人群态度

本页面所适用的版本可能已经过时,最后更新于Heart of Darkness
Mikus1239讨论 | 贡献2020年10月9日 (五) 12:52的版本 →‎斗争性

Plurality, Consciousness & Militancy are all inter-related. Understanding any one of these three concepts hinges on understanding the other two. If you master these three concepts and their relationships to one another, controlling your POPs, and through them your society at large, will be simple, and your government—whatever its form—can continue to exist peacefully until the end of the game. Whatever you do, do not make the mistake of ignoring these concepts—it will come back to haunt you.

多元化

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Plurality is defined as your population’s demand for social reforms and democracy. This value—a percent visible in your country’s political screen—can be thought to stand for how Liberal your country is becoming. Plurality increases Consciousness, which for democratic governments makes your citizens vote more in line with their desires. In this way, POPs will accept their government which reduces their militancy. Similarly, in an autocratic government plurality increases militancy since POPs will largely believe government does not represent them. The minimum value is 1%, the maximum is 100%.

In a sense, Plurality could be expressed as the maximum consciousness your POPs will achieve. High plurality will draw low consciousness POPs to higher levels. Plurality increases over the course of the game, reflecting the changing attitudes of this time period. Certain technological research, such as Ideological Thought, lead to inventions which increase plurality. Plurality will increase with consciousness * 2 / 90 each month.

Effects of Plurality:

  • Provides a modifier to research points
  • Acts as a modifier (... x Plurality) to the increase of consciousness from literacy
  • Increases needs (... x (1 + Plurality))

觉醒度

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Consciousness is your population’s desire to fulfill their own self-interests. Consciousness is what allows segments of your population to see themselves as interest groups, band together, and try to gain a voice in government. The higher your population’s Consciousness, the better their political votes reflect their actual desires. This way, if your population is majority conservative, they are more likely to vote into power a conservative government than a liberal one, which can happen if Consciousness is very low. Overall, though, low Consciousness POPs tend to reelect the sitting government.

Consciousness also increases POP needs, by 10% per point. This means that if a POP has a con of 10, it requires 1+10/10 = 2 times the normal amount of goods to fulfill their needs.

Consciousness is increased by the following factors:

  • Literacy by CON_LITERACY * Plurality * Literacy * (1 + literacy_con_impact) (only when plurality is at least 30%.)
  • Luxury Goods
  • Colonial Residence

Consciousness is reduced by:

  • Clergy: A Clergyman in a state will reduce the Consciousness of all POPs throughout that state, even if they are of different religions. This works because the game constructs religion as a social factor open to all classes, regardless of creed, color, or wealth. Therefore, religions utilized wisely in the game will prevent classes from discovering their own political identities, and thus becoming angry at the current government.
  • Enacting Reforms: Doing this creates a “Trust in Government” feeling among your POPs, where they feel certain that the government is watching out for their needs. Because they feel this way, they have less of a need to form their own political groups, and hence, lower Consciousness. There is a -0.01% Consciousness modifier for each 10% over 50% your government spends on the social reform budget. Over funding, however, is not always possible to do because, first, you may have a Laissez-Faire party in power (see section “Politics”) or it may be far too expensive.

斗争性

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斗争性代表了你的人民反抗你统治的可能性。斗争性是每一个新玩家的麻烦,会导致游戏过程中充斥着头痛与沮丧。无论你做什么,当你的整个国家似乎都在恨你时,继续这局游戏好像已经没有什么意义了。理解斗争性有助于防止这种情况发生。

人群斗争性等级 影响
1-6斗争性 无影响
7斗争性 加入一个叛乱派系并资助该组织
8斗争性 加入当前省份正在进行的叛乱
9斗争性 立刻叛乱(士兵人群对应的单位将叛变)

增加斗争性的因素

  • 未满足日用品需求
  • 反对执政党
  • 不属于已接受文化
  • 厌战度、丢失战争目标或征服非核心省份
  • 失去列强地位
  • 民族主义
  • 失去存款(由银行违约产生)
  • 当战争分数严重为负时拒绝和平条约

减少斗争性的因素

  • 满足日用品需求
  • 满足奢侈品需求
  • 支持执政党
  • 保守主义意识形态
  • 军队在附近驻扎
  • 叛乱失败:叛军士兵受伤越多,斗争性下降越多