人口

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自由之民讨论 | 贡献2019年5月21日 (二) 07:25的版本 (同步到官方百科11:20, 15 May 2019‎ SolSys)


The population of the world is represented by individual "population units", or “pop” for short. Each population unit has a unique ID in the save game file.

Pops are the basic generator of research points, commerce value, manpower (points) and base tax. Many modifiers are then applied to the summed values generated by the pops to obtain the total generated points per tick. A tick is represented by a day in Imperator: Rome.

  • Pops are produced by/born in cities. There is a base rate and a couple of modifiers to it.
  • Pops can be moved between the player's cities at will but at a cost. Moving a slave type pop costs 5 Civic Power, any other type 20 Civic Power Points.
    • One of the major tasks the player is confronted with, is the allocation of his pops to generate the maximum amount of points. These points are then spent by the player.
    • While it seems unnatural, there seem to be no penalty in stuffing a city with one kind of social class; the advantage is through the stacking boni of buildings.

Each pop has its own culture, religion and social class. The happiness value is applied to all pops sharing the same of the former three features living in a city.

Social classes

A pop belongs to one of the four available social classes:

  1. Citizens – generate research points and commerce income
  2. Freemen – generate manpower
  3. Tribesmen – generate manpower and tax income
  4. Slaves – generate tax income; additionally produce surplus goods
  • When a new pop is born, its social class is determined by chance! It could be 25% each.
  • Slaves and Tribesmen-type pops can be upped to Freemen by the player at will at a cost of 20 Oratory Power Points per pop.
  • Freemen-type pops can be upped to Citizens by the player at will at a cost of 20 Oratory Power Points per pop.
  • Citizen-type pops cannot be demoted by the player!
  • Switching the Governor Policy of a province to "Social Mobility", will lead, in due time, to a 25%, 25%, 25%, 25% distribution.

Citizens

Citizens icon
Citizens represent the patricians in Rome, and nobility in monarchies. Owners of a Latifundium.
  • Base Happiness: 20%
  • Demotes to: Freemen
  • 50% chance to be demoted on conquest

Each Citizen Pop at 100% Happiness produces per day:

  • 0.25 Research Point
  • 0.01 Commerce Value

Freemen

Freemen icon
Freemen represent the plebeians of Rome. Artisans and small holders.
  • Base Happiness: 25%
  • Promotes to: Citizen
  • Demotes to: Slaves
  • 50% chance to be demoted on conquest

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

  • 10 Manpower

Slaves

Slaves icon
Slaves are mostly prisoners of war (POWs).
  • Base Happiness: 100%
  • Promotes to: Freemen
  • Cannot be used to colonize

Each Slave Pop at 100% Happiness produces per day:

  • 0.03 Base Tax
  • Every 15 (13 in case of Terrain type:fields) slave pops produce one additional trade good!

Tribesmen

Tribesmen icon
These represent uncivilized folks, barbarians.
  • Base Happiness: 100%
  • Promotes to: Freemen
  • Remains Tribesmen on conquest

Each Tribesmen Pop at 100% Happiness produces per day:

  • 0.015 Base Tax
  • 5 Manpower

Happiness of pops

Happiness impacts two things on the pop:

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

Various things in the game affect the happiness of the pops: ideas, inventions and access to trade-goods. Pops belonging to a different religion then the state religion and to a different culture then the state culture, receive a penalty to their happiness. In case the culture belongs to a different culture group, that penalty is greater. Aggressive expansion points additionally affect pops with divergent culture and religion. The only remedy is to assimilate and convert pops. Assimilation cost 20 ? Power Points and conversion cost 20 Religious Power Points per pop.

Obtaining and Promoting pops

The base rate of population growth in each city in the game is …/day. When this number reaches 100% a new pop with the ID is born in that city, or when it reaches 0% a certain pop dies in that city.

The population growth in a city is altered by factors such as Terrain (), Civilization value, amount of pops currently living in the city (-1% per pop) and availability of to trade-goods.

You can also gain pops through warfare. As you sack cities you will take some of their pops back to your main capital, and your provincial capitals as slaves. Upon conquest, citizen pops in that city will become freemen, and freemen will become slaves.

Promoting a slave or tribesmen to freemen costs 10 oratory power, promoting a freemen to citizen costs 10 oratory power.

Pop Movement

Pops can move between cities as a result of scripted content such as events and when a city falls and some of its population is enslaved.

If you want a certain pop to be transferred to a specific place within your empire you will need to move it yourself.

A pop can be moved from one city to either an adjacent city, one adjacent across a seazone, or any other owned city in the same province for a power cost of 20 Civic Power.

Slaves are cheaper than other pops to move, and only cost 5 Civic Power to transfer. Since the number of slaves in a city also decides if it can produce more than one surplus of its Trade Good this means that you can more easily set up production centers for certain goods, whereas you will have to pay more power if you want to build a Metropolis in a way away.

Colonizing

If you have at least 10 pops in a city adjacent to a city, which in uncolonized and the majority in that city is your state culture and religion, you can move one pop to the uncolonized province to colonize it.

Civilization Value

Each city has a Civilization Value. It represents its level of infrastructure and urbanisation. It is the biggest contributor to pop happiness. Tribesmen will be happier in cities with low Civilization value whereas more stratified pop types such as Freemen and especially Citizens prefer locations with high Civilization value.

The Civilization Value grows naturally over time more or less quickly depending on your laws, invention and traits. It is limited, however, by a cap dependant on several factors. Your country also has a national Civilization Value of its own (mainly increased by government type and technology) - all owned cities will slowly gravitate towards this value if they are below it, and slightly more quickly towards it if they are above it. Positive civilization growth can also never push the local value above that of your capital.

A city's Civilization Value scales between 0 and 100, with the following local effects:

  • Citizen Happiness: +1%
  • Freemen Happiness: +0.7%
  • Tribesmen Happiness: -0.5%
  • Barbarian Growth: -0.005
  • Population Growth: +0.5%
  • Supply Limit: +0.02
Civilization Value Citizen Happiness Freemen Happiness Tribesmen Happiness Barbarian Growth Population Growth Supply Limit
0
+50 +50% +35% -25% -0.25 +25% +10
+100 +100% +70% -50% -0.5 +50% +20

The Civilization Value grows naturally over time more or less quickly depending on your laws and inventions, among others. It is limited, however, by a cap dependent on several factors. Civilization will not grow past this threshold, and if the limit falls below the current Civilization Value, it will decrease monthly at a fixed rate of -1% until it meets the cap again.

Source Civilization Cap Maximum Increase Scope
Base +10% Country
Settled Tribe Gov Bonus +10% Country
Federated Tribe +15% Country
Monarchy or Republic +30% Country
Centralization Level +0.1% per Point +10% at 100% Country
Oratory Advance +2% per Advance Level +40% at Level 20 Country
State Religion National Idea +10% Country
Gemstones Surplus in Capital +5% per Surplus Country
Gemstones Export Bonus +2.5% Country
Marketplace +1% per Level City
Emergent Center of Civilization +5% City
Center of Civilization +10% City
Emergent Capital +10% City
  • It is important to note that Settle Tribe Government Bonus is exclusive with the State Religion National Idea due to the lack of Religious National Idea Slot in this Government.
  • Government bonuses are, of course, exclusive to each other.
  • The Centers of Civilization and Emergent Capital modifiers are obtained in the Capital City by forming regional tags (ex: Saxonia, Gaul, Albion...)


参考资料


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