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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 gold (directly through
taxes and indirectly through trade, which produces
commerce),
人力, and
研究点, but must also be kept
happy and content lest they drive
unrest in their province and revolt. In general, pops cannot be interacted with directly and will
grow,
assimilate,
convert,
promote, and
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.
The class structure of a territory's population will approach its optimal ratio over time through pop promotion and
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:
Nobles ⇒
Citizens (5% chance),
Citizens ⇒
Freemen (25% chance), and
Freemen ⇒
Slaves (25% chance).
- When any territory is occupied, some of its pops will be enslaved according to the army's
enslavement efficiency and immediately moved to one of the occupier's territories, usually a provincial or country capital, as a new
slave pop (keeping its culture and religion).
- Some events can also immediately promote or demote pops.
贵族

Each Noble Pop at 100% Happiness produces per month:
贵族还具有以下特点:
- 3.00 Political Weight
0.5 食物消耗
-20% 基础幸福度
+0.40 基础同化
+0.40 基础改信
+2 基础降级速度
+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 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
ratio and
happiness can be increased via the
library, while the
academy increases their
ratio by half as much along with their (significant)
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 食物消耗 is significant, particularly in the
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 -4% Integrated Culture Happiness malus and
-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 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

Each Citizen Pop at 100% Happiness produces per month:
公民还具有以下特点:
- 1.50 Political Weight
0.3 食物消耗
-10% 基础幸福度
+0.60 基础同化
+0.60 基础改信
+6 基础升级速度
+4 基础降级速度
+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 ratio and
happiness can be increased by the
court of law. Citizen civic rights are associated with
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 cultures that have not been given the full noble civic right.
自由民

Each Freeman Pop at 100% Happiness produces per month:
自由民还具有以下特点:
- 1.00 Political Weight
0.2 食物消耗
0% 基础幸福度
+0.60 基础同化
+0.60 基础改信
+6 基础升级速度
+6 基础降级速度
+1 基础移民速度
Freemen are found primarily in cities, but also have a significant base optimal ratio (20%) in the settlements of monarchies and republics. They are somewhat easier to maintain than citizens, but about equally affected by
civilisation level. While freemen produce some
tax their primary contribution is as main source of
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
ratio and
happiness can be increased via the
forum in
cities and
metropolises, and
barracks in
settlements, and as the default civic right in non-integrated cultures they will tend to be disproportionate represented in those areas.
部落民

Each Tribesmen Pop at 100% Happiness produces per month:
部落民还具有以下特点:
- 0.75 Political Weight
0.1 食物消耗
16% 基础幸福度
+0.40 基础同化
+0.40 基础改信
+4 基础升级速度
+2 基础降级速度
+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 Civilisation level. Their production is comparable to
freemen, with a focus on
人力 and some amount of
tax income, though actually getting those outputs is generally easier with their higher 基础幸福度. In
settlements, tribesmen
output and
happiness can be increased by building
Tribal Settlements.
For tribal nations, they make up 50% of the Settlement Population, limiting the space available for 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
人力 relative to what would be expected from their population but usually with less income. Tribesmen also have a high base
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 the significant happiness penalties from
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 is built, though their slow promotion/demotion speed means that tribesman-heavy territories will usually take some time to become properly useful.
奴隶

每个奴隶人口每月产出:
奴隶还具有以下特性:
- 0.35 Political Weight
-30% 基础幸福度
0.1 食物消耗
+0.60 基础同化
+0.60 基础改信
+10 基础升级速度
+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 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
happiness,
output and
desired ratio can all be increased by the
mill in territories with city status, and
output by the
slave estate in
settlements. While slaves can appear through demotion and population growth like all other pop types, slaves can also uniquely be acquired through
the enslavement of pops when occupying enemy territories, as well as through
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 than any other pop type, slaves can also uniquely produce additional trade goods in a territory, based on the
slaves needed for local surplus value of the territory. This value is a base of 15 in
settlements and 20 in
cities and
metropolises, which can be lowered by the
mine and
farming settlement buildings in
(as well as a large variety of other modifiers), and gives 1 extra trade good for every multiple (rounded down) of the
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 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 gold,
人力, and
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
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 (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 trade routes produced by a pop, which is always constant for each pop (depending on its class).
Some of the more important sources of population output modifiers include:
- -30% base value
- -15% in
settlements
- +5% in the
capital territory
- +10% in
province capitals
- +1% each point of
civilization value
- -30% if the
dominant culture in the territory is not an
integrated culture
- -20% in occupied territories
- +1% for each
Horses trade good in the province
- +1% for each
Steppe Horses trade good in the province
- +3% for each
Elephants trade good in the province
- -4% per governor
finesse plus a base of -4% with the
Harsh Treatment governor policy
- -4% per governor
finesse plus a base of -4% with the
Local Autonomy governor policy
- +5% in the
capital province
- +1.5% per governor
finesse
Pop output can also be affected on a class-specific basis with the noble output,
citizen output,
freeman output,
tribesman output, and
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
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
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 to 16% for
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 (
(Local) Population Happiness)
- Pop class modifiers (
Noble Happiness,
Citizen Happiness,
Freeman Happiness,
Tribesman Happiness, and
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 (
Culture Happiness,
Integrated Culture Happiness,
Unintegrated Culture Happiness, and
Unintegrated Culture Group Happiness modifiers)
- Religion modifiers (
State Religion Happiness and
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:
Output: a pop's output (except for
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
2 人力 instead of 4.
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
noble pop will produce far more unrest than a discontent
slave. High unrest will lower
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 do not have an output difference from happiness and have a political weight too low to be particularly relevant, while for many countries
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 do not change their output based on happiness, the primary focus in core areas is to maximize the happiness of the highly productive
nobles and then
citizens, typically by building their associated buildings in
cities, importing their specific trade goods (generally only available in significant quantities a little bit into the game), and increasing
civilization level (though only as a general, long term goal). Focusing on
freemen happiness may also be situationally useful, but by the time a country is wealthy enough to invest in
freemen it usually no longer has a pressing need for more 人力, at least as opposed to
research and
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 drops or
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 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
forts in the province to keep
unrest and
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 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
grand theater and
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
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
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
Religious Conversion governor policy and the dominant province
culture and
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 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
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
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 value
- -0.03% for each
pop over the
population capacity
- +0.02% for every 12 months of
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 over 50
- +0.025% for each tier of a
great wonder's
Fertile Nation effect
- +0.01% with the
Grain Rations (
Religious Advances 1), +0.02% with
Obstetrics (
Religious Advances 10), and +0.02% with
Encouragement of Migration (
Religious Advances 14)
- +0.10% as a passive modifier of many deities (+0.125% if the
holy site is held)
- +0.08% per
100% omen power for many
omens (+0.10% per
100% omen power if the
holy site is held)
- +0.05% with the
Infrastructure Policy Monarchy law
- +0.03% with
Epidauran Heritage (Epidauros),
Halicarnassan Heritage (Halikarnassos),
Metapontine Heritage (Metapontum),
Ciusan Heritage (Kios)
- -0.01% with Euboean Heritage (cultural)
- +0.02% from governors with
Gluttonous trait
- -0.02% from governors with
Self-controlled trait
If aiming to boost population growth, stability (while it gives the highest potential growth rate, it is the most costly to keep high) and
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). 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
number of owned territories rather than the
population of a country.
占领
- 主条目:Enslavement
When a territory is occupied an by army led by a commander, a certain proportion of the population (approximately the population of the territory multiplied by the occupying army's
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
city,
metropolis, or
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
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, which is determined largely by available
population capacity and
civilization value, but can also be decreased - sometimes significantly so - by disruptive actions and events such as
unrest,
sieges and occupation,
starvation, and overpopulation. Certain governor policies can also be used to some extent to adjust migration attraction.
Important modifiers to migration attraction include:
- +1 base value for all territories
- -3 for
settlements
- +2 for
metropolises
- +0.15 for each free slot of
population capacity
- +0.05 per point of
civilization value
- +2 for the
capital
- +1 if the territory is a
province capital
- +5 if the territory has a
holy site
- +0.05 for each outgoing
road in a territory
- +1 for territories adjacent to a
major river
- +0.1 per
port
- -1 for each point of
unrest
- -10 if the territory is
starving
- -4 for each
pop over the
population capacity
- -10 if the territory is occupied
- -30 if the territory is under
siege
- -2 if the territory was recently looted
- +5 if the territory was depopulated
- -0.6 per governor
finesse plus a base of -6 with the
Harsh Treatment governor policy
- +0.1 per governor
finesse plus a base of +1 in the
province capital with the
Centralize Population governor policy
- -0.5 per governor
finesse plus a base of 5 in non-
province capital territories with the
Centralize Population governor policy
- -0.5 per governor
finesse plus a base of 5 in the
province capital with the
Decentralize Population governor policy
- +0.1 per governor
finesse plus a base of +1 in non-
province capital territories with the
Decentralize Population governor policy
All pops other than slaves are eligible to migrate as long as they are not currently busy (
assimilating,
converting,
promoting, or
demoting). Every territory can then have 1 pop that is migrating away (chosen at random) to another territory with higher
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 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.
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 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 the fastest and
nobles and
citizens the slowest, while migrating from
settlements is also much slower than from
cities and
metropolises. Geographical considerations such as being adjacent to a
river, being on the
coast, and especially having a
port will increase migration speed, as do factors disrupting life in the territory of origin such as
unrest, overpopulation, and starvation. Migration speed can be further increased by certain
laws,
inventions, and governor policies, as well.
Important modifiers to migration speed include:
- +0.4 for
nobles
- +0.6 for
citizens
- +1 for
freemen
- +2 for
tribesmen
- +0.05 for
slaves
- +10% for each outgoing
road
- -75% for
settlements
- +10% for territories with a
nearby river
- +25% for territories adjacent to a
major river
- +0.25 if the territory is
coastal
- -25% for normal winters
- -50% for severe winters
- +0.1 per
port
- -25% from a
Barracks
- -25% from a
Slave Estate
- -25% from a
Mine
- -25% from a
Farming Settlement
- +75% from a
Provincial Legation
- +25% for each point of
unrest
- +10 if the territory is
starving
- +3 for each
pop over the
population capacity
- +2.5% for each owned territory with a
port in the province
- +0.1 per governor
finesse plus a base of +1 with the
Harsh Treatment governor policy
- +0.2 per governor
finesse plus a base of +2 with the
Centralize Population governor policy
- +0.2 per governor
finesse plus a base of +2 with the
Decentralize Population governor policy
- +10% with the
Coloniae
Civic invention
- +20% with the
Land Tithe
Civic invention
- +0.05% for each point of ruler
corruption
- +1.5 with the
Military Settlement Policy Republic law
- +1.5 with the
Lex Servilia Glaucia
Roman Republic law
- +10% if on the defending side in a
war
- +5% with
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 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
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
slave population in territories cannot migrate, the local
freemen can, which reduces the ratio of freemen in the settlement and, unless disabled, allows the remaining
slaves to promote into their place, allowing for further migration.
手动移动
While 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 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
5 gold every time a pop is moved, which for
slaves can be modified by the
move slaves cost modifier, available only as a -25% reduction with the
vegetables capital bonus.
Since the number of trade goods a territory produces is (partly) tied to the number of slaves it has, moving 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
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 to increase the population of nearby
cities can also be useful to speed up urbanization, as most of the slaves will eventually promote and begin producing other resources such as
人力,
研究点, and
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 integrated culture and
state religion to meet the requirements for colonization more quickly than
assimilation and
conversion would normally allow. Note that with sufficient gold, a
slave pop (or a
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
integrated culture and
state religion pops can have pops moved there to begin colonization, if the country is willing to spend enough
gold.
奴役
- 主条目:Enslavement
当一支由 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
奴役。被强制降级为
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
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
移民吸引力进行分配,更倾向于
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
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
Each territory has a certain population capacity, which determines how large of a
population a territory's terrain and infrastructure can support. Territories have a base
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
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 is usually the main factor that restricts the growth of cities. Note that
population capacity is a different value and modifier, though related, from
food, which also services as a limitation to the population of a territory.
- +5 for
settlements
- +22 for
cities
- +30 and +10% for
metropolises
- +0.25% per point of
civilization value
- +10% for
farmland terrain
- -10% for
forest terrain
- -10% for
marsh terrain
- -15% for
jungle terrain
- -20% for
mountains terrain
- -25% for
desert terrain
- +5% if there is a
nearby river
- +10% if adjacent to a
major river
- +5% for
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
capital territory
- +6 in
province capitals
- +10% from
tribal settlements
- +1 per
port
- +4 from
aqueducts
- -10% from
earthworks
- +5% from a
great wonder with a tier I
Fertile Nation effect
- +7.5% from a
great wonder with tier II
Fertile Nation effect
- +10% from a
great wonder with tier III
Fertile Nation effect
- +15% from a
great wonder with tier IV
Fertile Nation effect
- +2.5% from each
State Infrastructure province investment
- +25% from the
City Planning national idea
- +1% from each level of
Civic Advances
- +5% from the
Urban Planning
Civic invention
- +5% from the
Census Data
Oratory invention
- +5% from the
Imperial Calendar
Seleukid
Oratory invention
- +5% from the
Cataract Surgery Indian
Oratory invention
- +10% from the
Pedagoguery
Civic invention
- -10% for
tribal countries
- +10% as a passive modifier of many deities (+12.5% if the
holy site is held)
- +5% from
Heritage of Chandragupta (Maurya)
- +10% from River Plains group heritage
In addition, there is also the distinct 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
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 State Infrastructure province investment and
Civic Advances, but the small percentage increases means that this is prohibitively expensive. However, as in
cities and metropolises every 10 pops unlocks a new
building slot, it is possible to stack city population capacity arbitrarily high (given enough time) by building
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 give +10 population capacity, enough to create another building slot to build another
aqueduct once the population capacity has been filled. It is usually strongest to do this in the
capital, which has a number of bonuses that makes each individual pop even more productive.
If a territory exceeds its population capacity, it will get one instance of the Overpopulation modifier for every pop over the
population capacity, giving:
-4 Migration Attraction
-4% Local Population Happiness
+3 Migration Speed
-0.03% Local Population Growth
The population of a territory with any significant amount of overpopulation will therefore usually quickly fall back down through
migration and population death, while population growth from natural growth, immigration, and
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 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 Desired Ratio,
Citizen Desired Ratio,
Freeman Desired Ratio,
Tribesman Desired Ratio, and
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
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 settlement owned by a monarchy with no other modifiers, there is a
+10% Local Slave Desired Ratio modifier along with a
+2.5% Local Citizen Desired Ratio from the territory rank and a
+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
citizens and
freemen and a final desired ratio of [math]\displaystyle{ 10/(2.5 + 2.5 + 10) \cdot 100% = 66% }[/math] for
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:
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Each overall government form also applies further modifiers to pop ratios in each territory:
Monarchy | Republic | Tribal |
Several buildings, particularly those in cities and
metropolises, also modify the desired class ratios locally:
+5% Local Noble Desired Ratio per
Academy (
city building)
+10% Local Citizen Desired Ratio per
Court of Law (
city building)
+10% Local Freemen Desired Ratio per
Forum (
city building)
+10% Local Slave Desired Ratio per
Mill (
city building)
+15% Local Freemen Desired Ratio with a
Barracks (
settlement building)
-2.5% Local Citizen Desired Ratio with a
Tribal Settlement (
settlement building)
Certain laws and government types can also affect the desired ratio of pop classes across all territories with city status in a country, including:
+10% Desired Freemen Ratio in Cities for an
Aristocratic Monarchy
+10% Desired Freemen Ratio in Cities for a
Stratocratic Monarchy
+10% Desired Citizen Ratio in Cities with the
Relax Citizenship Status Monarchy law
+10% Desired Freemen Ratio in Cities with the
Courts for Landowners Monarchy law
+15% Desired Slaves Ratio in Cities with the
Slave Treatment Sanctions Republic law
+10% Desired Citizen Ratio in Cities with the
Cultural Primacy Republic law
+10% Desired Freemen Ratio in Cities with the
Manumittance Policy Republic law
+15% Desired Slaves Ratio in Cities with the
Lex Fufia Caninia
Roman Republic law
+10% Desired Citizen Ratio in Cities with the
Lex Plautia Papiria
Roman Republic law
+10% Desired Freemen Ratio in Cities with the
Lex Aelia Sentia
Roman Republic law
+20% Desired Freemen Ratio in Cities with the
Rights of Man Tribal law
+20% Desired Citizen Ratio in Cities with the
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 citizens and especially
nobles are found almost exclusively in
cities and
metropolises, as well as to a lesser extent in
capitals (even those that are
settlements), while
settlements will be dominated by
slaves and either a smattering of
citizens and
freemen for republics and monarchies or
tribesmen for tribal countries. Increasing the movement and migration of pops from settlements to cities will therefore result in an overall higher proportion of
nobles and
citizens in the country, which is generally recommended as
nobles and
citizens are the only source of
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 promotion and
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
assimilating or
converting; as well, pops cannot promote past the assigned civic rights of its culture, which is particularly important when trying to promote pops into
citizens and
nobles.
Slave promotion (to
freemen) can be blocked on a territory-specific basis using the Slave Promotion Allowed toggle in the territory population interface at the cost of
-24% slave happiness, which can be useful to prop up
tax income and increase the amount of trade goods produced, though fewer pops of other classes will mean less
人力 and particularly
研究点 and
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 Pop Promotion Speed and
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
slave will need to promote three times before it can become a
noble, even if there are currently no nobles in the territory. As an exception, while
tribesmen while promote to
freemen and demote to
slaves as expected,
freemen will demote directly down to
slave status rather than passing through
tribesmen first. Similarly,
slaves can promote to both
freemen or
tribesmen, depending on the current situation.
The base promotion and
demotion speed depends on the original class of the pop (not the class it is promoting/demoting to), with
nobles and
tribesmen particularly slow to promote or demote:
Promotion speed
Demotion speed
Promotion speed is then affected by many other modifiers, including:
- +2.5% for each
pop in the territory
- +2.5% for each
trade route in the province (including both import and export routes)
- +2.5% for each
outgoing road
- -10% for each point of
unrest
- -25% in
settlements
- +10% in
metropolises
- +25% in the
capital
- +10% in
province capitals
- +10% for
ports
- +25% with a capital surplus of
livestock
- +15% per governor
finesse plus a base of +15% with the
Social Mobility governor policy
- +10% with the
Granted Manumission
Civic invention
- +15% with the
Urban Planning
Civic invention
- +20% with the
Gradated Citizenship
Civic invention
- +25% for
Federated Tribes
- +0.025 for each point of positive
centralization
- +6 with the
Military Settlement Policy Republic law
- +6 with the
Lex Servilia Glaucia
Roman Republic law
- +2 with the
Sedentary Bureaucracy Tribal law
- +25% if the country is
Jain
- +10% with
Helot Heritage (Messenia)
- +10% with Bosporan Heritage
- -10% with
Elean Heritage (Elea)
- +0.20% for each point of revanchism
Similarly, modifiers to demotion speed include:
- +2.5% for each
pop in the territory
- +1% for each
outgoing road
- +10% for each point of
unrest
- +33% if the
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
pirates
- +5% if the
dominant religion is not the state religion
- +15% per governor
finesse plus a base of +15% with the
Social Mobility governor policy
- +10% per governor
finesse plus a base of +10% with the
Harsh Treatment governor policy
- +6 with the
Relocation Policy Republic law
- +6 with the
Lex Papia de Peregrinis
Roman Republic law
参考资料