人口:修订间差异

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{{update}}<!-- Needs 3.3.2 influence to unity update in Stratum section -->{{version|3.2}}
{{version|3.3}}
[[File:UI demographics.png|right|thumb|400px|Demographics in a multispecies empire]]
[[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}}.
'''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 ==
== 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.
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]]
[[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 {{icon|planet capacity}} [[Celestial_body#Planet_capacity|Planet Capacity]] of the planet and the number of pops on the planet, and 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.
{{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''. 
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''. 
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{{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.
{{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.
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.
{{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" 
{| class="mildtable" 
! colspan=2 | Base population growth formulas
|+ Base population growth formulas
|-
|-
! Condition
! Condition
! Formula
! Formula
|-
|-
| <math>\frac{{\text{planet capacity}}}{2} > {\text{planet population}}</math>
| 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>
| <math>\text{total base growth} = 3 \cdot \max (0.125 \cdot (\text{population} - \frac{\text{population}^2}{\text{planet capacity}} - 1) , 1)</math>
|-
|-
| <math>\frac{{\text{planet capacity}}}{2} \le {\text{planet population}}</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>
| <math>\text{total base growth} = 3 \cdot 0.125 \cdot (\text{population} - \frac{\text{population}^2}{\text{planet capacity}} - 1)</math>
|}
|}


With total base pop growth 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.
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.


'''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 species right.
==== 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}}.


'''Pop assembly''' represents a planet's capacity for constructing {{iconify|Mechanical}}, {{iconify|Machine}}, or Biological pops. Pop assembly can assemble either robotic or biological at a given time; both can not be produced simultaneously. Once (<math>100 + (0.25 \cdot {\text{total empire population}})</math>) Assembly Points are reached a new robot pop is created on the planet. Non-sentient 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.
==== Growth weight ====
 
[[File:Job roboticist.png|24px]] Robotic pop assembly
* {{iconify|Roboticist}} Jobs add {{green|+2}} Monthly Robot Pop Assembly Points
* {{iconify|Replicator}} Jobs add {{green|+1}} Monthly Robot Pop Assembly Points
* Robotic Pop Assembly is affected by traits and other modifiers
 
[[File:Pop assembly organic.png|24px]] Organic pop assembly
* {{iconify|Spawning Drone}} Jobs add {{green|+2}} Monthly Biological Pop Assembly Points
* {{iconify|Clone Vats|24px}} buildings add {{green|+3}} Monthly Biological Pop Assembly Points
* [[File:Building ancient relics.png|24px|link=Buildings#Ancient Clone Vat]] Ancient Clone Vat buildings add {{green|+2}} to {{green|+15}} Monthly Biological Pop Assembly Points
* Biological 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}}
 
=== Migration ===
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 and accepting [[refugees]] will also create immigration from planets outside the empire borders. 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.
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"
{| class="mildtable"
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| Pop_Decline_Threshold || 3.0 || A species will decline when there is another species with a growth priority this many times higher
| 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 ===
Resettlement is the process of pops moving from one planet to another, more desirable one.
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 ====
==== Forced resettlement ====
If the empire's policies allow it, forced resettlement will instantly move a pop from one planet to another. This costs an amount of {{iconify|energy}}, modified by the pop's stratum. Non-enslaved Pops also cost {{iconify|unity}} to be resettled. Resettlement cost can be modified by the following:
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.
{| class="mildtable"
 
! rowspan="2" | Source
{{box wrapper}}
! colspan="2" | Cost
{| 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|Energy}}
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| colspan="2" align=center | {{green|−50%}}
| colspan="2" align=center | {{green|−50%}}
|-
|-
| [[File:Tradition adaptability appropriation.png|24px|link=Traditions#Adaptability]] Appropriation tradition
| {{tradition|adaptability|Appropriation|iconify}} tradition
| colspan="2" align=center | {{green|−33%}}
| colspan="2" align=center | {{green|−33%}}
|-
|-
| [[File:Tradition versatility operational proxies.png|24px|link=Traditions#Versatility]] Operational Proxies tradition
| {{tradition|versatility|Operational Proxies|iconify}} tradition
| colspan="2" align=center | {{green|−33%}}
| colspan="2" align=center | {{green|−33%}}
|-
|-
| {{iconify|Corvee System}} civic
| {{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 | '''+0%'''
| align=center | {{green|−100%}}
| align=center | {{green|−100%}}
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| {{iconify|Sedentary}} trait
| {{iconify|Sedentary}} trait
| colspan="2" align=center | {{red|+25%}}
| colspan="2" align=center | {{red|+25%}}
|-
| {{iconify|Slave}}
| align=center | {{green|−50%}}
| align=center | {{green|−100%}}
|}
|}
 
{{end box wrapper}}
==== 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.


== Happiness ==
== Happiness ==
{{SVersion|3.2}}
{{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 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 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 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 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.
* 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.
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 ===
=== Approval rating ===
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== Upkeep ==
== Upkeep ==
{{Sversion|3.2}}
{{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.
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}}.
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}}.
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'''{{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.
'''{{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.
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 ===
=== 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 nearest integer.
'''{{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 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 amenity needed.
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:
Amenities can be affected on an empire-wide basis by the following:
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== Stratum ==
== 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|influence}} if the empire has the {{iconify|Corvee System}}, {{iconify|Subsumed Will}}, or {{iconify|OTA Updates}} civic.
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.


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"
{| class="mildtable plainlist"
! Stratum
! Stratum
! Hierarchy position
! Rank
! Resettlement cost
! Resettlement cost
! Requirements
! Requirements
第232行: 第291行:
|-
|-
| {{iconify|Ruler}}
| {{iconify|Ruler}}
| 1
| 3
* {{icon|energy}} 500 Energy
* {{iconify|Energy||500|red}}
* {{icon|influence}} 50 Influence
* {{iconify|Unity||50|red}}
| {{icon|no}}{{iconify|Gestalt Consciousness}}
| {{icon|no}}{{iconify|Gestalt Consciousness}}
第248行: 第307行:
| 2
| 2
* {{icon|energy}} 250 Energy
* {{iconify|Energy||250|red}}
* {{icon|influence}} 25 Influence
*{{iconify|Unity||25|red}}
| {{icon|no}}{{iconify|Gestalt Consciousness}}
| {{icon|no}}{{iconify|Gestalt Consciousness}}
第258行: 第317行:
* {{green|+10%}} {{iconify|Meritocracy}} civic
* {{green|+10%}} {{iconify|Meritocracy}} civic
* {{green|+10%}} {{iconify|Fanatic Egalitarian}} ethic
* {{green|+10%}} {{iconify|Fanatic Egalitarian}} ethic
* {{green|+10%}} {{icon|living standards||}} Academic Privelege living standards
* {{green|+10%}} {{icon|living standards}} Academic Privilege living standards
* {{green|+5%}} {{iconify|Egalitarian}} ethic
* {{green|+5%}} {{iconify|Egalitarian}} ethic
* {{green|+5%}} {{iconify|Necrophage}} trait
* {{green|+5%}} {{iconify|Necrophage}} trait
第265行: 第324行:
|-
|-
| {{iconify|Worker}}
| {{iconify|Worker}}
| 3
| 1
* {{icon|energy}} 100 Energy
* {{iconify|Energy||100|red}}
* {{icon|influence}} 10 Influence
*{{iconify|Unity||10|red}}
| {{icon|no}}{{iconify|Gestalt Consciousness}}
| {{icon|no}}{{iconify|Gestalt Consciousness}}
第291行: 第350行:
|-
|-
| {{iconify|Complex Drone}}
| {{iconify|Complex Drone}}
| 1
| 0
* {{icon|energy}} 100 Energy
* {{iconify|Energy||100|red}}
* {{icon|influence}} 10 Influence
* {{iconify|Unity||10|red}}
| {{iconify|Gestalt Consciousness}}
| {{iconify|Gestalt Consciousness}}
第309行: 第368行:
|-
|-
| {{iconify|Menial Drone}}
| {{iconify|Menial Drone}}
| 2
| 0
* {{icon|energy}} 100 Energy
* {{iconify|Energy||100|red}}
* {{icon|influence}} 10 Influence
*{{iconify|Unity||10|red}}
| {{iconify|Gestalt Consciousness}}
| {{iconify|Gestalt Consciousness}}
第329行: 第388行:
|-
|-
| {{iconify|Bio-Trophy}}
| {{iconify|Bio-Trophy}}
| 1
| 0
* {{icon|energy}} 100 Energy
* {{iconify|Energy||100|red}}
* {{icon|influence}} 10 Influence
* {{iconify|Unity||25|red}}
| Organic species in a {{iconify|Rogue Servitor}} empire
| Organic species in a {{iconify|Rogue Servitor}} empire
第343行: 第402行:
| {{iconify|Undesirable}}
| {{iconify|Undesirable}}
| 0
| 0
| {{icon|energy}} 50 Energy
| {{iconify|Energy||100|red}}
| ''Undesirables'' {{iconify|Citizenship}}
| ''Undesirables'' {{iconify|citizenship}}
|-
|-
| {{iconify|Assimilation}}
| {{iconify|Assimilation}}
| 0
| 0
| {{icon|energy}} 50 Energy
| {{iconify|Energy||100|red}}
| ''Assimilation'' {{iconify|Citizenship}}
| ''Assimilation'' {{iconify|citizenship}}
|-
|-
| {{iconify|Criminal}}
| {{iconify|Criminal}}
| 0
| 1
| {{icon|no}}
| {{icon|no}}
| High {{iconify|Crime}}
| High {{iconify|crime}}
|-
|-
|  {{iconify|Deviant Drone}}
|  {{iconify|Deviant Drone}}
| 0
| 2
| {{icon|no}}
| {{icon|no}}
| High {{iconify|Deviancy}} in {{iconify|Hive Mind}} empires
| High {{iconify|deviancy}} in {{iconify|Hive Mind}} empires
|-
|-
|  {{iconify|Corrupt Drone}}
|  {{iconify|Corrupt Drone}}
| 0
| 2
| {{icon|no}}
| {{icon|no}}
| High {{iconify|Deviancy}} in {{iconify|Machine Intelligence}} empires
| High {{iconify|deviancy}} in {{iconify|Machine Intelligence}} empires
|-
|-
第378行: 第437行:
|-
|-
| {{icon|hedonist}} Precursor
| {{icon|hedonist}} Precursor
| 1
| 3
| {{icon|no}}
| {{icon|no}}<!-- Technically 100 energy, but this stratum is non-playable anyway so players won't care. -->
| Fallen Empire
| Fallen Empire
|-
|-
| {{icon|xeno-ward}} Primitive
| {{icon|xeno-ward}} Primitive
| 2
| 0
| {{icon|no}}
| {{icon|no}}
| Alien pops on The Preserve
| Alien pops on The Preserve
第403行: 第462行:
| Servitude
| Servitude
| Species is robot and the empire has the ''Servitude'' Artificial Intelligence policy
| Species is robot and the empire has the ''Servitude'' Artificial Intelligence policy
| If {{iconify|Synthetic Dawn}} is installed it may cause an AI rebellion.
| If {{iconify|Synthetic Dawn}} is active, setting this may cause a robot uprising.
|-
|-
| Any
| Any
第409行: 第468行:
| Up to 35% of the pops are enslaved if the world does not have enough pops with the ''Slaves'' or ''Servitude'' citizenship
| 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|Grid Amalgamation]]
[[File:Grid amalgamation.png|right|thumb|300px|Chemical Processing]]
Enslaved pops also use only {{icon|amenities}} 0.75 amenities and {{icon|housing}} 0.75 housing (instead of 1), which can be further reduced if the {{iconify|slavery type}} is Servitude or Livestock. They also get {{green|−50%}} {{iconify|resettlement cost}}. Enslaved pops cannot join factions and have only 25% {{iconify|political power}}, or 18.7% if a Slave Processing Facility is present on the planet. However they can still increase {{iconify|crime}} if they're too unhappy.
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 must be kept above {{red|40}}.
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:
Slave output can be affected by the following:
第440行: 第499行:
|-
|-
| [[File:Tradition_domination_workplace_motivators.png|24px]] Workplace Motivators tradition
| [[File:Tradition domination workplace motivators.png|24px]] Workplace Motivators tradition
| {{green|+5%}}
| {{green|+5%}}
| Actual bonus is {{green|+10%}}, see below
| Actual bonus is {{green|+10%}}, see below
第457行: 第516行:
|}
|}


=== Slaves, Workers and Specialists ===
=== 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 Specialists jobs are affected by specialist output modifiers but not by Slave resource output modifiers, if in Indentured Servitude.
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}}.
* 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 affect Slaves in Worker jobs twice.
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.
* 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.
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.
* 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 ==
== Ethics attraction modifiers ==
{{SVersion|3.2}}
{{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. 
'''{{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. 


第479行: 第538行:


== Robots ==
== Robots ==
{{Sversion|3.3}}
[[File:Sentient Robot.png|right|thumb|300px|Sentient humanoid robot]]
[[File:Sentient Robot.png|right|thumb|300px|Sentient humanoid robot]]
{{Sversion|3.2}}
'''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.
'''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}}nology, robots can be given sapience, which lets them be affected by {{iconify|happiness}} and have ethics.
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"
{| class="mildtable plainlist"
! Tech level
! Tech level
第513行: 第572行:


{{expansion|utp}}
{{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.
* 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.
* {{iconify|Hive Mind}} empires cannot build robots and will always purge all robots on their worlds.


{{expansion|snd}}
{{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]].
* 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 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.
* {{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 ==
== Purges ==
{{Sversion|3.2}}
{{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.
'''{{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.
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. Therefore, gaining planets from a {{iconify|Hive Mind}} empire means that the planet will be lost when it is empty of pop if there is not at least 1 Pop of the conquering empire's species on it. There are also four special cases:
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.
* 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.
* 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.
* 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.
* 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.


Having any species-wide purge is a negative issue for Xenophile [[factions]], aside from the case of {{iconify|Gestalt Consciousness}} pops and outlawed Robots.
Fallen and Awakened Empires can choose not to purge Hive-Minded/Machine pops.


Each planet has a purge timer and it progresses depending on the purge type. When the timer runs out, an undesirable pop on the planet will be killed or displaced. {{iconify|Opinion}} penalties will be applied, unless the purge type is ''Neutering'' or ''Displacement'', or if the pop is {{iconify|Gestalt Consciousness}} drone, outlawed robot, or pre-sapient.
Having any species-wide purge is a negative issue for Xenophile [[factions]], aside from the case of {{iconify|Gestalt Consciousness}} pops and outlawed robots.
* All empires that have the same primary species as the purged pop will have their {{iconify|Opinion}} of the purger reduced by {{red|−25}} per pop, to a maximum of {{red|−1000}}.
* All other empires that have {{icon|Egalitarian}}{{icon|Fanatic Egalitarian}} Egalitarian or {{icon|Xenophile}}{{icon|Fanatic Xenophile}} Xenophile ethics and don't allow species-wide purges will also have their opinion of the purger reduced by {{red|−5~10}} per pop, to a maximum of {{red|−1000}}.


There are multiple types of purges available, determined by the {{iconify|Purge Type}} species rights.
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 ==
== Refugees ==
{{Sversion|3.3}}
[[File:Human Refugees.png|right|thumb|300px|Human refugees]]
[[File:Human Refugees.png|right|thumb|300px|Human refugees]]
{{Sversion|3.2}}
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.
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.


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# Any other planet
# Any other planet


Pops with the {{iconify|Hive-Minded}} or {{iconify|Nerve Stapled}} traits cannot become refugees.
Pops that are {{icon|mechanical}}{{icon|machine}} robotic or have the {{iconify|Hive-Minded}}, {{iconify|Nerve Stapled}} or {{iconify|Zombie}} traits cannot become refugees.


== References ==
== 参考资料 ==
<references />
<references />


{{ConceptsNavbox}}
{{ConceptsNavbox}}
[[Category:Game concepts]]
[[Category: 游戏概念]]
[[Category:Governance]]
[[Category: 治理]]
[[en:Population]]

2022年4月7日 (四) 02:47的最新版本

Demographics in a multispecies empire

Population, also known as 人口 Pop 人口Pops, is the center of productivity and political action within an empire. They provide resources by working in Pop job.png jobs created by 区划 District 区划Districts and 建筑 Building 建筑Buildings, and also produce 凝聚力 Unity 凝聚力Unity if they are part of a specific 派系 Faction 派系Faction.

Demographics[编辑 | 编辑源代码]

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[编辑 | 编辑源代码]

Growth as a function of planet capacity and population

Mod pop growth req.png Pop growth represents the increase in population from natural reproduction and immigration. A new pop appears after [math]\displaystyle{ 100 + (\text{growth required scaling} \cdot {\text{total empire population}}) }[/math] growth points have been accumulated; the growth required scaling is a game setting. The base growth rate is determined by the number of pops on the planet along a logistic curve determined by the 行星承载力 Planet Capacity planet capacity, then pop growth modifiers are applied, and lastly pop growth from immigration/emigration is added/subtracted. The 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.

宜居性 Habitability 宜居性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.

行星承载力 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.

Base population growth formulas
Condition Formula
[math]\displaystyle{ \frac{{\text{planet capacity}}}{2} \gt {\text{planet population}} }[/math] [math]\displaystyle{ \text{total base growth} = 3 \cdot \max (0.125 \cdot (\text{population} - \frac{\text{population}^2}{\text{planet capacity}} - 1) , 1) }[/math]
[math]\displaystyle{ \frac{{\text{planet capacity}}}{2} \le {\text{planet population}} }[/math] [math]\displaystyle{ \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]\displaystyle{ (\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[编辑 | 编辑源代码]

Migration Migration is calculated by subtracting emigration push from immigration pull, both of which are determined by factors such as 住房 Housing 住房Housing, 稳定度 Stability 稳定度Stability and 失业 Unemployed unemployment. A planet with more emigration than immigration will have its Mod pop growth req.png 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 移民协议 Migration Treaty 移民协议Migration Treaty will allow migration to and from another empire's planets. A newly colonized planet gains +100 immigration pull and divides a total of +50 emigration push between all developed planets, until Time.png 15 years have passed or the colony has 10 Pop.png pops.

Growth weight[编辑 | 编辑源代码]

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 Stellaris/common/defines/00_defines.txt file.

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[编辑 | 编辑源代码]

Pop assembly represents a planet's capacity for constructing 机械体 Mechanical 机械体Mechanical, 机械 Machine 机械Machine, or biological pops. Pop assembly can be either robotic or biological at a given time; both cannot be produced simultaneously. Once [math]\displaystyle{ 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.

Pop assembly.png Robotic pop assembly is affected by traits and other modifiers.

Pop assembly organic.png Organic pop assembly is not affected by any traits or modifiers except for the following:

  • +5% per 医务工作者 Medical Worker 医务工作者Medical Worker Job
  • −25% from 石质 Lithoid 石质Lithoid
  • −75% from 尸化体 Necrophage 尸化体Necrophage
Assembly type Monthly pop assembly points Source DLC Other requirements
Pop assembly.png Robotic pop assembly +2 机器人专家 Roboticist 机器人专家Roboticist jobs 机器人劳工 Robotic Workers 机器人劳工Robotic Workers technology
+1 复制者 Replicator 复制者Replicator jobs 智械黎明故事包 Synthetic Dawn Story Pack 机械智能 Machine Intelligence 机械智能Machine Intelligence authority
Pop assembly organic.png Organic pop assembly +2 繁殖工蜂 Spawning Drone 繁殖工蜂Spawning Drone jobs 乌托邦 Utopia 蜂巢思维 Hive Mind 蜂巢思维Hive Mind authority
+2 再指派员 Reassigner 再指派员Reassigner jobs 死灵类物种包 Necroids Species Pack寰宇企业 Megacorp 永身雇佣制 Permanent Employment 永身雇佣制Permanent Employment civic
+3 克隆仓 Clone Vats 克隆仓Clone Vats buildings 乌托邦 Utopia 设计进化 Engineered Evolution 设计进化Engineered Evolution ascension perk
+2 to +15 Building ancient relics.png Ancient Clone Vat buildings 人型生物物种包 Humanoids Species Pack 克隆大军 Clone Army 克隆大军Clone Army
+0.02 出芽生殖 Budding Each pop with the Budding trait 植物类物种包 Plantoids Species Pack

Pop decline[编辑 | 编辑源代码]

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 −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[编辑 | 编辑源代码]

Resettlement is the process of pops moving from one planet to another, more desirable one.

Automatic resettlement[编辑 | 编辑源代码]

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 奴隶处理设施 Slave Processing Facility 奴隶处理设施Slave Processing Facility is active on the planet, enslaved pops and robots in servitude are also eligible.

移民控制 Migration Controls 移民控制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 运输枢纽 Transit Hub 运输枢纽Transit Hub starbase building will increase the monthly chance of a pop automatically resettling.

Forced resettlement[编辑 | 编辑源代码]

If the empire's 政策 Policy Resettlement policy allows it, forced resettlement will instantly move a pop from one planet to another. This costs a base amount of 能量币 Energy Credits 能量币Energy Credits and 凝聚力 Unity 凝聚力Unity determined by the pop's category, which may be reduced by additional modifiers.

Pop category Allowed? 强制迁移花费 Resettlement Cost Base cost
能量币 Energy Credits 凝聚力 Unity
统治者 Ruler 统治者Ruler 政策 Policy 政策Policy 500 50
专家 Specialist 专家Specialist 政策 Policy 政策Policy 250 25
劳工 Worker 劳工Worker 政策 Policy 政策Policy 100 10
  • 复合子个体 Complex Drone 复合子个体Complex Drone
  • 低级子个体 Menial Drone 低级子个体Menial Drone
Yes.png Always 100 10
奴隶 Slave 奴隶Slave 政策 Policy 政策Policy 50 0
活体陈设 Bio-Trophy 活体陈设Bio-Trophy Yes.png Always 100 25
  • 正在净化 Purging 正在净化Purging
  • 同化 Assimilation 同化Assimilation
Yes.png Always 100 0
Job servant.png Robotic servitude Yes.png Always 100 0
罪犯 Criminal Subversive No.png Never n/a
Modifier source 强制迁移花费 Resettlement Cost Cost
能量币 Energy Credits 凝聚力 Unity
法令 Edict Evacuation Protocols edict −50%
Appropriation Appropriation tradition −33%
Operational Proxies Operational Proxies tradition −33%
徭役制 Corvée System 徭役制Corvée System civic +0% −100%
意志整合 Subsumed Will 意志整合Subsumed Will civic +0% −100%
空中下载升级 OTA Updates 空中下载升级OTA Updates civic +0% −100%
仰望星空 Starborn 仰望星空Starborn trait −25%
四海为家 Nomadic 四海为家Nomadic trait −25%
安土重迁 Sedentary 安土重迁Sedentary trait +25%

Happiness[编辑 | 编辑源代码]

Each pop in an empire has a 幸福度 Happiness 幸福度Happiness rating. It ranges from 0% to 100% and has a base level of 50%. Happiness determines approval rating when combined with stratum 政治权力 Political Power 政治权力Political Power, as well as the following effects:

  • Each point of happiness above 50 adds +1% 主流思潮吸引力 Governing Ethics Attraction 主流思潮吸引力Governing Ethics Attraction to free pops and +2% 威权主义 Authoritarian 威权主义Authoritarian ethics attraction to slaves.
  • Each point of happiness below 50 adds −1% 主流思潮吸引力 Governing Ethics Attraction 主流思潮吸引力Governing Ethics Attraction to free pops and +10% 平等主义 Egalitarian 平等主义Egalitarian ethics attraction to slaves.
  • Each point of happiness above 50 gives each pop −0.02 犯罪与异常 犯罪与异常, up to 0 per pop at 100% happiness.
  • Each point of Happiness below 50 gives each pop +0.02 犯罪与异常 犯罪与异常, up to +2 per pop at 0% happiness.

Fortunately, there are many ways to improve happiness in an empire. Planetary 法令 Edict 法令Edicts, civics, 生活标准 Living Standards 生活标准Living Standards, permanent modifiers, Pm unknown.pngPm frame 1.png 行星修正Planet Modifiers, and 统治者 Ruler ruler traits can positively affect happiness. Events may have an impact on planetary or empire happiness for a limited time as well.

Approval rating[编辑 | 编辑源代码]

Pop approval rating is a measure of the population's support towards the empire. It is determined by the average 幸福度 Happiness 幸福度Happiness of each stratum, weighted by 政治权力 Political Power 政治权力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 +0.6 稳定度 Stability 稳定度Stability, up to +30 at 100% approval rating.
  • Each point of approval rating below 50% adds −1 稳定度 Stability 稳定度Stability, up to −50 at 0% approval rating.

Upkeep[编辑 | 编辑源代码]

Most organic pops consume 食物 Food  1 食物Food per month, while 石质 Lithoid 石质Lithoid pops consume 矿物 Minerals  1 矿物Minerals per month. Trait robotic 1.png Robots instead consume 能量币 Energy Credits  1 能量币Energy Credits energy per month. In addition, organic pops that are not part of a 格式塔意识 Gestalt Consciousness 格式塔意识Gestalt Consciousness empire require a certain amount of 消费品 Consumer Goods 消费品Consumer Goods based on their living standards. Synthetics that are given citizen rights require them as well.

Pops with the 光合作用 Phototrophic 光合作用Phototrophic trait replace half their food upkeep with 能量币 Energy Credits 能量币Energy Credits upkeep. The same is true of pops with the 辐射合成 Radiotrophic 辐射合成Radiotrophic trait, except the latter require no energy upkeep when living on a 死寂星球 Tomb World 死寂星球Tomb World.

Housing[编辑 | 编辑源代码]

住房 Housing 住房Housing represents the living space available for pops to live comfortably. Housing is primarily provided by districts, with 城市区划 City District 城市区划City Districts 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 稳定度 Stability 稳定度Stability to drop by [math]\displaystyle{ 40 \cdot \frac{\text{missing housing}}{\text{total housing required}} }[/math] and a flat +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 都市星球 Ecumenopolis 都市星球Ecumenopolises. The 田园牧歌 Agrarian Idyll 田园牧歌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[编辑 | 编辑源代码]

舒适度 Amenities 舒适度Amenities represent the infrastructure and jobs dedicated to fulfilling the needs of the population. Individualist empires obtain amenities from a variety of jobs while 格式塔意识 Gestalt Consciousness 格式塔意识Gestalt Consciousness empires obtain them primarily from 维护子个体 Maintenance Drone 维护子个体Maintenance Drone jobs. High amenities grant increased 幸福度 Happiness 幸福度Happiness to free pops in regular empires and increased stability in 格式塔意识 Gestalt Consciousness 格式塔意识Gestalt Consciousness empires, while insufficient amenities will lower them. Amenity value will be rounded to the nearest integer.

The formula for extra amenities contributing 幸福度 Happiness 幸福度Happiness is [math]\displaystyle{ \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 +0% with 0 extra amenities, to +20% with twice as many amenities as necessary.

The formula for missing amenities contributing 幸福度 Happiness 幸福度Happiness is [math]\displaystyle{ \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:

Source Amenities
人工道德规范 Artificial Moral Codes 人工道德规范Artificial Moral Codes technology +5%
建筑 Building Executive Retreat branch office building +10%
演艺人员 Entertainer Resort World +15%
Decision consecrated worlds.png Profane Consecrated World +1%
Decision consecrated worlds.png Respected Consecrated World +2%
Decision consecrated worlds.png Venerated Consecrated World +3%
Decision consecrated worlds.png Holy World Consecrated World +4%
Tech mega art.png Mega Art Installation (stage I) +5%
Tech mega art.png Mega Art Installation (stage II) +10%
Tech mega art.png Mega Art Installation (completed) +15%
Tech mega art.png Mega Art Installation (perfection) +20%
上古之遗故事包 Ancient Relics Story Pack Vultaum Star Assembly secrets special project +20%
Source Amenities usage
万众一心 One Vision 万众一心One Vision ascension perk −10%
R orb insight.png Vultaum Reality Perforator relic −10%
生态保护 Ecological Protection 生态保护Ecological Protection resolution 2 −5%
Decision politics.png Discourage Planetary Growth decision +25%

Stratum[编辑 | 编辑源代码]

Strata represent pops' social classes. The higher a pop's stratum, the more political power they have and the more 消费品 Consumer Goods 消费品Consumer Goods they require for upkeep, according to their living standard. It also determines the resettlement cost. Resettlement costs no 凝聚力 Unity 凝聚力Unity if the empire has the 徭役制 Corvée System 徭役制Corvée System, 意志整合 Subsumed Will 意志整合Subsumed Will, or 空中下载升级 OTA Updates 空中下载升级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 幸福度 Happiness 幸福度Happiness penalties at most levels of living standards. 奴隶 Slave 奴隶Slaves demote instantly, however.

Stratum Rank Resettlement cost Requirements Output modifiers
统治者 Ruler 统治者Ruler 3
  • 能量币 Energy Credits  500 能量币Energy Credits
  • 凝聚力 Unity  50 凝聚力Unity
No.png格式塔意识 Gestalt Consciousness 格式塔意识Gestalt Consciousness
Modifiers0
  • +10% 影子内阁 Shadow Council 影子内阁Shadow Council civic
  • +5% 尸化体 Necrophage 尸化体Necrophage trait
专家 Specialist 专家Specialist 2
  • 能量币 Energy Credits  250 能量币Energy Credits
  • 凝聚力 Unity  25 凝聚力Unity
No.png格式塔意识 Gestalt Consciousness 格式塔意识Gestalt Consciousness
Modifiers0
  • +15% 虚空居者 Void Dweller 虚空居者Void Dweller species trait (on Planet habitat.png habitats)
  • +10% 精英政治 Meritocracy 精英政治Meritocracy civic
  • +10% 极端平等主义 Fanatic Egalitarian 极端平等主义Fanatic Egalitarian ethic
  • +10% 生活标准 Living Standards Academic Privilege living standards
  • +5% 平等主义 Egalitarian 平等主义Egalitarian ethic
  • +5% 尸化体 Necrophage 尸化体Necrophage trait
  • +5% Tradition prosperity pursuit of profit.png Creative Collective tradition
劳工 Worker 劳工Worker 1
  • 能量币 Energy Credits  100 能量币Energy Credits
  • 凝聚力 Unity  10 凝聚力Unity
No.png格式塔意识 Gestalt Consciousness 格式塔意识Gestalt Consciousness
Modifiers0
  • +15% 虚空居者 Void Dweller 虚空居者Void Dweller species trait (on Planet habitat.png habitats)
  • +10% 极端威权主义 Fanatic Authoritarian 极端威权主义Fanatic Authoritarian ethic
  • +5% 威权主义 Authoritarian 威权主义Authoritarian ethic
  • +5% Tradition domination vassal acculturation.png Workplace Motivators tradition
  • +10% Job livestock.png Rural World designation
  • +5% 非常强壮 Very Strong 非常强壮Very Strong species trait
  • +2.5% 强壮 Strong 强壮Strong species trait
  • +2.5% 工业发展 Industrial Development 工业发展Industrial Development resolution 1
  • +5% 工业发展 Industrial Development 工业发展Industrial Development resolution 2
  • +7.5% 工业发展 Industrial Development 工业发展Industrial Development resolution 3
  • +10% 工业发展 Industrial Development 工业发展Industrial Development resolution 4
  • -2.5% 纤弱 Weak 纤弱Weak species trait
  • -10% 尸化体 Necrophage 尸化体Necrophage trait
复合子个体 Complex Drone 复合子个体Complex Drone 0
  • 能量币 Energy Credits  100 能量币Energy Credits
  • 凝聚力 Unity  10 凝聚力Unity
格式塔意识 Gestalt Consciousness 格式塔意识Gestalt Consciousness
Modifiers0
  • +20% 政策 Policy Manufacturing Focus production policy
  • +5% 帝国首都 Empire Capital Machine Capital designation
  • +5% 建筑 Building Nest Planet designation
  • +5% 建筑 Building Machine Nexus designation
  • +5% Tradition prosperity pursuit of profit.png Peak Performance tradition
  • -20% 政策 Policy Extraction Focus production policy
低级子个体 Menial Drone 低级子个体Menial Drone 0
  • 能量币 Energy Credits  100 能量币Energy Credits
  • 凝聚力 Unity  10 凝聚力Unity
格式塔意识 Gestalt Consciousness 格式塔意识Gestalt Consciousness
Modifiers0
  • +20% 政策 Policy Extraction Focus production policy
  • +10% Colony type fringe.png Fringe Planet designation
  • +5% 帝国首都 Empire Capital Machine Capital designation
  • +5% Colony type urban.png Hive World designation
  • +5% Colony type urban.png Machine World designation
  • +5% Tradition synchronicity drone network.png Drone Network tradition
  • -20% 政策 Policy Manufacturing Focus production policy
活体陈设 Bio-Trophy 活体陈设Bio-Trophy 0
  • 能量币 Energy Credits  100 能量币Energy Credits
  • 凝聚力 Unity  25 凝聚力Unity
Organic species in a 失控机仆 Rogue Servitor 失控机仆Rogue Servitor empire
Modifiers0
  • +10% Decision museum.png Send Artifacts to Organic Sanctuaries decision
不可接触者 Undesirable 不可接触者Undesirable 0 能量币 Energy Credits  100 能量币Energy Credits Undesirables 公民权 Citizenship 公民权Citizenship
同化 Assimilation 同化Assimilation 0 能量币 Energy Credits  100 能量币Energy Credits Assimilation 公民权 Citizenship 公民权Citizenship
罪犯 Criminal 罪犯Criminal 1 No.png High 犯罪与异常 犯罪与异常
反常工蜂 Deviant Drone 反常工蜂Deviant Drone 2 No.png High 犯罪与异常 犯罪与异常 in 蜂巢思维 Hive Mind 蜂巢思维Hive Mind empires
腐化子个体 Corrupt Drone 腐化子个体Corrupt Drone 2 No.png High 犯罪与异常 犯罪与异常 in 机械智能 Machine Intelligence 机械智能Machine Intelligence empires
活体陈设 Bio-Trophy Pre-sapient 0 No.png Pre-sapients
享乐主义者 Hedonist Precursor 3 No.png Fallen Empire
异种收容使 Xeno-Ward Primitive 0 No.png Alien pops on The Preserve

Slavery[编辑 | 编辑源代码]

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.

公民权 Citizenship 公民权Citizenship Slavery requirements Notes
Slaves Species is alien and the empire is 威权主义 Authoritarian极端威权主义 Fanatic Authoritarian Authoritarian, 排外主义 Xenophobe极端排外主义 Fanatic Xenophobe Xenophobe or 格式塔意识 Gestalt Consciousness 格式塔意识Gestalt Consciousness
Servitude Species is robot and the empire has the Servitude Artificial Intelligence policy If 智械黎明故事包 Synthetic Dawn Story Pack 智械黎明故事包Synthetic Dawn Story Pack is active, setting this may cause a robot uprising.
Any 奴贩公会 Slaver Guilds 奴贩公会Slaver Guilds or 契约资产 Indentured Assets 契约资产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
Chemical Processing

Enslaved pops also use only 舒适度 Amenities  0.75 舒适度Amenities and 住房 Housing  0.75 住房Housing (instead of 1), which can be further reduced if the 奴役类型 Slavery Type 奴役类型Slavery Type is Servitude or Livestock. They also get 强制迁移花费 Resettlement Cost  −50% 强制迁移花费Resettlement Cost. Enslaved pops cannot join factions and have only 政治权力 Political Power 25% 政治权力Political Power, or 18.7% if a Slave Processing Facility is present on the planet. However they can still increase 犯罪与异常 犯罪与异常 if they're too unhappy.

Low 稳定度 Stability 稳定度Stability is more dangerous when enslaved pops are present on a planet. Normally dangerous events can only occur if it's lower than 25, but if any pop is enslaved it should be kept above 40.

Slave output can be affected by the following:

Source Slave output Note
奴贩公会 Slaver Guilds 奴贩公会Slaver Guilds civic +10%
契约资产 Indentured Assets 契约资产Indentured Assets civic +10%
铁拳 Iron Fist 铁拳Iron Fist governor trait +10%
法令 Edict Extended Shifts edict +10% Actual bonus is +20%, see below
议程 Agenda Slave Optimization agenda +10%
Tradition domination workplace motivators.png Workplace Motivators tradition +5% Actual bonus is +10%, see below
奴隶处理设施 Slave Processing Facility 奴隶处理设施Slave Processing Facility building +5%
Pm starvation.pngPm frame 3.png Hunger Strike planet modifier −50%
Pm slave riots.pngPm frame 3.png Slave Riots planet modifier −1000%

Slaves, workers and specialists[编辑 | 编辑源代码]

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 矿工 Miner 矿工Miner jobs can benefit from 劳工 Worker 劳工Worker resource output modifiers, such as 威权主义 Authoritarian 威权主义Authoritarian and 强壮 Strong 强壮Strong.

If a modifier affects the resource output of both workers and slaves, it actually affects slaves in worker jobs twice.

  • The 法令 Edict Extended Shifts edict increases slaves resource output by +10% and workers resource output by +10%, resulting in an actual +20% bonus to slaves in worker jobs.

Modifiers that affect workers aside from the resource output ones don't affect slaves.

  • The 法令 Edict Extended Shifts edict decreases slaves' happiness by −10% and worker happiness by −10%. It does not cause the slaves to suffer −20% happiness.

Ethics attraction modifiers[编辑 | 编辑源代码]

思潮转化 Ethics Shift 思潮转化Ethics Shift 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 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 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[编辑 | 编辑源代码]

Sentient humanoid robot

Robots are artificial pops and can be constructed once the required technology becomes available. They have the 机械体 Mechanical 机械体Mechanical trait, giving them 宜居性 Habitability +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 合成人 Synthetics 合成人Synthetics科技, robots can be given sapience, which lets them be affected by 幸福度 Happiness 幸福度Happiness and have ethics.

Tech level Maximum stratum Can colonize Sapient
机器人劳工 Robotic Workers 机器人劳工Robotic Workers 劳工 Worker 劳工Worker No.png No.png
智能人 Droids Droids 专家 Specialist 专家Specialist (except 研究人员 Researcher 研究人员Researcher, 官僚 Bureaucrat 官僚Bureaucrat and 文化工作者 Culture Worker 文化工作者Culture Worker if AI policy is set to Outlawed) Yes.png No.png
合成人 Synthetics Synthetics
  • 统治者 Ruler 统治者Ruler if AI policy is set to Citizen Rights
  • 专家 Specialist 专家Specialist if AI policy is set to Servitude
  • 专家 Specialist 专家Specialist (except 研究人员 Researcher 研究人员Researcher, 官僚 Bureaucrat 官僚Bureaucrat and 文化工作者 Culture Worker 文化工作者Culture Worker) if AI policy is set to Outlawed
Yes.png
  • No.png if AI policy is set to Outlawed
  • Yes.png if AI policy is set to Servitude or Citizen Rights

Robots without Citizen Rights require 50% less 住房 Housing 住房Housing and 舒适度 Amenities 舒适度Amenities and do not need 消费品 Consumer Goods 消费品Consumer Goods. If a planet with sapient robots is captured by an empire that doesn't have the 合成人 Synthetics Synthetics technology, they lose their sapience, and if a planet with non-sapient robots is captured by an empire that has the 合成人 Synthetics 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 智能人 Droids Droids tech, but not after researching 合成人 Synthetics Synthetics tech.

  • It's possible to take the Ap synthetic evolution.png Synthetic Evolution ascension perk and turn all organic pops and leaders into synthetics.
  • 蜂巢思维 Hive Mind 蜂巢思维Hive Mind empires cannot build robots and will always purge all robots on their worlds.
  • 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.
  • 机械智能 Machine Intelligence 机械智能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[编辑 | 编辑源代码]

不可接触者 Undesirable、​ 正在净化 Purging 不可接触者Undesirable 正在净化Purgings 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 Slavery.png slavery at minimum and it is limited to a basic extermination, although without production penalty. 格式塔意识 Gestalt Consciousness 格式塔意识Gestalt Consciousness empires can purge their pops of any composition freely, with exception of 活体陈设 Bio-Trophy Bio-Trophies.

Species-wide purging is done by setting the species' 公民权 Citizenship 公民权Citizenship to 不可接触者 Undesirable 不可接触者Undesirable. 格式塔意识 Gestalt Consciousness 格式塔意识Gestalt Consciousness pops in empires of different authority are forced to be set as Undesirables, unless they can be 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 政策 Policy 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 政策 Policy Robotic Workers policy is set to Outlawed.
  • Synthetics can only be purged if the 政策 Policy Artificial Intelligence policy is not set to Citizen Rights.
  • Empires with the 掌控进化 Evolutionary Mastery 掌控进化Evolutionary Mastery ascension perk can change the citizenship of hive mind pops to 同化 Assimilation 同化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 格式塔意识 Gestalt Consciousness 格式塔意识Gestalt Consciousness pops and outlawed robots.

There are multiple types of purge available, determined by the 净化方式 Purge Type 净化方式Purge Type species rights. See Species rights § Purge type for details.

Refugees[编辑 | 编辑源代码]

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 +20 幸福度 Happiness 幸福度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:

  1. 宜居性 Habitability 宜居性Habitability at least 70% and 住房 Housing 住房Housing at least 1
  2. 宜居性 Habitability 宜居性Habitability at least 70%
  3. 宜居性 Habitability 宜居性Habitability at least 50% and 住房 Housing 住房Housing at least 1
  4. 宜居性 Habitability 宜居性Habitability at least 50%
  5. 宜居性 Habitability 宜居性Habitability at least 20% and 住房 Housing 住房Housing at least 1
  6. 宜居性 Habitability 宜居性Habitability at least 20%
  7. 住房 Housing 住房Housing at least 1
  8. Any other planet

Pops that are 机械体 Mechanical机械 Machine robotic or have the 蜂巢思维 Hive-Minded 蜂巢思维Hive-Minded, 精神阉割 Nerve Stapled 精神阉割Nerve Stapled or 僵尸 Zombie 僵尸Zombie traits cannot become refugees.

参考资料[编辑 | 编辑源代码]


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