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{{version|3.3}} [[File:UI demographics.png|right|thumb|400px|Demographics in a multispecies empire]] '''Population''', also known as '''{{iconify|pop}}s''', is the center of productivity and political action within an empire. They provide resources by working in {{iconify|jobs}} created by {{iconify|district}}s and {{iconify|building}}s, and also produce {{iconify|unity}} if they are part of a specific {{iconify|faction}}. == Demographics == Each planet has four variables that determine its demographic direction. A planet can have only one growing pop, one declining pop and one assembling pop at any time. === Pop growth === [[File:Update 3 growth surface plot.png|right|thumb|300px|Growth as a function of planet capacity and population]] {{icon|growth speed}} '''Pop growth''' represents the increase in population from natural reproduction and immigration. A new pop appears after <math>100 + (\text{growth required scaling} \cdot {\text{total empire population}})</math> growth points have been accumulated; the [[Game settings#Game Details|growth required scaling]] is a game setting. The base growth rate is determined by the number of pops on the planet along a [[wikipedia:logistic curve|logistic curve]] determined by the {{icon|planet capacity}} [[Celestial body#Planet capacity|planet capacity]], then pop growth modifiers are applied, and lastly pop growth from immigration/emigration is added/subtracted. The [[Game settings#Game Details|logistic growth ceiling]] game setting determines the maximum base growth. Any species existing on the planet or which has immigration access to the planet may be selected to grow there. When choosing a species to grow, planets will generally prioritize species that are under-represented on the planet and have citizenship equal to that of the already existing species. If immigration access is lost to all planets containing the currently selected species, a new species will be selected and all existing growth progress will be erased. Species can be chosen manually for growth if the Population Controls policy is set to ''Allowed''. {{iconify|Habitability}} is an important pop growth modifier. Pops with very low habitability for a planet will only slowly reproduce or migrate to it or may not at all. Pop growth stops when a planet is 15% overcrowded and has 5 pops without housing. Pops start to decline when a planet is 25% overcrowded. {{icon|planet capacity}} [[Celestial body#Planet capacity|Planet capacity]] is capped at 500, regardless of free housing or unblocked districts. However, pops over 500 will not stop growing or decline until required housing exceeds available housing by 15% or 25%, as normal. {| class="mildtable" |+ Base population growth formulas |- ! Condition ! Formula |- | style="border-right:solid thin #ddd; padding-right:0.5em" | <math>\frac{{\text{planet capacity}}}{2} > {\text{planet population}}</math> | <math>\text{total base growth} = 3 \cdot \max (0.125 \cdot (\text{population} - \frac{\text{population}^2}{\text{planet capacity}} - 1) , 1)</math> |- | style="border-right:solid thin #ddd; padding-right:0.5em" | <math>\frac{{\text{planet capacity}}}{2} \le {\text{planet population}}</math> | <math>\text{total base growth} = 3 \cdot 0.125 \cdot (\text{population} - \frac{\text{population}^2}{\text{planet capacity}} - 1)</math> |} Total base pop growth is between 0.3 and <math>(\text{logistic growth ceiling} \cdot 3)</math> (default 4.5) growth per month. Pop growth modifiers, including habitability penalties, are then applied, and then population growth from immigration/emigration is added/subtracted. ==== Migration ==== [[File:Species_right_migration_controls.png|Migration|x24px]] '''Migration''' is calculated by subtracting '''emigration push''' from '''immigration pull''', both of which are determined by factors such as {{iconify|housing}}, {{iconify|stability}} and {{icon|unemployed}} unemployment. A planet with more emigration than immigration will have its {{iconify|growth speed}} lowered and the amount lowered will be added to potential immigration targets. Planets with higher immigration pull will receive a greater share of this migration, which is converted directly into pop growth. Signing a {{iconify|migration treaty}} will allow migration to and from another empire's planets. A newly colonized planet gains {{green|+100}} immigration pull and divides a total of {{yellow|+50}} emigration push between all developed planets, until {{icon|time}} 15 years have passed or the colony has 10 {{iconify|pops}}. ==== Growth weight ==== The exact mechanics by which a new pop is selected for growing/assembly is not fully known. However a bunch of values can be extracted from the {{path|common/defines/00_defines.txt}} file. {| class="mildtable" |- ! Name !! Value !! Description |- | New_Pop_Species_Randomness || 0.5 || The higher this is, the more random species selection of new pops will be |- | New_Pop_Same_Species_Weight || 1.0 || The higher this is, the more new pops will be weighted by number of same or subspecies pops |- | New_Pop_Exact_Species_Weight || 0.5 || The higher this is, the more new pops will be weighted by number of exact same species pops |- | New_Pop_Slavery_Weight || 0.25 || The higher this is, the more new pops will tend to be balanced between enslaved and non-enslaved species |- | New_Pop_Species_Div || 0.05 || The higher this is, the more planets will tend to grow species that are underrepresented on the planet |- | New_Pop_Habitability_Threshold || 0.75 || If habitability is under this, apply exponentially increasing penalties to new pop weight |- | New_Pop_Homeworld_Mult || 2 || Pops have increased weight for growing on their homeworld |- | New_Pop_Growth_Mod_Mult || 0.33 || How much does species growth mod trait matter for new pop weight |- | NEW_POP_Immigration_Mod_Mult || 1 || How much does species immigration growth mod trait matter for new pop weight (when there is immigration) |- | Pop_Decline_Threshold || 3.0 || A species will decline when there is another species with a growth priority this many times higher |} === Pop assembly === '''Pop assembly''' represents a planet's capacity for constructing {{iconify|Mechanical}}, {{iconify|Machine}}, or biological pops. Pop assembly can be either robotic or biological at a given time; both cannot be produced simultaneously. Once <math>100 + (0.25 \cdot {\text{total empire population}})</math> assembly points are reached, a new pop is created on the planet. Non-sapient robotic pops do not migrate but can create overcrowding and unemployment. The constructed template is the one with the highest number of used trait points, but can always be changed manually; unlike choosing a species to grow, this does not cause a penalty to assembly speed. [[File:Pop assembly.png|24px]] Robotic pop assembly is affected by traits and other modifiers. [[File:Pop assembly organic.png|24px]] Organic pop assembly is not affected by any traits or modifiers except for the following: * {{green|+5%}} per {{iconify|Medical Worker}} Job * {{red|−25%}} from {{iconify|Lithoid}} * {{red|−75%}} from {{iconify|Necrophage}} {| class="mildtable" ! Assembly type !! [[File:Mod_planet_pop_assembly_add.png|24px|Monthly pop assembly points]] !! Source !! DLC !! Other requirements |- | rowspan=2 | [[File:Pop assembly.png]] Robotic pop assembly | align=center | {{green|+2}} || {{iconify|Roboticist}} jobs || || {{iconify|Robotic Workers|24px}} technology |- | align=center | {{green|+1}} || {{iconify|Replicator}} jobs || align=center | {{icon|snd}} || {{iconify|Machine Intelligence}} authority |- | rowspan=5 | [[File:Pop assembly organic.png]] Organic pop assembly | align=center | {{green|+2}} || {{iconify|Spawning Drone}} jobs || align=center | {{icon|utp}} || {{iconify|Hive Mind}} authority |- | align=center | {{green|+2}} || {{iconify|Reassigner}} jobs || align=center | {{icon|nec}}{{icon|mgc}} || {{iconify|Permanent Employment}} civic |- | align=center | {{green|+3}} || {{iconify|Clone Vats|24px}} buildings || align=center | {{icon|utp}} || {{iconify|Engineered Evolution}} ascension perk |- | align=center | {{green|+2}} to {{green|+15}} || [[File:Building ancient relics.png|24px|link=Buildings#Ancient Clone Vat]] Ancient Clone Vat buildings || align=center | {{icon|hum}} || {{iconify|Clone Army origin}} |- | align=center | {{green|+0.02}} || {{icon|budding}} Each pop with the Budding trait || align=center | {{icon|plantoids}} || |} === Pop decline === '''Pop decline''' represents the decrease of certain species on the planet due to purging or severe overcrowding. A pop will disappear after 100 decline points have been accumulated. By default, decline rate is {{red|−5}} decline points per month. Overcrowded planets that have over-represented species will have those species begin to decline in numbers and be replaced by newly growing, under-represented species that have equal citizenship. Purging a particular species will cause that species to decline more rapidly depending on the purge type; the decline factor from purging overrides natural decline factors. === Resettlement === Resettlement is the process of pops moving from one planet to another, more desirable one. ==== Automatic resettlement ==== Sapient, unemployed, free pops have a chance (each month) to automatically resettle to another planet with available jobs and housing and suitable habitability. If a {{iconify|Slave Processing Facility|24px}} is active on the planet, enslaved pops and robots in servitude are also eligible. {{iconify|Migration controls}} will prevent this (except for sapient robots). Empires that outlaw slavery (and hence the slave processing facility) cannot enable automatic resettlement for robots in servitude. A {{iconify|Transit Hub|24px}} starbase building will increase the monthly chance of a pop automatically resettling. ==== Forced resettlement ==== If the empire's {{icon|policy}} [[Policies#Resettlement|Resettlement]] policy allows it, forced resettlement will instantly move a pop from one planet to another. This costs a base amount of {{iconify|energy}} and {{iconify|unity}} determined by the pop's category, which may be reduced by additional modifiers. {{box wrapper}} {| class="mildtable plainlist sortable" ! rowspan="2" | Pop category ! rowspan="2" | Allowed? ! colspan="2" | {{icon|resettlement cost}} Base cost |- ! {{icon|Energy}} ! {{icon|Unity}} |- | {{iconify|Ruler}} || {{iconify|Policy}} || align=center | {{red|500}} || align=center | {{red|50}} |- | {{iconify|Specialist}} || {{iconify|Policy}} || align=center | {{red|250}} || align=center | {{red|25}} |- | {{iconify|Worker}} || {{iconify|Policy}} || align=center | {{red|100}} || align=center | {{red|10}} |- | * {{iconify|Complex Drone}} * {{iconify|Menial Drone}} | {{icon|yes}} Always || align=center | {{red|100}} || align=center | {{red|10}} |- | {{iconify|Slave}} || {{iconify|Policy}} || align=center | {{red|50}} || align=center | {{green|0}} |- | {{iconify|Bio-Trophy}} || {{icon|yes}} Always || align=center | {{red|100}} || align=center | {{red|25}} |- | * {{iconify|Purging}} * {{iconify|Assimilation}} | {{icon|yes}} Always || align=center | {{red|100}} || align=center | {{green|0}} |- | [[File:Job_servant.png|24px|link=Policies#Servitude]] Robotic servitude <!-- shackled (yes) = mechanical + not full rights; non sapient (policy) = no synths tech or AI outlawed --> | {{icon|yes}} Always || align=center | {{red|100}} || align=center | {{green|0}} |- | {{icon|Criminal}} Subversive || {{icon|no}} Never || colspan="2" align=center | n/a |} {| class="mildtable sortable" ! rowspan="2" | Modifier source ! colspan="2" | {{icon|resettlement cost}} Cost |- ! {{icon|Energy}} ! {{icon|Unity}} |- | {{icon|edict}} Evacuation Protocols edict | colspan="2" align=center | {{green|−50%}} |- | {{tradition|adaptability|Appropriation|iconify}} tradition | colspan="2" align=center | {{green|−33%}} |- | {{tradition|versatility|Operational Proxies|iconify}} tradition | colspan="2" align=center | {{green|−33%}} |- | {{iconify|Corvee System}} civic | align=center | '''+0%''' | align=center | {{green|−100%}} |- | {{iconify|Subsumed Will}} civic | align=center | '''+0%''' | align=center | {{green|−100%}} |- | {{iconify|OTA Updates}} civic | align=center | '''+0%''' | align=center | {{green|−100%}} |- | {{iconify|Starborn}} trait | colspan="2" align=center | {{green|−25%}} |- | {{iconify|Nomadic}} trait | colspan="2" align=center | {{green|−25%}} |- | {{iconify|Sedentary}} trait | colspan="2" align=center | {{red|+25%}} |} {{end box wrapper}} == Happiness == {{SVersion|3.3}} Each pop in an empire has a '''{{iconify|happiness}}''' rating. It ranges from 0% to 100% and has a base level of 50%. Happiness determines approval rating when combined with stratum {{iconify|political power}}, as well as the following effects: * Each point of happiness above 50 adds {{green|+1%}} {{iconify|governing ethics attraction}} to free pops and {{green|+2%}} {{iconify|Authoritarian}} ethics attraction to slaves. * Each point of happiness below 50 adds {{red|−1%}} {{iconify|governing ethics attraction}} to free pops and {{red|+10%}} {{iconify|Egalitarian}} ethics attraction to slaves. * Each point of happiness above 50 gives each pop {{green|−0.02}} {{iconify|crime}}, up to {{green|0}} per pop at 100% happiness. * Each point of Happiness below 50 gives each pop {{red|+0.02}} {{iconify|crime}}, up to {{red|+2}} per pop at 0% happiness. Fortunately, there are many ways to improve happiness in an empire. Planetary {{iconify|edict}}s, [[civics]], {{iconify|living standards}}, [[Empire#Permanent modifiers|permanent modifiers]], {{iconify|planet modifier}}s, and {{icon|ruler leader}} [[Leader#Ruler traits|ruler traits]] can positively affect happiness. [[Events]] may have an impact on planetary or empire happiness for a limited time as well. === Approval rating === Pop approval rating is a measure of the population's support towards the empire. It is determined by the average {{iconify|happiness}} of each stratum, weighted by {{iconify|political power}}. Pops without happiness are treated as having 50% happiness. Approval rating ranges from 0% to 100% and has a base level of 50%. * Each point of approval rating above 50% adds {{green|+0.6}} {{iconify|stability}}, up to {{green|+30}} at 100% approval rating. * Each point of approval rating below 50% adds {{red|−1}} {{iconify|stability}}, up to {{red|−50}} at 0% approval rating. == Upkeep == {{Sversion|3.3}} Most organic pops consume {{iconify|food||1|red}} per month, while {{iconify|Lithoid}} pops consume {{iconify|minerals||1|red}} per month. {{iconify|Robot}}s instead consume {{iconify|energy||1|red}} energy per month. In addition, organic pops that are not part of a {{iconify|Gestalt Consciousness}} empire require a certain amount of {{iconify|consumer goods}} based on their living standards. Synthetics that are given citizen rights require them as well. Pops with the {{iconify|Phototrophic}} trait replace half their food upkeep with {{iconify|energy}} upkeep. The same is true of pops with the {{iconify|Radiotrophic}} trait, except the latter require no energy upkeep when living on a {{iconify|Tomb World}}. === Housing === '''{{iconify|Housing}}''' represents the living space available for pops to live comfortably. Housing is primarily provided by districts, with {{iconify|city district|24px}}s giving more housing than their resource-focused alternatives. Each pop requires 1 unit of housing by default but the housing demands of individual pops can change due to a variety of factors. If the number of pops exceeds the amount of housing it will cause {{iconify|stability}} to drop by <math>40 \cdot \frac{\text{missing housing}}{\text{total housing required}}</math> and a flat {{yellow|+50}} planet emigration push. As a rule of thumb, each resource district exactly pays for itself in terms of housing, while the pops that work building jobs need city districts (or housing buildings) for their housing, though the capital building provides some buffer before cities are needed. This applies equally to {{iconify|Ecumenopolis}}es. The {{iconify|Agrarian Idyll}} civic gives extra housing to resource districts, allowing the empire to house its pops working building jobs mostly via resource districts. The Trans-Stellar Corporations [[tradition]] adds jobs to habitat trade districts, but does not match them with additional housing, making some residential districts necessary. === Amenities === '''{{iconify|Amenities}}''' represent the infrastructure and jobs dedicated to fulfilling the needs of the population. Individualist empires obtain amenities from a variety of jobs while {{iconify|Gestalt Consciousness}} empires obtain them primarily from {{iconify|Maintenance Drone}} jobs. High amenities grant increased {{iconify|happiness}} to free pops in regular empires and increased stability in {{iconify|Gestalt Consciousness}} empires, while insufficient amenities will lower them. Amenity value will be rounded to the nearest integer. The formula for extra amenities contributing {{iconify|happiness}} is <math>\text{min}\left(20\%, \left\lfloor\frac{20 \cdot \text{extra amenities}}{\text{total amenities consumed}}\right\rfloor \div 100\right)</math>. In other words, it scales from {{yellow|+0%}} with 0 extra amenities, to {{green|+20%}} with twice as many amenities as necessary. The formula for missing amenities contributing {{iconify|happiness}} is <math>\text{max}\left(-50\%, \left\lfloor\frac{-2/3 \cdot \text{missing amenities}}{\text{total amenities consumed}}\right\rfloor \right)</math>. In other words, it scales from +0% with 0 missing amenities, to −50% when the planet have less than 25% of amenities needed. Amenities can be affected on an empire-wide basis by the following: {| class="mildtable" style="float: left; margin-right: 30px;" ! Source ! Amenities |- | {{iconify|Artificial Moral Codes|24px}} technology | style="text-align:right" | {{green|+5%}} |- | {{icon|building}} Executive Retreat branch office building | style="text-align:right" | {{green|+10%}} |- | {{icon|entertainer}} Resort World | style="text-align:right" | {{green|+15%}} |- | [[File:Decision consecrated worlds.png|24px]] Profane Consecrated World | style="text-align:right" | {{green|+1%}} |- | [[File:Decision consecrated worlds.png|24px]] Respected Consecrated World | style="text-align:right" | {{green|+2%}} |- | [[File:Decision consecrated worlds.png|24px]] Venerated Consecrated World | style="text-align:right" | {{green|+3%}} |- | [[File:Decision consecrated worlds.png|24px]] Holy World Consecrated World | style="text-align:right" | {{green|+4%}} |- | [[File:Tech mega art.png|24px]] Mega Art Installation (stage I) | style="text-align:right" | {{green|+5%}} |- | [[File:Tech mega art.png|24px]] Mega Art Installation (stage II) | style="text-align:right" | {{green|+10%}} |- | [[File:Tech mega art.png|24px]] Mega Art Installation (completed) | style="text-align:right" | {{green|+15%}} |- | [[File:Tech mega art.png|24px]] Mega Art Installation (perfection) | style="text-align:right" | {{green|+20%}} |- | {{icon|anr}} Vultaum Star Assembly secrets special project | style="text-align:right" | {{green|+20%}} |} {| class="mildtable" style="float: left; margin-right: 30px;" ! Source ! Amenities usage |- | {{iconify|One Vision}} ascension perk | style="text-align:right" |{{green|−10%}} |- |[[File:R orb insight.png|24px]] Vultaum Reality Perforator relic | style="text-align:right" |{{green|−10%}} |- | {{iconify|Ecological Protection|24px}} resolution 2 | style="text-align:right" |{{green|−5%}} |- |[[File:Decision politics.png|24px]] Discourage Planetary Growth decision | style="text-align:right" |{{red|+25%}} |} {{clear}} == Stratum == Strata represent pops' social classes. The higher a pop's stratum, the more political power they have and the more {{iconify|consumer goods}} they require for upkeep, according to their living standard. It also determines the resettlement cost. Resettlement costs no {{iconify|unity}} if the empire has the {{iconify|Corvée System}}, {{iconify|Subsumed Will}}, or {{iconify|OTA Updates}} civic, or if the pop is enslaved or a non-sentient robot. If a pop takes a job above its stratum it will be promoted to the higher stratum. If there are no available jobs of equal or higher stratum the pop will become unemployed, slowly demoting in stratum and causing {{iconify|happiness}} penalties at most levels of living standards. {{iconify|Slave}}s demote instantly, however. {| class="mildtable plainlist" ! Stratum ! Rank ! Resettlement cost ! Requirements ! Output modifiers |- | {{iconify|Ruler}} | 3 | * {{iconify|Energy||500|red}} * {{iconify|Unity||50|red}} | {{icon|no}}{{iconify|Gestalt Consciousness}} | {{Collapse list | type= Modifiers | body= * {{green|+10%}} {{iconify|Shadow Council}} civic * {{green|+5%}} {{iconify|Necrophage}} trait }} |- | {{iconify|Specialist}} | 2 | * {{iconify|Energy||250|red}} *{{iconify|Unity||25|red}} | {{icon|no}}{{iconify|Gestalt Consciousness}} | {{Collapse list | type= Modifiers | body= * {{green|+15%}} {{iconify|Void Dweller}} species trait (on {{iconify|habitats}}) * {{green|+10%}} {{iconify|Meritocracy}} civic * {{green|+10%}} {{iconify|Fanatic Egalitarian}} ethic * {{green|+10%}} {{icon|living standards}} Academic Privilege living standards * {{green|+5%}} {{iconify|Egalitarian}} ethic * {{green|+5%}} {{iconify|Necrophage}} trait * {{green|+5%}} [[File:Tradition prosperity pursuit of profit.png|24px|link=Traditions#Prosperity]] Creative Collective tradition }} |- | {{iconify|Worker}} | 1 | * {{iconify|Energy||100|red}} *{{iconify|Unity||10|red}} | {{icon|no}}{{iconify|Gestalt Consciousness}} | {{Collapse list | type= Modifiers | body= * {{green|+15%}} {{iconify|Void Dweller}} species trait (on {{iconify|habitats}}) * {{green|+10%}} {{iconify|Fanatic Authoritarian}} ethic * {{green|+5%}} {{iconify|Authoritarian}} ethic * {{green|+5%}} [[File:Tradition domination vassal acculturation.png|24px|link=Traditions#Domination]] Workplace Motivators tradition * {{green|+10%}} [[File:Job livestock.png|24px|link=Designation#Rural World]] Rural World designation <!-- {{green|+10%}} many basic resource designations w/ The Greater Good resolution 2 --> * {{green|+5%}} {{iconify|Very Strong}} species trait * {{green|+2.5%}} {{iconify|Strong}} species trait * {{green|+2.5%}} {{iconify|Industrial Development|24px}} resolution 1 * {{green|+5%}} {{iconify|Industrial Development|24px}} resolution 2 * {{green|+7.5%}} {{iconify|Industrial Development|24px}} resolution 3 * {{green|+10%}} {{iconify|Industrial Development|24px}} resolution 4 * {{red|-2.5%}} {{iconify|Weak}} species trait * {{red|-10%}} {{iconify|Necrophage}} trait }} |- | {{iconify|Complex Drone}} | 0 | * {{iconify|Energy||100|red}} * {{iconify|Unity||10|red}} | {{iconify|Gestalt Consciousness}} | {{Collapse list | type= Modifiers | body= * {{green|+20%}} {{icon|policy}} Manufacturing Focus production policy * {{green|+5%}} {{icon|empire capital}} Machine Capital designation * {{green|+5%}} {{icon|building}} Nest Planet designation * {{green|+5%}} {{icon|building}} Machine Nexus designation * {{green|+5%}} [[File:Tradition prosperity pursuit of profit.png|24px]] Peak Performance tradition * {{red|-20%}} {{icon|policy}} Extraction Focus production policy }} |- | {{iconify|Menial Drone}} | 0 | * {{iconify|Energy||100|red}} *{{iconify|Unity||10|red}} | {{iconify|Gestalt Consciousness}} | {{Collapse list | type= Modifiers | body= * {{green|+20%}} {{icon|policy}} Extraction Focus production policy * {{green|+10%}} [[File:Colony type fringe.png|24px|link=Designation#Fringe Planet]] Fringe Planet designation <!-- {{green|+10%}} many basic resource designations w/ The Greater Good resolution 2 --> * {{green|+5%}} {{icon|empire capital}} Machine Capital designation * {{green|+5%}} [[File:Colony type urban.png|24px|link=Designation#Hive World]] Hive World designation * {{green|+5%}} [[File:Colony type urban.png|24px|link=Designation#Machine World]] Machine World designation * {{green|+5%}} [[File:Tradition synchronicity drone network.png|24px|link=Traditions#Synchronicity]] Drone Network tradition * {{red|-20%}} {{icon|policy}} Manufacturing Focus production policy }} |- | {{iconify|Bio-Trophy}} | 0 | * {{iconify|Energy||100|red}} * {{iconify|Unity||25|red}} | Organic species in a {{iconify|Rogue Servitor}} empire | {{Collapse list | type= Modifiers | body= * {{green|+10%}} [[File:Decision museum.png|24px|link=Planetary_management#Send Artifacts to Organic Sanctuaries]] Send Artifacts to Organic Sanctuaries decision }} |- | {{iconify|Undesirable}} | 0 | {{iconify|Energy||100|red}} | ''Undesirables'' {{iconify|citizenship}} | |- | {{iconify|Assimilation}} | 0 | {{iconify|Energy||100|red}} | ''Assimilation'' {{iconify|citizenship}} | |- | {{iconify|Criminal}} | 1 | {{icon|no}} | High {{iconify|crime}} | |- | {{iconify|Deviant Drone}} | 2 | {{icon|no}} | High {{iconify|deviancy}} in {{iconify|Hive Mind}} empires | |- | {{iconify|Corrupt Drone}} | 2 | {{icon|no}} | High {{iconify|deviancy}} in {{iconify|Machine Intelligence}} empires | |- | {{icon|bio-trophy}} Pre-sapient | 0 | {{icon|no}} | Pre-sapients | |- | {{icon|hedonist}} Precursor | 3 | {{icon|no}}<!-- Technically 100 energy, but this stratum is non-playable anyway so players won't care. --> | Fallen Empire | |- | {{icon|xeno-ward}} Primitive | 0 | {{icon|no}} | Alien pops on The Preserve | |} == Slavery == Entire species can be enslaved by giving them a certain citizenship, which opens a new tab in the Species Rights menu called ''Slavery Type'' that determines what are the effects of slavery. {| class="mildtable" ! {{iconify|Citizenship}} ! Slavery requirements ! Notes |- | Slaves | Species is alien and the empire is {{icon|Authoritarian}}{{icon|Fanatic Authoritarian}} Authoritarian, {{icon|Xenophobe}}{{icon|Fanatic Xenophobe}} Xenophobe or {{iconify|Gestalt Consciousness}} | |- | Servitude | Species is robot and the empire has the ''Servitude'' Artificial Intelligence policy | If {{iconify|Synthetic Dawn}} is active, setting this may cause a robot uprising. |- | Any | {{iconify|Slaver Guilds}} or {{iconify|Indentured Assets}} civics | Up to 35% of the pops are enslaved if the world does not have enough pops with the ''Slaves'' or ''Servitude'' citizenship |} [[File:Grid amalgamation.png|right|thumb|300px|Chemical Processing]] Enslaved pops also use only {{iconify|amenities||0.75|red}} and {{iconify|housing||0.75|red}} (instead of 1), which can be further reduced if the {{iconify|slavery type}} is Servitude or Livestock. They also get {{iconify|resettlement cost||−50%|green}}. Enslaved pops cannot join factions and have only {{iconify|political power||25%|yellow}}, or {{yellow|18.7%}} if a Slave Processing Facility is present on the planet. However they can still increase {{iconify|crime}} if they're too unhappy. Low {{iconify|stability}} is more dangerous when enslaved pops are present on a planet. Normally dangerous events can only occur if it's lower than {{red|25}}, but if any pop is enslaved it should be kept above {{red|40}}. Slave output can be affected by the following: {| class="mildtable" ! Source ! Slave output ! Note |- | {{iconify|Slaver Guilds}} civic | {{green|+10%}} | |- | {{iconify|Indentured Assets}} civic | {{green|+10%}} | |- | {{iconify|Iron Fist}} governor trait | {{green|+10%}} | |- | {{icon|edict}} Extended Shifts edict | {{green|+10%}} | Actual bonus is {{green|+20%}}, see below |- | {{icon|agenda}} Slave Optimization agenda | {{green|+10%}} | |- | [[File:Tradition domination workplace motivators.png|24px]] Workplace Motivators tradition | {{green|+5%}} | Actual bonus is {{green|+10%}}, see below |- | {{iconify|Slave Processing Facility|24px}} building | {{green|+5%}} | |- | {{planet modifier|pm_starvation|3|Hunger Strike|w=24px}} planet modifier | {{red|−50%}} | |- | {{planet modifier|pm_slave_riots|3|Slave Riots|w=24px}} planet modifier | {{red|−1000%}} | |} === Slaves, workers and specialists === In addition to the slave resource output modifiers, worker resource output modifiers can also affect slaves in worker jobs. As of 3.0.1, slaves in specialist jobs are affected by specialist output modifiers but not by slave resource output modifiers, if in Indentured Servitude. * Slaves working on {{iconify|Miner}} jobs can benefit from {{iconify|worker}} resource output modifiers, such as {{iconify|Authoritarian}} and {{iconify|Strong}}. If a modifier affects the resource output of both workers and slaves, it actually affects slaves in worker jobs twice. * The {{icon|Edict}} Extended Shifts edict increases slaves resource output by {{green|+10%}} and workers resource output by {{green|+10%}}, resulting in an actual {{green|+20%}} bonus to slaves in worker jobs. Modifiers that affect workers aside from the resource output ones don't affect slaves. * The {{icon|Edict}} Extended Shifts edict decreases slaves' happiness by {{red|−10%}} and worker happiness by {{red|−10%}}. It does ''not'' cause the slaves to suffer {{red|−20%}} happiness. == Ethics attraction modifiers == {{SVersion|3.3}} '''{{iconify|Ethics divergence}}''' is where a pop or group of pops decide to follow a different ethic than the general population. A materialist pop may decide to follow a more spiritual path and a pacifist culture might decide that peace is the path of the weak. Each pop in an empire will only embrace a single, non-fanatic ethic. At the start of the game, the population will be made of the empire's governing ethics. As population expands and eventually is divided over various planets and sectors, certain segments may decide to adopt values that are different from the core values of the species due to various circumstances in and around the empire. Each [[Ethics|ethic]] has a certain attraction value attached for all pops, depending on both the empire's situation and their own. Each pop can only switch ethics once per year. The exact values and options that influence the attraction levels of certain ethics can be found at [[Ethics attraction]]. The attraction factors of ethics can be amplified by certain circumstances such as policies or traits. Having a positive ethics attraction effect will let all actions that increase attraction to the government ethics result in even more attraction, and negative amounts will be decreased. With a modifier of {{green|50%}}, an action that would increase attraction by 2 would instead increase by 3. Hovering over a pop's ethic will display the attraction towards all ethics. == Robots == {{Sversion|3.3}} [[File:Sentient Robot.png|right|thumb|300px|Sentient humanoid robot]] '''Robots''' are artificial pops and can be constructed once the required technology becomes available. They have the {{iconify|Mechanical}} trait, giving them {{icon|habitability}} {{green|+200%}} habitability on any planet. Robots can be given new traits via robo-modding, and the species template with the highest number of used trait points will be built by default. A different template can be specified for each planet. The jobs a robot can have are limited by the highest robot technology researched. If an empire researches the {{iconify|Synthetics tech|21px}}科技, robots can be given sapience, which lets them be affected by {{iconify|happiness}} and have ethics. {| class="mildtable plainlist" ! Tech level ! Maximum stratum ! Can colonize ! Sapient |- | {{iconify|Robotic Workers|24px}} | {{iconify|Worker}} | {{icon|no}} | {{icon|no}} |- | {{icon|Droids tech|24px}} [[stella:Engineering_research#Droids_tech|Droids]] | {{iconify|Specialist}} (except {{iconify|Researcher}}, {{iconify|Bureaucrat}} and {{iconify|Culture Worker}} if AI policy is set to ''Outlawed'') | {{icon|yes}} | {{icon|no}} |- | {{icon|Synthetics tech|24px}} Synthetics | * {{iconify|Ruler}} if AI policy is set to ''Citizen Rights'' * {{iconify|Specialist}} if AI policy is set to ''Servitude'' * {{iconify|Specialist}} (except {{iconify|Researcher}}, {{iconify|Bureaucrat}} and {{iconify|Culture Worker}}) if AI policy is set to ''Outlawed'' | {{icon|yes}} | * {{icon|no}} if AI policy is set to ''Outlawed'' * {{icon|yes}} if AI policy is set to ''Servitude'' or ''Citizen Rights'' |} Robots without ''Citizen Rights'' require 50% less {{iconify|housing}} and {{iconify|amenities}} and do not need {{iconify|consumer goods}}. If a planet with sapient robots is captured by an empire that doesn't have the {{icon|Synthetics tech|24px}} Synthetics technology, they lose their sapience, and if a planet with non-sapient robots is captured by an empire that has the {{icon|Synthetics tech|24px}} Synthetics technology and does not have the ''Outlawed'' Artificial Intelligence policy, they are immediately given sapience. Note that non-sapient robots can do all specialist jobs with {{icon|Droids tech|24px}} Droids tech, but not after researching {{icon|Synthetics tech|24px}} Synthetics tech. {{expansion|utp}} * It's possible to take the [[File:ap synthetic evolution.png|24px]] [[Traditions#Synthetic Evolution|Synthetic Evolution]] ascension perk and turn all organic pops and leaders into synthetics. * {{iconify|Hive Mind}} empires cannot build robots and will always purge all robots on their worlds. {{expansion|snd}} * As long as an empire has the Artificial Intelligence policy set to ''Servitude'' there is a risk of them starting an [[AI rebellion]], if either the ''Synthetics'' or ''Sapient Combat Simulations'' techs have been researched. * {{iconify|Machine Intelligence}} empires cannot build robots, but they can use them as drones if conquered from a regular empire or bought on the slave market. Robots in a Machine Intelligence empire can work all jobs and are not affected by happiness. == Purges == {{Sversion|3.3}} '''{{iconify|Purge}}s''' represent the systematic elimination of specific pops or entire species from an empire and can be done on a per pop or species basis. Targeted pop purging still requires applying the species-wide {{iconify|slavery}} at minimum and it is limited to a basic extermination, although without production penalty. {{iconify|Gestalt Consciousness}} empires can purge their pops of any composition freely, with exception of {{icon|Bio-Trophy}} Bio-Trophies. Species-wide purging is done by setting the species' {{iconify|citizenship}} to {{iconify|Undesirables}}. {{iconify|Gestalt Consciousness}} pops in empires of different authority are forced to be set as Undesirables, unless they can be [[Assimilation|assimilated]]. Therefore, gaining planets from a Gestalt Consciousness empire means that the planet will be lost when it is empty of the conquered pops if there is not at least one non-gestalt pop on it. There are also four special cases: * Pre-sapients can only be purged if the {{icon|policy}} [[Policies#Pre-Sapients|Pre-Sapients policy]] is not set to Protected and they are automatically purged if it's set to Extermination. * Robots are automatically purged if the {{icon|policy}} [[Policies#Robotic Workers|Robotic Workers policy]] is set to Outlawed. * Synthetics can only be purged if the {{icon|policy}} [[Policies#Artificial Intelligence|Artificial Intelligence policy]] is not set to Citizen Rights. * Empires with the {{iconify|Evolutionary Mastery}} ascension perk can change the citizenship of hive mind pops to {{iconify|Assimilation}}, which prevents them from being purged. Fallen and Awakened Empires can choose not to purge Hive-Minded/Machine pops. Having any species-wide purge is a negative issue for Xenophile [[factions]], aside from the case of {{iconify|Gestalt Consciousness}} pops and outlawed robots. There are multiple types of purge available, determined by the {{iconify|Purge Type}} species rights. See [[Species rights#Purge type|Species rights § Purge type]] for details. == Refugees == {{Sversion|3.3}} [[File:Human Refugees.png|right|thumb|300px|Human refugees]] Pops from other empires may flee to escape purges, slavery, resettlement, crisis bombardment or as a result of [[land appropriation]]. Whether another empire is willing to accept those fleeing depends on its Refugees policy. Refugees will not head for empires where they have the ''Undesirables'' citizenship. Accepted refugee pops will get {{green|+20}} {{iconify|happiness}} for 10 years. Once refugees are generated they will head for any empire that will accept them with their ''Refugees'' policy following the following order: # {{iconify|Habitability}} at least 70% and {{iconify|housing}} at least 1 # {{iconify|Habitability}} at least 70% # {{iconify|Habitability}} at least 50% and {{iconify|housing}} at least 1 # {{iconify|Habitability}} at least 50% # {{iconify|Habitability}} at least 20% and {{iconify|housing}} at least 1 # {{iconify|Habitability}} at least 20% # {{iconify|Housing}} at least 1 # Any other planet Pops that are {{icon|mechanical}}{{icon|machine}} robotic or have the {{iconify|Hive-Minded}}, {{iconify|Nerve Stapled}} or {{iconify|Zombie}} traits cannot become refugees. == 参考资料 == <references /> {{ConceptsNavbox}} [[Category:游戏概念]] [[Category:治理]] [[en:Population]]
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