- 积分
- 8003
- 威望
- 7998
- 金圆券
- 37222 PB
- 小红花
- 144
- 臭鸡蛋
- 2
- 法币
- 3396 FB
制置使
- 积分
- 8003
- 威望
- 7998
- 金圆券
- 37222 PB
- 小红花
- 144
- 臭鸡蛋
- 2
- 法币
- 3396 FB
|
https://forum.paradoxplaza.com/f ... -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。
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
- }
复制代码
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
- }
复制代码
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。
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参与人数 3 | 威望 +280 |
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含烟
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+ 160 |
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很给力! |
hell--fire
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+ 200 |
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感谢你提供了宝贵的共享。 |
Lysten
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+ 200 |
+ 2 |
感谢你提供了宝贵的共享。 |
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