同化:修订间差异

本页面所适用的版本可能已经过时,最后更新于Heart of Darkness
无编辑摘要
(已经翻译完,希望得到检阅)
 
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{{version|Heart of Darkness}}
{{version|Heart of Darkness}}
There are two kinds of '''Assimilation''' in the game. Cultural assimilation where [[POP]]s of non-accepted culture will turn into POPs of the primary culture, and religious conversion where POPs not following the state [[religion]] will convert to the state religion. Both happens over time automatically.
在游戏中共有两种''' 同化。''' 文化同化是不可接受文化的[[ 人口]] 转变为主流文化的[[ 人口]] ,而宗教转化是不遵循国家[[宗教]]的人口转变成国家宗教的人口。随着时间的推移,这两种同化都会自动发生。


Cultural Assimilation and Religious Conversion are similar to [[Promotion]] and Demotion and [[Immigration]], except that they do not have a direction roll.  Instead, they automatically assimilate or convert to the national primary culture or national religion ''if'' POPs of those types exist in the province.  For example, Italian POPs will assimilate to the Yankee culture in New York City, but not in Los Angeles (until some Yankees migrate there at least).
文化同化和宗教同化与[[ 升职]] 、降职与[[ 迁移]] 类似,除了前两者并没有流动方向(direction toll,有点不会翻译)。然而,如果在省份内有相应类型的移民存在的话,相应人口会自动地同化(皈依)为国家主流文化(国家宗教)。举个例子,意大利人口在纽约市将会将同化为美国文化,但是在洛杉矶就不行( 至少要到在一些美国移民到那里时才可以)


==Cultural Assimilation==
== 文化同化==


Cultural Assimilation is the phenomenon that people of not-accepted cultures will turn into the primary culture of the nation. (For example, German pops living in Denmark will slowly turn into Danes)<br />
文化同化是不可接受文化的人群转变成国家的主要文化。( 举个例子,在丹麦生活的德意志人口会缓慢地变为丹麦人口)




The formula for calculating the number of people in a pop to assimilate each month is the following:


    '''Number to Assimilate''' = '''Pop Size''' x '''Base Assimilation Rate''' x (1 + '''Continent Modifier''') x '''Total Assimilation Factor''' (as shown in game) x 100
计算人口中每月同化人数公式如下:
    ''' 同化人数''' = ''' 人口数量''' x ''' 基础同化率''' x (1 + ''' 来自大洲的修正''') x ''' 总同化因子''' ( 会显示在游戏中) x 100


where:
式中:


    '''Base Assimilation Rate''' = 0.40% per month (vanilla)
    ''' 基础同化率''' = 0.40%/月 ( 原版)
    '''Continent Modifier''' = -0.25 (Europe); -0.5 (Asia); -0.25 (Africa); 0.5 (Americas and Oceania)
    ''' 来自大洲的修正''' = -0.25 ( 欧洲); -0.5 ( 亚洲); -0.25 ( 非洲); 0.5 ( 北美洲/南美洲/大洋洲)


{| class="wikitable" border="1" cellpadding="2" cellspacing="0" style="text-align:center;width:60%;background-color:#DCDCDC;"
{| class="wikitable" border="1" cellpadding="2" cellspacing="0" style="text-align:center;width:60%;background-color:#DCDCDC;"
|- style="background-color:#C0C0C0"
|- style="background-color:#C0C0C0"
! Modifier !! Value !! Factor !! Total
! 修正 !! !! 因子 !! 总计
|-
|-
| rowspan="3" | Literacy ≥ || 60% || +0.10% || {{green|+0.10%}}
| rowspan="3" | 识字率 ≥ || 60% || +0.10% || {{green|+0.10%}}
|-
|-
| 70% || +0.10% || {{green|+0.20%}}
| 70% || +0.10% || {{green|+0.20%}}
第28行: 第28行:
| 80% || +0.10% || {{green|+0.30%}}
| 80% || +0.10% || {{green|+0.30%}}
|-
|-
| Has Cultural Core || || || {{red|-20.00%}}
| 有文化核心 || || || {{red|-20.00%}}
|-
|-
| Is '''NOT''' Accepted Culture<br>'''AND'''<br>Continent is North America '''OR''' South America '''OR''' Oceania || || || {{green|+10.00%}}
| ''' 不可''' 接受文化<br>''' '''<br> 所在大洲北美洲/南美洲/大洋洲 || || || {{green|+10.00%}}
|-
|-
| rowspan="5" | Luxury Needs ≥ || 10% || +0.20% || {{green|+0.20%}}
| rowspan="5" | 满足的奢饰品需求 ≥ || 10% || +0.20% || {{green|+0.20%}}
|-
|-
| 30% || +0.20% || {{green|+0.40%}}
| 30% || +0.20% || {{green|+0.40%}}
第42行: 第42行:
| 90% || +0.20% || {{green|+1.00%}}
| 90% || +0.20% || {{green|+1.00%}}
|-
|-
| rowspan="3" | Militancy ≥ || 7 || -0.20% || {{red|-0.20%}}
| rowspan="3" | 斗争度 ≥ || 7 || -0.20% || {{red|-0.20%}}
|-
|-
| 8 || -0.20% || {{red|-0.40%}}
| 8 || -0.20% || {{red|-0.40%}}
第48行: 第48行:
| 9 || -0.20% || {{red|-0.60%}}
| 9 || -0.20% || {{red|-0.60%}}
|-
|-
| Is Accepted Culture || || || {{red|-1.00%}}
| 是可接受文化 || || || {{red|-1.00%}}
|-
|-
| rowspan="2" | Unemployment < || 10% || +0.05% || {{green|+0.05%}}
| rowspan="2" | 失业率(<) || 10% || +0.05% || {{green|+0.05%}}
|-
|-
| 5% || +0.05% || {{green|+0.10%}} 
| 5% || +0.05% || {{green|+0.10%}} 
|}
|}


==Religious Conversion==
== 宗教同化==
Similarly, the formula for calculating the number of people in a pop to convert each month is the following:
与文化同化相似,计算人口中每月皈依人数公式如下:


    '''Number to Convert''' = '''Pop Size''' x '''Base Conversion Rate''' x '''Total Conversion Factor''' (as shown in game) x 100
    ''' 皈依人数''' = ''' 人口数量''' x ''' 基础皈依率''' x ''' 总皈依因子''' ( 会显示在游戏中) x 100


where:
式中:


    '''Base Conversion Rate''' = 1% per month (vanilla)
    ''' 基础皈依率''' = 1%/月 ( 原版)


{| class="wikitable" border="1" cellpadding="2" cellspacing="0" style="text-align:center;width:60%;background-color:#DCDCDC;"
{| class="wikitable" border="1" cellpadding="2" cellspacing="0" style="text-align:center;width:60%;background-color:#DCDCDC;"
|- style="background-color:#C0C0C0"
|- style="background-color:#C0C0C0"
! Modifier !! Value !! Factor !! Total
! 修正 !! !! 因子 !! 总计
|-
|-
| rowspan="3" | Literacy ≥ || 40% || +0.05% || {{green|+0.05%}}
| rowspan="3" | 识字率 ≥ || 40% || +0.05% || {{green|+0.05%}}
|-
|-
| 50% || +0.05% || {{green|+0.10%}}
| 50% || +0.05% || {{green|+0.10%}}
第74行: 第74行:
| 60% || +0.05% || {{green|+0.15%}}
| 60% || +0.05% || {{green|+0.15%}}
|-
|-
| rowspan="3" | Luxury Needs < || 90% || +0.20% || {{green|+0.20%}}
| rowspan="3" | 满足的奢饰品需求 ≥ || 90% || +0.20% || {{green|+0.20%}}
|-
|-
| 70% || +0.20% || {{green|+0.40%}}
| 70% || +0.20% || {{green|+0.40%}}
第80行: 第80行:
| 50% || +0.20% || {{green|+0.60%}}
| 50% || +0.20% || {{green|+0.60%}}
|-
|-
| rowspan="3" | Life Needs < || 90% || +0.05% || {{green|+0.05%}}
| rowspan="3" | 满足的生活品需求(<) || 90% || +0.05% || {{green|+0.05%}}
|-
|-
| 80% || +0.05% || {{green|+0.10%}}
| 80% || +0.05% || {{green|+0.10%}}
第86行: 第86行:
| 70% || +0.05% || {{green|+0.15%}}
| 70% || +0.05% || {{green|+0.15%}}
|-
|-
| '''NOT''' National Culture || || || {{green|+0.15%}}
| ''' 不可''' 接受文化 || || || {{green|+0.15%}}
|-
|-
| rowspan="3" | Unemployment > || 10% || +0.05% || {{green|+0.05%}}
| rowspan="3" | 失业率(<) || 10% || +0.05% || {{green|+0.05%}}
|-
|-
| 20% || +0.05% || {{green|+0.10%}}
| 20% || +0.05% || {{green|+0.10%}}

2022年5月25日 (三) 16:19的最新版本

在游戏中共有两种同化。文化同化是不可接受文化的人口转变为主流文化的人口,而宗教转化是不遵循国家宗教的人口转变成国家宗教的人口。随着时间的推移,这两种同化都会自动发生。

文化同化和宗教同化与升职、降职与迁移类似,除了前两者并没有流动方向(direction toll,有点不会翻译)。然而,如果在省份内有相应类型的移民存在的话,相应人口会自动地同化(皈依)为国家主流文化(国家宗教)。举个例子,意大利人口在纽约市将会将同化为美国文化,但是在洛杉矶就不行(至少要到在一些美国移民到那里时才可以)。

文化同化

文化同化是不可接受文化的人群转变成国家的主要文化。(举个例子,在丹麦生活的德意志人口会缓慢地变为丹麦人口)


计算人口中每月同化人数公式如下:

   同化人数 = 人口数量 x 基础同化率 x (1 + 来自大洲的修正) x 总同化因子 (会显示在游戏中) x 100

式中:

   基础同化率 = 0.40%/月 (原版)
   来自大洲的修正 = -0.25 (欧洲); -0.5 (亚洲); -0.25 (非洲); 0.5 (北美洲/南美洲/大洋洲)
修正 因子 总计
识字率 ≥ 60% +0.10% +0.10%
70% +0.10% +0.20%
80% +0.10% +0.30%
有文化核心 -20.00%
不可接受文化

所在大洲北美洲/南美洲/大洋洲
+10.00%
满足的奢饰品需求 ≥ 10% +0.20% +0.20%
30% +0.20% +0.40%
50% +0.20% +0.60%
70% +0.20% +0.80%
90% +0.20% +1.00%
斗争度 ≥ 7 -0.20% -0.20%
8 -0.20% -0.40%
9 -0.20% -0.60%
是可接受文化 -1.00%
失业率(<) 10% +0.05% +0.05%
5% +0.05% +0.10%

宗教同化

与文化同化相似,计算人口中每月皈依人数公式如下:

   皈依人数 = 人口数量 x 基础皈依率 x 总皈依因子 (会显示在游戏中) x 100

式中:

   基础皈依率 = 1%/月 (原版)
修正 因子 总计
识字率 ≥ 40% +0.05% +0.05%
50% +0.05% +0.10%
60% +0.05% +0.15%
满足的奢饰品需求 ≥ 90% +0.20% +0.20%
70% +0.20% +0.40%
50% +0.20% +0.60%
满足的生活品需求(<) 90% +0.05% +0.05%
80% +0.05% +0.10%
70% +0.05% +0.15%
不可接受文化 +0.15%
失业率(<) 10% +0.05% +0.05%
20% +0.05% +0.10%
30% +0.05% +0.15%