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Each [[pops|pop]] in the game has '''needs''', representing their consumption of [[trade goods]]. These needed goods vary based on their [[生活水平]]. Most needs can be fulfilled by a range of different goods, so there is some flexibility for pops to deal with surpluses and shortages. | Each [[pops|pop]] in the game has '''needs''', representing their consumption of [[trade goods]]. These needed goods vary based on their [[生活水平]]. Most needs can be fulfilled by a range of different goods, so there is some flexibility for pops to deal with surpluses and shortages. | ||
游戏中,每个人群(pop)都有'''需求''',以模拟他们消费[[商品]]。这些被人群消费的商品,其数量和种类,会根据人群的[[生活水平]]而变化。大多数需求能通过一系列不同的商品来满足,因此人群在处理商品过剩和短缺时具有一定灵活性。 | |||
A big proportion of the economy in Victoria 3 is based uppon the simulation of pops earning money through work (starts with subsitance farming, so doesn't even require [[buildings]]!) and then spending this money to buy (and "consume") goods! Consequently is of a great importance how much money your pops have (determined by having work and the amount of wages being paid) and how much money the goods cost (in ''their'' market, there is no world market!). | A big proportion of the economy in Victoria 3 is based uppon the simulation of pops earning money through work (starts with subsitance farming, so doesn't even require [[buildings]]!) and then spending this money to buy (and "consume") goods! Consequently is of a great importance how much money your pops have (determined by having work and the amount of wages being paid) and how much money the goods cost (in ''their'' market, there is no world market!). | ||
人群通过劳动赚取金钱(从自给农业就开始工作赚钱了,因此甚至不用修筑建筑来满足就业!),然后花钱购买(和“消费”)商品的循环,占据了维多利亚3中经济模拟的很大一部分。你的人群有多少钱(由职业和工资决定)和商品价格(在这个国家的市场中,而不是世界市场)是相当重要的。 | |||
The main component of the current price of a good on a certain market, is of course the '''''ratio''' between '''supply and demand'''''. But [[Trade|Trade routes]] – which can be started and stopped anytime – affect the price as well. Then there are [[Trade#Tariffs]]. | The main component of the current price of a good on a certain market, is of course the '''''ratio''' between '''supply and demand'''''. But [[Trade|Trade routes]] – which can be started and stopped anytime – affect the price as well. Then there are [[Trade#Tariffs]]. | ||
决定市场商品价格的主要因素,当然是供需关系了。然而[[贸易路线]]可以随时开启或关闭,他们也会影响价格。最后是[[贸易关税]]。 | |||
In order to fulfill their needs, pops purchase goods or their substitutes until the volume of purchased goods multiplied with their [[Trade goods|base cost]] reaches a value that is set per need type for each wealth level. As a consequence, goods with a higher base price are needed in lower amounts to fulfill the same need - for example, 10 units of meat (base price of 30{{图标|money}} -> 30 * 10 = 300 need fulfilled) satisfy the same amount of food need as 15 units of grain (base price of 20{{图标|money}} -> 20 * 15 = 300 need fulfilled). | In order to fulfill their needs, pops purchase goods or their substitutes until the volume of purchased goods multiplied with their [[Trade goods|base cost]] reaches a value that is set per need type for each wealth level. As a consequence, goods with a higher base price are needed in lower amounts to fulfill the same need - for example, 10 units of meat (base price of 30{{图标|money}} -> 30 * 10 = 300 need fulfilled) satisfy the same amount of food need as 15 units of grain (base price of 20{{图标|money}} -> 20 * 15 = 300 need fulfilled). | ||
人群会为了满足其需求购买商品或其替代品,直到他们购买的商品数量乘以这些商品的[[基础价格]]达到每级财富水平针对每项需求所设定的阈值。所以,在满足同等需求时,高价商品的所需数量自然偏低。例如,10单位的肉类(基础价格30{{图标|money}},能满足<math>30 \times 10 = 300 | |||
</math>需求)与15单位的谷物(基础价格20{{图标|money}},能满足<math>20 \times 15 = 300 | |||
</math>需求)能满足同样大的需求。 | |||
The calculation of need fulfillment is solely based on purchased amount, base price and potentially obsessions/taboos. | The calculation of need fulfillment is solely based on purchased amount, base price and potentially obsessions/taboos. | ||
需求满足的相关计算,仅与购买量、基本价格和潜在痴迷/禁忌有关。 | |||
== Need types == | == Need types == |
2023年1月18日 (三) 15:38的版本
Each pop in the game has needs, representing their consumption of trade goods. These needed goods vary based on their 生活水平. Most needs can be fulfilled by a range of different goods, so there is some flexibility for pops to deal with surpluses and shortages.
游戏中,每个人群(pop)都有需求,以模拟他们消费商品。这些被人群消费的商品,其数量和种类,会根据人群的生活水平而变化。大多数需求能通过一系列不同的商品来满足,因此人群在处理商品过剩和短缺时具有一定灵活性。
A big proportion of the economy in Victoria 3 is based uppon the simulation of pops earning money through work (starts with subsitance farming, so doesn't even require buildings!) and then spending this money to buy (and "consume") goods! Consequently is of a great importance how much money your pops have (determined by having work and the amount of wages being paid) and how much money the goods cost (in their market, there is no world market!).
人群通过劳动赚取金钱(从自给农业就开始工作赚钱了,因此甚至不用修筑建筑来满足就业!),然后花钱购买(和“消费”)商品的循环,占据了维多利亚3中经济模拟的很大一部分。你的人群有多少钱(由职业和工资决定)和商品价格(在这个国家的市场中,而不是世界市场)是相当重要的。
The main component of the current price of a good on a certain market, is of course the ratio between supply and demand. But Trade routes – which can be started and stopped anytime – affect the price as well. Then there are Trade#Tariffs.
决定市场商品价格的主要因素,当然是供需关系了。然而贸易路线可以随时开启或关闭,他们也会影响价格。最后是贸易关税。
In order to fulfill their needs, pops purchase goods or their substitutes until the volume of purchased goods multiplied with their base cost reaches a value that is set per need type for each wealth level. As a consequence, goods with a higher base price are needed in lower amounts to fulfill the same need - for example, 10 units of meat (base price of 30 -> 30 * 10 = 300 need fulfilled) satisfy the same amount of food need as 15 units of grain (base price of 20 -> 20 * 15 = 300 need fulfilled).
人群会为了满足其需求购买商品或其替代品,直到他们购买的商品数量乘以这些商品的基础价格达到每级财富水平针对每项需求所设定的阈值。所以,在满足同等需求时,高价商品的所需数量自然偏低。例如,10单位的肉类(基础价格30,能满足[math]\displaystyle{ 30 \times 10 = 300 }[/math]需求)与15单位的谷物(基础价格20,能满足[math]\displaystyle{ 20 \times 15 = 300 }[/math]需求)能满足同样大的需求。
The calculation of need fulfillment is solely based on purchased amount, base price and potentially obsessions/taboos.
需求满足的相关计算,仅与购买量、基本价格和潜在痴迷/禁忌有关。
Need types
Different goods can have different weights. These weights, together with market data, are used by pops to make decisions on the split of purchases between different goods within a need type. The exact formula for this decision is unknown and possibly bugged,[1] but a larger weight value generally makes pops prioritize a good.
Most needs cannot be fully met by any single good. For example, a pop's demand for household goods cannot be met by an unlimited supply of glass — they'll also want at least some amount of furniture and/or paper.
By default, all items below are weighted equally, and can be used to fulfil up to 80% of the need (100% if the category only contains one good), with no minimums. Exceptions are noted below.
Need | Standard of Living | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Starving | Struggling | Impoverished | Middling | Secure | Prosperous | Affluent | Wealthy | Lavish | Opulent | ||
1 – 4 | 5 – 9 | 10 – 14 | 15 – 19 | 20 – 24 | 25 – 29 | 30 – 39 | 40 – 44 | 45 – 49 | 50 – 59 | 60 + | |
Basic Food | — | ||||||||||
Luxury Food | — | ||||||||||
Simple Clothing | — | ||||||||||
Standard Clothing | — | (30) | — | ||||||||
Crude Items | — | — | |||||||||
Household Items | — | — | |||||||||
Luxury Items | — | ||||||||||
Heating | |||||||||||
Intoxicants | |||||||||||
Luxury Drinks | — | ||||||||||
Services | — | (30) | |||||||||
Free Movement | — | ||||||||||
Communication | — | ||||||||||
Art | — | ||||||||||
Need | 1 – 4 | 5 – 9 | 10 – 14 | 15 – 19 | 20 – 24 | 25 – 29 | 30 – 39 | 40 – 44 | 45 – 49 | 50 – 59 | 60 + |
Starving | Struggling | Impoverished | Middling | Secure | Prosperous | Affluent | Wealthy | Lavish | Opulent | ||
Standard of Living |
Specific pops
Peasants
Peasants, i.e. population working on subsistence buildings, buy from market 10% of what a pop belonging to a profession would normally buy.[3]
Dependents
Dependents per person need half of the consumer goods that a working adult normally requires. The default dependents to employed ratio is 3 (75% dependents, 25% working adults).[4] For example, a pop with 10,000 people may have 2,500 working adults and 7,500 dependents[5]. This would mean that the consumption by working adults is 40% of the pop while dependents consume 60% of the consumer goods.
Exact numbers for consumption
Exact number of goods that pops will consume is dependent on their wealth level, and the weight factor that they put on each goods.
The wealth level decides the standard pop needs package that Pops will consume, which is defined as cost that 10,000 pops will need to pay per category of needs to maintain their wealth level, when all goods are at their Base Price. This information is listed in Victoria 3\game\common/buy_packages/00_buy_packages.txt. Pops will then purchase various Goods for a Needs Category so that the cost of goods at base price (NOT current price) will add up to the value defined on the standard pop needs package. The distribution (weight) of goods that will be purchased within a category is saved per culture at state level in the save file, under the states database.
This means that for specific goods being purchased for specific needs category for 10,000 pops, the equation is
[math]\displaystyle{ Cost\ of\ goods\ purchased\ at\ base\ price=\left ( \frac{Weight\ of\ goods}{Sum\ of\ all\ weights\ in\ category}\right ) \times Total\ cost\ of\ category\ in\ package }[/math].
And given that cost of goods is equal to the price of goods multiplied by volume of goods purchased, for 10,000 Pops:
[math]\displaystyle{ Volume\ of\ goods\ purchased=\frac{1}{Base\ price\ of\ goods}\times \left ( \frac{Weight\ of\ goods}{Sum\ of\ all\ weights\ in\ category}\right ) \times Total\ cost\ of\ category\ in\ package }[/math]
Finally, the size of Population can be factored in. In all Pops, 10,000 Workforce will require 1 standard Needs package, while their Dependents will only require 0.5 standard Needs Package for the same number, which means that
[math]\displaystyle{ Volume\ purchased\ by\ specific\ Pops=\frac{Workforce + 0.5 Dependents}{10000}\times \frac{1}{Base\ price\ of\ goods}\times \left ( \frac{Weight\ of\ goods}{Sum\ of\ all\ weights\ in\ category}\right ) \times Total\ cost\ of\ category\ in\ package }[/math]
References
- ↑ "Victoria III - Heating Goods Substitution Not Correct". Victoria 3 official forum.
- ↑ Victoria 3\game\common/pop_needs/00_pop_needs.txt
- ↑ consumption_mult at Victoria 3\game\common/pop_types/peasants.txt
- ↑ WORKING_ADULT_RATIO_BASE at Victoria 3\game\common/defines/00_defines.txt
- ↑ DEPENDENT_CONSUMPTION_RATIO at Victoria 3\game\common/defines/00_defines.txt