cools0812 发表于 2018-6-25 12:12

Imperator - Development Diary #5 - 25th of June 2018(开发日志5:人口)

https://forum.paradoxplaza.com/forum/index.php?threads/imperator-development-diary-5-25th-of-june-2018.1107368/

Hi and welcome to the fifth development diary for Imperator! This time we delve into the population mechanics.
你好,欢迎来到《罗马》的第五篇日志!这次我们会深入介绍人口机制。

The population in the game is divided into population units, or “pop” for short, just like Vicky or Rome1.
本作的人口被划分成人口单位,或者简称“pop”,和在维多利亚系列和欧陆风云:罗马中一样。

Each individual pop has its own religion, culture and happiness . So yes, there are minorities in Imperator!
每个pop有自己的宗教,文化和幸福度。是的,在本作中有少数群体存在!(此处呼应johan在本作公布前的一条提示“会有少数派”)

While there are ways to increase happiness of pops, including ideas, inventions and access to trade-goods, they tend to be less happy if they are not of the same culture-group, or if they belong to a different religion. Happiness impacts two thing on the pop, first of all, a pops happiness directly affects how productive they are. Secondly, low happiness increases unrest in a city.
提升pop的幸福度有很多种办法,包括理念,发明和贸易货物。属于非同文化组或异教的pop幸福度会降低。幸福度决定pop的两个属性,首先是幸福度直接决定他们的生产效率,其次是低幸福度增加城市的叛乱度。

There are four different types of pops in the game.
游戏中有4种类型的pop。

Citizens - They provide research and commerce income.
Freemen - They provide manpower.
Tribesmen - These provide a tiny amount of manpower and tax income.
Slaves - These provide tax income
公民-提供科研和商贸收入
自由民-提供人力
部落民-提供很少量的人力和税收
奴隶-提供税收

So how do you get a more pops in a city?
那么你要怎样才能让某座城市种的pop变多呢?

First of all, there is always a single pop either in growth or decline, depending on the population growth of the city. When this pop is fully grown or totally dead, either a current pop is picked for death, or a new random pop is created that will slowly grow.
首先,取决于城市的人口的增长率,无论何时每座城市总有一个pop在增长或减少。当这个pop完全增长完成或彻底死亡后,要么一个现存的pop被选中开始衰减,或者创造出一个新的随机pop开始增长。

Terrain, Civilization value, amount of pops in the city and access to trade-goods impact the growth in a city.
地形,文明程度,城市现有pop数量和贸易货物都会影响这座城市的人口增长率。

https://forum.paradoxplaza.com/forum/index.php?attachments/growth-png.382903/

Secondly, 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.
其次,你可以通过战争获取pop。在你洗劫城市的同时,这些城市的一部分人口会被作为奴隶送到你的首都和行省首府。

One other aspect of conquest is that when a city formally becomes yours, citizens becomes freemen, and freemen becomes slaves.
征服的另一方面是,当一座城市被割让给你时,公民会降级成自由民,自由民降级成奴隶。

If you need more citizens or freemen of your pops, you can always promote pops to a higher class of society, where promoting a slave or tribesmen to freemen currently have a base price of 10 religious power, and promoting a freemen to citizen costs 10 oratory power.
当你需要更多公民或自由民时,可以把pop升级到更好的社会阶层,把1个奴隶/部落民pop升级到自由民目前价格是10宗教力量,把自由民升级到公民需要10雄辩力量。

If you permanently want to increase a pops happiness, you can always spend some religious power to convert them to the state religion.
如果你想永久性提升一个pop的幸福度,可以花费一些宗教力量使他们皈依国教。

We’ll talk a fair bit more about pops in the development diary about colonisation and internal movement later on.
在以后的日志里我们会详细介绍pop在殖民和国内迁移上的机制。

Of course, any modder can define how many pop-types they want and what they are used for freely. Here is an example of the freemen poptype.
当然,任何mod制作者都可以自由定义他们想要的pop类型和用途。这是自由民的定义代码:


freemen = {
    local_manpower = 0.05
    can_promote_to = citizen
    demotes_to = slaves
}
Another cool modding aspect is that everything that costs power, manpower or money use the same “price”-mechanic internally, so you can base everything on money if you so desire. Here is a few scripts from the price database.
另一件很酷的事情是事情是所有消费点数,人力或金钱的操作在代码种使用同一个“价格”机制,所以如果你愿意,可以把一切都改成需要钱。这是价格数据库中的一些脚本:

freemen_promotion = {
    religious = 10
}

assault = {
    manpower = 2
    military = 20
}

send_gift = {
    scaled_gold = 0.2
}
Next week, we’ll be back looking at the economy system.

下一周日志的主题将是经济系统。

wangtao1979 发表于 2018-6-25 18:39

不喜欢欧陆风云的点数

hanshanwu 发表于 2018-6-26 09:27

为什么图片永远在转圈????

hell--fire 发表于 2018-6-26 12:42

wangtao1979 发表于 2018-6-25 18:39
不喜欢欧陆风云的点数

同意,点数系统只能说是简单易懂,从历史模拟来讲点数系统比eu2和3的逻辑+事件驱动差得多

元首叔叔 发表于 2018-6-27 01:02

{:4_101:}还行吧。。。。。如果是事件驱动和逻辑的话。。。估计他也不会是瑞典懒驴了。。。

xgzyxgzy 发表于 2018-6-27 11:55

人口:population ,简称:pop,又称,流行音乐,持久性有机污染物----微软翻译

qqqwww225 发表于 2018-6-27 19:14

很失望,比vic2的pop系统差远了

cools0812 发表于 2018-6-28 11:06

hell--fire 发表于 2018-6-26 12:42
同意,点数系统只能说是简单易懂,从历史模拟来讲点数系统比eu2和3的逻辑+事件驱动差得多

点数风云的扩大化在官方论坛上和reddit上都有引起了很多人的反感,争吵相当激烈
我个人也不太喜欢现在IR的开发表现的方向{:4_104:}

hell--fire 发表于 2018-7-1 20:23

cools0812 发表于 2018-6-28 11:06
点数风云的扩大化在官方论坛上和reddit上都有引起了很多人的反感,争吵相当激烈
我个人也不太喜欢现在IR ...

确实如此。EU4现在最大的问题就是点数的滥用,并且以此为核心的研发导向,导致了整个游戏取向不是历史模拟向,而是数学问题解决向,像网游一样不停做内容堆数据,导致了整个可玩性不如p社的其他几作。
虽然新人可能觉得整个系统很清楚明白,但实际上可以说是粗暴简单,只要堆好点数什么文艺复兴都可以给你堆出来。希望IR不要重走这个老路

390443380 发表于 2018-7-2 11:01

玩了eu mod cu的识字率系统后,就对简单粗暴无脑的点数风云无感了

hell--fire 发表于 2018-7-3 13:15

390443380 发表于 2018-7-2 11:01
玩了eu mod cu的识字率系统后,就对简单粗暴无脑的点数风云无感了

那亲可以玩玩论坛上的朕即国家eu3mod http://bbs.52pcgame.net/forum.php?mod=viewthread&tid=34244,彻底没有点数了,历史感也非常棒。

Blitzkreige 发表于 2018-7-3 19:55

只能说是把五萌的特点随便拼凑了一下,pop很粗糙,经济像eu4,建造像stellaris。。。

390443380 发表于 2018-7-4 14:33

hell--fire 发表于 2018-7-3 13:15
那亲可以玩玩论坛上的朕即国家eu3mod http://bbs.52pcgame.net/forum.php?mod=viewthread&tid=34244,彻 ...

谢谢推荐啊,eu3没玩过,不知道画面咋样,会不会太老

hell--fire 发表于 2018-7-4 16:55

390443380 发表于 2018-7-4 14:33
谢谢推荐啊,eu3没玩过,不知道画面咋样,会不会太老

画面肯定比不上eu4,但历史感远胜,你玩过就会明白了

hell--fire 发表于 2018-7-4 21:33

不过幸亏看后面的脚本部分,可扩展性还是不错的,希望未来有历史向mod可以把点数的影响降低

madaicc 发表于 2018-7-29 08:53

发言很精彩{:4_159:}

帅气的小胡子 发表于 2018-8-3 15:16

看更新日志度日{:4_97:}

smokeydays 发表于 2018-10-26 18:45

点数设定也太糟糕了吧。
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