each territory:

Monarchy Republic Tribal
  • Freeman ratio +2.5% National Freeman Desired Ratio
  • Freeman ratio +2.5% National Freeman Desired Ratio
  • Pop citizen ratio.png +5% Desired Citizen Ratio in Cities
  • Freeman ratio +7.5% Desired Freemen Ratio in Cities
  • Noble ratio -7% National Noble Desired Ratio
  • Tribesman ratio +10% National Tribesmen Desired Ratio

Several buildings, particularly those in Territory city.png cities and Territory metropolis.png metropolises, also modify the desired class ratios locally:

  • Noble ratio +5% Local Noble Desired Ratio per Academy Academy (Territory city.png city building)
  • Pop citizen ratio.png +10% Local Citizen Desired Ratio per Court of Law Court of Law (Territory city.png city building)
  • Freeman ratio +10% Local Freemen Desired Ratio per Forum Forum (Territory city.png city building)
  • Slave ratio +10% Local Slave Desired Ratio per Mill Mill (Territory city.png city building)
  • Freeman ratio +15% Local Freemen Desired Ratio with a Barracks Barracks (Territory settlement.png settlement building)
  • Pop citizen ratio.png -2.5% Local Citizen Desired Ratio with a Tribal Settlement Tribal Settlement (Territory settlement.png settlement building)

Certain laws and government types can also affect the desired ratio of pop classes across all territories with Territory city.png city status in a country, including:

  • Freeman ratio +10% Desired Freemen Ratio in Cities for an Menu government.png Aristocratic Monarchy
  • Freeman ratio +10% Desired Freemen Ratio in Cities for a Menu government.png Stratocratic Monarchy
  • Pop citizen ratio.png +10% Desired Citizen Ratio in Cities with the Enact law cost modifier.png Relax Citizenship Status Monarchy law
  • Freeman ratio +10% Desired Freemen Ratio in Cities with the Enact law cost modifier.png Courts for Landowners Monarchy law
  • Slave ratio +15% Desired Slaves Ratio in Cities with the Enact law cost modifier.png Slave Treatment Sanctions Republic law
  • Pop citizen ratio.png +10% Desired Citizen Ratio in Cities with the Enact law cost modifier.png Cultural Primacy Republic law
  • Freeman ratio +10% Desired Freemen Ratio in Cities with the Enact law cost modifier.png Manumittance Policy Republic law
  • Slave ratio +15% Desired Slaves Ratio in Cities with the Enact law cost modifier.png Lex Fufia Caninia 罗马的国旗  Roman Republic law
  • Pop citizen ratio.png +10% Desired Citizen Ratio in Cities with the Enact law cost modifier.png Lex Plautia Papiria 罗马的国旗  Roman Republic law
  • Freeman ratio +10% Desired Freemen Ratio in Cities with the Enact law cost modifier.png Lex Aelia Sentia 罗马的国旗  Roman Republic law
  • Freeman ratio +20% Desired Freemen Ratio in Cities with the Enact law cost modifier.png Rights of Man Tribal law
  • Pop citizen ratio.png +20% Desired Citizen Ratio in Cities with the Enact law cost modifier.png Rights of Birth Tribal law

A number of other local modifiers can also change the pop ratios of a territory.

The overall effect of these modifiers is that Pop citizen.png citizens and especially Pop noble.png nobles are found almost exclusively in Territory city.png cities and Territory metropolis.png metropolises, as well as to a lesser extent in Country capital.png capitals (even those that are Territory settlement.png settlements), while Territory settlement.png settlements will be dominated by Slaves slaves and either a smattering of Pop citizen.png citizens and Freemen freemen for republics and monarchies or Tribesmen tribesmen for tribal countries. Increasing the movement and migration of pops from settlements to cities will therefore result in an overall higher proportion of Pop noble.png nobles and Pop citizen.png citizens in the country, which is generally recommended as Pop noble.png nobles and Pop citizen.png citizens are the only source of Research points.png 研究点 which is needed to keep up in technology.

晋升与降级

The pop class structure of territories will change over time to approach the optimal ratio through Local pop promotion speed.png promotion and Local pop demotion speed.png demotion. Every territory will have one pop promoting and one pop demoting at a time until the actual pop class ratio converges with the optimal ratios for each class in that territory, as long as there are pops that are eligible to be promoted or demoted. Pops cannot promote or demote if they are currently Pop assimilation.png assimilating or Policy religious conversion.png converting; as well, pops cannot promote past the assigned civic rights of its culture, which is particularly important when trying to promote pops into Pop citizen.png citizens and Pop noble.png nobles. Slaves Slave promotion (to Freemen freemen) can be blocked on a territory-specific basis using the Slave Promotion Allowed toggle in the territory population interface at the cost of Slave happiness -24% slave happiness, which can be useful to prop up Tax income.png tax income and increase the amount of trade goods produced, though fewer pops of other classes will mean less Manpower.png 人力 and particularly Research points.png 研究点 and Global state trade routes.png trade routes.

As with other pop activities, promotion and demotion of pops gain progress each month, with the exact amount of progress determined by the Local pop promotion speed.png Pop Promotion Speed and Local pop demotion speed.png Pop Demotion Speed modifiers, respectively. Once progress reaches 100%, the pop will promote by one level or demote by one level and another pop will begin to promote or demote, if there are any other pops that can do so. Note that pops will only ever promote or demote by one level regardless of how far the territory's current pop classes are from the optimal ratio - for instance, a Slaves slave will need to promote three times before it can become a Pop noble.png noble, even if there are currently no nobles in the territory. As an exception, while Tribesmen tribesmen while promote to Freemen freemen and demote to Slaves slaves as expected, Freemen freemen will demote directly down to Slaves slave status rather than passing through Tribesmen tribesmen first. Similarly, Slaves slaves can promote to both Freemen freemen or Tribesmen tribesmen, depending on the current situation.

The base Local pop promotion speed.png promotion and Local pop demotion speed.png demotion speed depends on the original class of the pop (not the class it is promoting/demoting to), with Pop noble.png nobles and Tribesmen tribesmen particularly slow to promote or demote:

Promotion speed

  • Pop citizen.png Citizen Promoting: +6
  • Freemen Freeman Promoting: +6
  • Tribesmen Tribesman Promoting: +4
  • Slaves Slave Promoting: +10

Demotion speed

  • Pop noble.png Noble Demoting: +2
  • Pop citizen.png Citizen Demoting: +4
  • Freemen Freeman Demoting: +6
  • Tribesmen Tribesman Demoting: +2

Local pop promotion speed.png Promotion speed is then affected by many other modifiers, including:

  • +2.5% for each Population.png pop in the territory
  • +2.5% for each Global state trade routes.png trade route in the province (including both import and export routes)
  • +2.5% for each Ability road building.png outgoing road
  • -10% for each point of Unrest.png unrest
  • -25% in Territory settlement.png settlements
  • +10% in Territory metropolis.png metropolises
  • +25% in the Country capital.png capital
  • +10% in Province capital province capitals
  • +10% for Port icon.png ports
  • +25% with a capital surplus of Livestock livestock
  • +15% per governor Finesse.png finesse plus a base of +15% with the Policy social mobility.png Social Mobility governor policy
  • +10% with the Invention.png Granted Manumission Civic power.png Civic invention
  • +15% with the Invention.png Urban Planning Civic power.png Civic invention
  • +20% with the Invention.png Gradated Citizenship Civic power.png Civic invention
  • +25% for Menu government.png Federated Tribes
  • +0.025 for each point of positive Centralization.png centralization
  • +6 with the Enact law cost modifier.png Military Settlement Policy Republic law
  • +6 with the Enact law cost modifier.png Lex Servilia Glaucia 罗马的国旗  Roman Republic law
  • +2 with the Enact law cost modifier.png Sedentary Bureaucracy Tribal law
  • +25% if the country is Religious power.png Jain
  • +10% with 墨斯瑟尼亚的国旗  Helot Heritage (Messenia)
  • +10% with Bosporan Heritage
  • -10% with 厄勒亚的国旗  Elean Heritage (Elea)
  • +0.20% for each point of revanchism

Similarly, modifiers to Local pop demotion speed.png demotion speed include:

  • +2.5% for each Population.png pop in the territory
  • +1% for each Ability road building.png outgoing road
  • +10% for each point of Unrest.png unrest
  • +33% if the Monthly food.png food supply of the province reaches 0 and population is dying of starvation
  • +10% if the territory is currently occupied or under siege
  • +10% if the territory was recently plundered by Pirate haven.png pirates
  • +5% if the Religious power.png dominant religion is not the state religion
  • +15% per governor Finesse.png finesse plus a base of +15% with the Policy social mobility.png Social Mobility governor policy
  • +10% per governor Finesse.png finesse plus a base of +10% with the Harsh treatment.png Harsh Treatment governor policy
  • +6 with the Enact law cost modifier.png Relocation Policy Republic law
  • +6 with the Enact law cost modifier.png Lex Papia de Peregrinis 罗马的国旗  Roman Republic law


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