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| [[File:Many citizens.jpg|thumb|400px|Citizens going about their lives]] | | [[File:Many citizens.jpg|thumb|400px| 市民们有各自的人生轨迹]] |
| Citizens act as one of the primary agents simulated in the game. They are the residents of the houses in the residential zones, they are the workforce of the industrial, commercial, and office zones, and they are the customers in the commercial zones. Citizens suffer if the services do not operate properly but they also reap the benefits and flourish if you manage to govern your city well and answer their various needs.
| | 市民是游戏中主要的模拟单位之一。他们是住宅区房屋的居民,工业区、商业区和办公区的劳动力,以及商业区的顾客。服务运作出现问题,市民就会遭受负面影响,但如果您的城市管理得当、满足市民的各种需求,他们也能从中受益、健康幸福。 |
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| Citizens are always up to something choosing from a variety of different activities. These include mundane things such as going to work or school, shopping, sleeping, or studying. They also have rarer activities such as committing a crime, escaping the crime scene, seeking medical treatment, and moving away. Many of these actions have simulation effects such as traveling to different places causing traffic on the roads, shopping causing changes in the economy simulation (albeit small when considering individual households), and getting medical treatment which takes up patient spots at the medical facility.
| | 市民任何时候都在忙于一系列不同活动中的某一种。这些活动包括上班上学、购物、睡觉、学习这样的日常事件,也包括犯罪、逃离犯罪现场、寻求医疗服务和搬家这样较少见的活动。这些活动中,不少会带来模拟层面的影响,例如前往各种地点会在道路上产生交通流,购物会改变经济模拟(尽管单户人家造成的改变较小),寻求医疗服务则会占用医疗设施中的患者位置。 |
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| Citizens can own pets. Pet owners are chosen randomly from the citizen pool, and while pets are purely cosmetic and do not affect citizen Happiness or their consumption of Resources, garbage accumulation, or noise pollution, they add a bit of flavor to your city.
| | 市民可以拥有宠物。养宠物的市民会从全体市民中随机挑选。宠物没有功能性,不会影响市民幸福感或改变其资源消耗、产生的垃圾或噪音污染,但它们能给您的城市带来一些别样的风景。 |
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| == Age == | | == 年龄 == |
| With age, citizens in the game progress through four life stages:
| | 在游戏过程中,每位市民将经历四个人生阶段: |
| # '''Children''' cannot work and receive a health boost. They start as Uneducated and will always go to Elementary School if there is capacity. | | # ''' 儿童''' - 无法工作,拥有{{green|健康加成}}。儿童一开始均为未受教育,只要有可上的学校,儿童就会去上小学; |
| # '''Teens''' receive a health boost. They can work, but many will try to continue their education. When traveling by car or public transport they choose the cheapest route. | | # ''' 青少年''' - 拥有{{green|健康加成}},会选择继续读书或工作。出行时偏爱更'''便宜''' 的交通方式; |
| # '''Adults''' can work but some will prefer to continue their education. When traveling by car or public transport they choose the quickest route. | | # ''' 成年人''' - 能够工作,但部分会选择优先继续深造。出行时倾向于选择'''最快''' 抵达目的地的方式; |
| # '''Seniors''' - cannot work and slowly lose maximum health until they eventually die. They cannot increase their education. When traveling by car or public transport they choose the most comfortable route. | | # ''' 老年人''' - 无法工作,并慢慢损失最高健康值,直到逝世。无法提升受教育水平。出行时最看中舒适度。 |
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| == Happiness == | | == 幸福感 == |
| Citizen Happiness is the overall value that represents a citizen’s satisfaction in their life. It is the combination of their Well-being and Health and affects the citizen’s behavior and their ability to work. It is always visible to the player in the citizen’s info panel and hovering over the family’s combined Happiness level with the mouse cursor in the household’s info panel shows detailed information about all the things that contribute to the value.
| | 市民幸福感是一个整体数值,反应市民对其生活的满意程度。该数值综合其生活质量和健康得出,影响市民行为模式和工作能力。玩家可以随时在市民的信息面板中查看该数值,将鼠标悬停在家庭信息面板的整体幸福感等级上,可以看到计算该数值用到的所有因素的具体信息。 |
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| === Happiness factors === | | === 影响幸福感的因素 === |
| [[File:Happiness tooltip.png|thumb|400px|City average happiness tooltip]] | | [[File:Happiness tooltip.png|thumb|400px| 城市平均幸福感信息视图]] |
| {| class="wikitable sortable" | | {| class="wikitable sortable" |
| ! Factor !! Type !! Positive impact !! Negative impact | | ! 因素 !! 类型 !! 积极因素 !! 消极因素 |
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| | [[Education]] services || Quality || Proximity, easy access, and open capacity of education buildings || Education buildings are difficult to access due to traffic, full capacity, etc. | | | [[ 教育]] 服务 || 质量 || 教育建筑的邻近性、便捷性和开放性 || 由于交通不便、名额爆满等因素难以就读。 |
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| | [[Leisure]] time || Abundance || Free time due to easy access to goods & workplaces. || Goods are workplaces are difficult to access, reducing time for leisure. | | | [[ 休闲]] 时间 || 丰富度 || 因购物和工作便利拥有充裕休闲时间 || 离购物和工作地点较远而减少休闲时间 |
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| | [[Entertainment]] || Abundance || Proximity & quick access to entertainment such as [[parks]] and [[landmarks]] || Entertainment is difficult to access due to traffic, lack of transportation options, etc. | | | [[ 娱乐]] || 丰富度 || 接近或容易到达[[ 公园]] 和[[ 地标建筑]] 等娱乐区 || 因交通不便、缺乏公交等因素难以到达娱乐区 |
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| | [[Healthcare]] coverage || Reliability || Healthcare buildings are nearby or quick to respond. || Healthcare buildings are far away, overwhelmed, or take too long to arrive. | | | [[ 医疗]] 覆盖 || 可靠性 || 医疗建筑较近或迅速响应 || 医疗建筑距离远、爆满或需要过长时间到达 |
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| | [[Mail]] service || Reliability || Nearby post office or mailbox, and fast postal sorting. || No nearby post offices or mailboxes. Mail sorting demand exceeds capacity. | | | [[ 邮政]] 服务 || 可靠性 || 接近邮局或邮箱,邮政分拣快速 || 无接近的邮局或邮箱,邮件分拣需求超过容量 |
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| | [[Internet]] service || Reliability || High network capacity & good coverage. || Low network capacity or coverage. | | | [[ 互联网]] 服务 || 可靠性 || 网络覆盖好且质量较高 || 低网络覆盖或网络质量差 |
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| | [[Noise pollution]] || Amount || Noise pollution is low or limited. || Noise pollution is prevalent or excessive. Noise pollution in residential areas is undesirable for citizens. | | | [[ 噪音污染]] || 数额 || 噪音污染较低或已限制 || 噪音污染较高。市民无法接受居民区的噪音污染。 |
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| | Citizen wealth || Amount || Income and/or net worth are high. || Income and/or net worth are low. | | | 市民财富 || 数额 || 收入或资产净值较高 || 收入或资产净值较低 |
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| | Size of homes || Amount || Larger homes (lower density) || Smaller homes (higher density) | | | 房屋尺寸 || 数额 || 房屋宽敞(更低密度) || 房屋逼仄(更高密度) |
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| | Tax levels || Amount || Lower taxes || Higher taxes | | | 税收等级 || 数额 || 低税收 || 高税收 |
| |} | | |} |
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| === Well-being === | | === 生活质量 === |
| Well-being indicates the citizens’ mental state and sense of safety. Satisfying their basic needs such as having reliable [[electricity]] and clean [[water]] as well as sufficient [[sewage]] treatment so their toilets don’t overflow, will go a long way in building a solid base for their Well-being. Taking care of the [[garbage]] piling up and planning [[residential]] areas to avoid air, ground, and noise [[pollution]] builds on that foundation, while good city service coverage provides a passive boost to citizen Well-being. Furthermore, you will want to ensure your citizens feel safe as living in areas with high crime probability decreases their Well-being.
| | 生活质量显示市民的精神状态和安全感。满足他们的基本需要(诸如有稳定的[[ 水|供水]] 、[[ 电力|供电]] ,足够让马桶不至于溢水的[[ 污水处理]] 服务),能为市民生活质量奠定扎实的基础。及时处理越堆越多的[[ 垃圾]] ,避免将[[ 住宅区]] 建设在有空气、土地和噪音[[ 污染]] 的地点,能进一步提升市民生活质量。而良好的城市服务覆盖率能被动增加市民生活质量。另外,您还需要确保市民有安全感,因为住在犯罪率高的区域会让市民焦虑,降低其生活质量。 |
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| Amenities such as a functioning [[postal]] service and high-speed [[internet]] connection are valued by citizens along with a suitable-sized apartment that matches their household’s needs. Families tend to look for larger homes in low density housing areas and small apartment buildings while singles and students can still flourish in compact apartments such as those available in tall residential towers and low rent apartment blocks. The citizens are consumers at heart and having options to buy and consume [[Goods]] positively affects their Well-being.
| | 市民希望有便利设施,诸如正常运作的[[ 邮政]] 服务和高速[[ 网络]] 连接,也希望能住在符合其需要的大小合适的公寓里。家庭通常会寻找低密度住宅区的宽敞房屋,以及较小的公寓楼,而单身人士和学生即使住在诸如高层集合式住宅和廉租公寓楼等更密集的公寓也能健康幸福。市民本质上是消费者,给他们提供购买和消费[[ 商品]] 的选择,能提升其生活质量。 |
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| ==== Leisure ==== | | ==== 休闲 ==== |
| Citizens love their free time and want to spend it in the city visiting [[parks]] and other [[attractions]], going [[shopping]], and enjoying entertainment in the various restaurants and bars. This need for Leisure affects their Well-being and when their Leisure decreases, they seek opportunities to increase it. Not all options are created equally though, which means it takes a different amount of time to gain Leisure in different places. Citizens choose the location based on the amount of and how quickly they can gain Leisure while staying there as well as comparing the pathfinding costs to the different locations.
| | 市民喜欢空余时间,希望空余时间能去城市[[ 公园]] 等[[ 景点]] 玩、[[ 购物]] ,或是在各种餐厅酒吧进行娱乐活动。休闲需求会影响市民的生活质量,休闲值较低时,市民会找机会增加休闲值。但是,各种休闲选项并不相同,意味着在不同地点获得休闲值,需要花费的时间不同。市民选择哪个地点,取决于在该地点能获得多少休闲值,以及获取速度如何,也会权衡去各个地点的寻路成本。 |
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| Leisure can be gained from various locations. City [[recreation]] includes indoor and outdoor recreation possibilities in the form of tourist attractions and [[landmarks]], parks, plazas, and various sports venues such as a tennis court, soccer field, or community pool.
| | 休闲值可从各种地点获得。城市文娱活动选项分为'''室内'''和'''室外'''[[ 服务#公园与休闲|文娱活动]] ,形式为景点和[[ 标志性建筑]] 、公园、广场、以及各种运动场地(如网球场、足球场、公共游泳池)。 |
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| Commercial recreation includes [[commercial]] zones where citizens and tourists can go shopping and spend time at the malls and all kinds of cozy boutiques.
| | 商业文娱的去处包括各[[ 商业区]] ,市民和游客可以去商场和各种温馨的精品店购物、打发时间。 |
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| Citizens can also gain Leisure from [[Entertainment]], visiting local bars, or eating fancy meals at local restaurants. These Leisure locations differ from others in that the citizens and tourists pay for the Leisure gain as they buy beverages and meals while at the location, combining their need for Goods with their need for Leisure.
| | 市民也可以从[[ 娱乐]] 中获得休闲值,娱乐包括前往市内酒吧,以及在市内餐馆享用豪华餐饮。这些休闲去处与其他地点不同,因为市民和游客在这些地点会购买饮料和食物,付钱获得休闲值,这同时满足了其对商品和休闲的需求。 |
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| Your citizens can also decide to travel to one of the [[Outside Connections]] for Leisure essentially becoming tourists in another city. The whole household hops into their car or on one of the public transport options and leaves the city for a few days.
| | 您的市民也可以选择前往一处[[ 外部连接]] 获得休闲值,也就是成为另一座城市的游客。整个家庭会钻进私家车,或选择一种公共交通,离开城市几天。 |
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| Lastly, [[Weather]] affects citizens' and tourists’ behavior when choosing Leisure locations. On sunny and warm weather citizens will seek Leisure in outdoors areas such as parks, while on rainy, snowy or cold weather citizens will seek Leisure in indoors areas in the form of shopping and entertainment.
| | 最后一点是,[[ 天气]] 会影响市民和游客选择休闲去处时的行为模式。天气宜人,晴朗温暖时,人们会更想去公园和广场等户外文娱场所进行休闲活动,而下雨、下雪、或天气寒冷时,市民和游客偏好室内休闲活动,诸如购物和娱乐。 |
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| === Health === | | === 健康 === |
| [[File:Happiness infoview.jpg|thumb|400px|Happiness info view]] | | [[File:Happiness infoview.jpg|thumb|400px| 幸福感信息视图]] |
| The physical health of your citizens can be inspected in the Healthcare infoview, which shows the Health of the residential buildings as a whole as well the city’s average Health. If a citizen is sick or injured, it is shown in their info panel. Health is affected by the availability of Healthcare in the form of a passive Health boost received by living in close proximity to a medical facility and receiving treatment at medical facilities in case of a sickness or injury from an accident, both of which severely reduce a citizen’s Health.
| | 市民身体健康程度可在医疗保健信息视图查看,视图显示住宅区建筑物整体的健康值,以及城市平均健康值。如果市民生病或受伤,会显示在其信息面板中。健康值受到医疗保健服务的影响,住处靠近医疗设施,或是在生病/因事故受伤时在医疗设施接受治疗,会获得被动健康加成,生病和受伤都会大幅降低市民健康。 |
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| Living in areas affected by air and ground pollution has a negative impact on the citizens’ Health. The stronger the pollution is the more severe the effect. If the city has insufficient sewage treatment, it will cause the sewage to back up decreasing citizens’ Health. While garbage piling up affects the citizens’ Well-being, it also affects their Health, so providing the city with adequate waste management is important for the quality of life of the citizens, and if the city isn’t up to the task, the citizens will tell you about it on their Chirper accounts.
| | 住在有空气和地面污染的地点,会损害市民健康。污染越严重,对健康的损害越大。如果城市污水处理能力不足,污水会堵塞,损害市民健康。垃圾堆积不仅影响市民福祉,也影响其健康,所以城市垃圾处理能力充足对于保障市民生活质量至关重要,如果城市做不到这一点,市民的微谈(啾啾)账号会反映出来。 |
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| Citizens can become sick even if they are not directly affected by any of the aforementioned causes. The probability of becoming sick depends on the Health of the citizen: higher Health reduces the risk of getting sick with a cold. However, when a citizen does become sick, their Health decreases greatly. Sick citizens travel to the nearest medical facility to get treatment for their sickness, but if their condition is too poor to travel by themselves, an ambulance is sent to pick them up.
| | 即使没有受到任一上述因素影响,市民也可能生病。生病概率取决于市民健康程度:健康值高,能降低得感冒的概率。然而,当市民真的生病后,健康会大幅下降。生病的市民会前往最近的医疗设施接受治疗,但如果其身体状况太差,无法自行前往,就会有救护车来接他们。 |
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| Citizens also require medical treatment if they get injured in traffic accidents. In that case, an ambulance is sent to the site of a traffic accident to pick up the injured and bring them to the medical facility. Similar to sickness, the citizens get medical treatment while at the hospital or medical clinic.
| | 如果市民在交通事故中受伤,也需要治疗。这种情况下,会派遣救护车前往事故现场,将伤者送往医疗设施。和生病时一样,市民会在医院或诊所接受治疗。 |
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| After the sickness or injury has been treated, the citizen’s Health starts to improve. However, while sick or injured the citizen has a chance of dying. The probability is relatively low in general but is related to the citizen’s current Health level; the lower the Health the higher the risk of dying as a result of their condition.
| | 得到治疗后,生病/受伤的市民健康状况会开始恢复。然而,市民生病或受伤时有几率会死亡。死亡几率通常较低,但也与市民当前健康程度有关。健康程度越低,生病或受伤时死亡的概率就越高。 |
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| == Education == | | == 教育 == |
| Education determines the highest job level a citizen can have and also increase their wages and efficiency and decreases their water and electricity consumption and garbage production. There are 5 levels of education: Uneducated, Poorly Educated, Educated, Well Educated, and Highly Educated. Each school provides one level of education for citizens.
| | 教育水平影响着市民生活的各个方面,决定了市民可应聘的最高等级工作种类,提高他们的工资和效率,减少水电消费和垃圾产生。市民有5种教育程度:未受教育、受初级教育、受普通教育、受良好教育、受高等教育。每所学校会为市民提供一种教育程度。 |
| # Elementary School raises education from Uneducated to Poorly Educated. Only Children can attend. | | # 小学毕业后,教育程度提升至“受初级教育”。仅儿童可用。 |
| # High School raises education from Poorly Educated to Educated. Only Teens can attend. | | # 中学毕业后,教育程度提升至“受普通教育”。仅青少年可用。 |
| # College raises education from Educated to Well Educated. Only Teens and Adults can attend. | | # 学院制大学毕业的市民,教育程度变为“受良好教育”。仅青少年和成年人可用。 |
| # University raises education from Well Educated to Highly Educated. Only Adults can attend. | | # 综合性大学毕业的市民,教育程度变为“受高等教育”。仅成年人可用。 |
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| Teens and adults can choose to go to school or get a job. To make this decision they calculate the potential income if they choose to go to work and compare it to the income they will receive from a higher education level job after they graduate from school and see which one is more profitable for them. Some citizens have a preference for working instead of school and even if the potential future income would be better in the long run, they will still choose to work instead of studying.
| | 青少年和成年人可以从上学和工作中选择。做此选择时,他们会计算立刻去工作的可能收入,并将其与接受进一步教育,找到教育程度要求更高的工作后的可能收入对比,评估哪种方案回报更大。一些市民比起上学更偏好工作,即使长远来看,继续教育后未来收入会更高,他们也会选择工作,而非继续上学。 |
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| == Employment == | | == 就业 == |
| [[File:Workplace availability infoview.jpg|thumb|400px|Workplace availability info view]] | | [[File:Workplace availability infoview.jpg|thumb|400px| 职场岗位可用率信息视图]] |
| Companies, found in commercial, industrial, and office zones, and most city services have workplaces for citizens to fill. They are divided into complexity levels which reflect the citizen Education levels. City service workplaces remain the same throughout the building’s existence but when a zoned building levels up, the complexity and composition of the available jobs changes. A higher complexity level company requires employees with higher levels of education than a company with a lower complexity level.
| | 商业区、工业区和办公区的公司,以及大多数城市服务都有供市民入职的工作场所。工作场所分为不同复杂度,反应市民教育程度。城市服务工作场所自服务建筑建成后一直保持不变,但分区建筑升级后,可选工作的复杂度和岗位比例会改变。相比复杂度低的公司,复杂度高的公司对员工教育程度要求更高。 |
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| Zoned companies can also change the number of employees needed. If the company detects that they are doing well, they can expand their workforce. If on the other hand, they are doing poorly, they can shrink the workforce and save on wage costs to remain profitable and survive. Between the different company types, industrial manufacturing companies tend to have lower education requirements for employees regardless of building level while commercial and office companies' level of complexity shifts more towards higher educated employees as they level up.
| | 分区公司也可能更改所需员工数量。如果公司发现自身经营状况良好,就可能雇用更多员工。如果公司经营状况不佳,则可能减少员工数量,节约工资成本,防止赤字,以便继续生存。在不同公司类型中,工业制造公司通常对员工教育程度要求较低,不论建筑物等级,而商业和办公企业等级越高,复杂度和对员工教育程度要求越高。 |
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| === Work efficiency === | | === 工作效率 === |
| Employee Education level represents their capacity to work in different jobs and positions. Higher educated employees are also more efficient in their work and thus they have a more significant influence on the company's Efficiency as well as its production output. When a company is missing employees, the higher education level jobs impact the Efficiency and output more.
| | 员工教育程度代表其从事不同工作和岗位的能力。教育程度高的员工工作效率也高,对公司效率和产量的影响更大。公司缺少员工时,教育程度高的工作对效率和产出的影响更大。 |
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| Employees are able to do any job at their Education level or lower. Even if a higher educated employee fills a lower level job, their effect on the company’s Efficiency is calculated with the job’s level, not their individual Education level, as they are not able to use all their talents in that position. If the company doesn’t have employees at a high enough Education level, they can’t fill all the available jobs. This results in decreased Efficiency and production.
| | 员工可以胜任教育程度要求等同或低于自身教育程度的任何工作。即使员工教育程度高于岗位要求,其对于公司效率的影响也会根据岗位等级计算,而非其教育程度等级,因为该岗位不足以使其发挥出全部才能。如果公司没有教育程度足够高的员工,就会有岗位空缺。这会导致效率和产量降低。 |
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| Citizen Happiness also affects the company's Efficiency and thus its production and profitability. Happy employees are a valuable commodity to a company so it is important to take care of the citizens’ Well-being and Health to ensure that the companies can thrive. If an employee gets sick or injured, they cannot work which means that the company loses some of its Efficiency. Once the employee has gotten well, they return to work life and continue contributing to the company’s Efficiency.
| | 市民幸福感也会影响公司效率,从而影响其产量和盈利能力。快乐的员工对公司而言是珍贵资源,因而保证市民的生活质量和健康对于公司繁荣非常重要!如果员工生病或受伤,就不能工作,意味着公司损失一部分效率。员工康复后,会返回岗位,继续为公司效率做出贡献。 |
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| == Conditions == | | == 状态 == |
| Certain events can cause Conditions for citizens which are visible on the citizen’s info panel. While there is no direct way to remove Conditions from citizens, the player can investigate the causes and through city management help the overall situation. As an example, if citizens are becoming sick it can be a sign of sewage backing up in pipes, pollution spreading to residential areas, or insufficient Healthcare service in the city causing decreased Health which leads to an increased probability of becoming sick. Depending on the cause you can improve the situation by expanding city services, such as your sewage treatment options, or by building a Medical Clinic or a Hospital to take care of the Sick condition and remove the negative effects from the area making sure that the citizens remain healthy. Below we have an overview of the different conditions citizens can be afflicted with.
| | 一些事件会给市民施加状态,状态可以在市民的信息面板查看。尽管无法直接去除市民的状态,玩家可以调查导致该状态的原因,通过城市管理改善整体局面。例如,如果市民纷纷生病,这可能意味着水管中污水堵塞,污染扩散至住宅区,或是城市医疗保健服务不足,导致市民健康程度下降,生病几率上升。根据原因不同,您可以扩容城市服务(例如优化污水处理,或是建设诊所或医院)来改善局面,应对“生病”这一状态,消除区域内的负面影响,确保市民身体状况良好。下文概述了市民可能出现的各种状态。 |
| * {{Icon|sick}} '''Sick''' - Sick citizens cannot work. As long as they remain Sick, they are in increased danger of dying. Medical treatment is required to recover from the Sick condition. | | * {{Icon|sick}} ''' 患病''' - 生病的市民不能工作。生病时间越长,死亡几率越大。需要接受治疗才能从生病状态中恢复。 |
| * {{Icon|injured}} '''Injured''' - Injured citizens cannot work. Citizens become injured when involved in traffic accidents, building fires and collapse, and natural disasters. Medical treatment is required to recover from the Injured condition. | | * {{Icon|injured}} ''' 受伤''' - 受伤的市民不能工作。市民受伤的原因有交通事故、建筑物起火和倒塌,以及自然灾害。需要接受治疗才能从受伤状态中恢复。 |
| * {{Icon|homeless}} '''Homeless''' - Citizens who cannot pay the rent where they live and with no means to move to another home or out of the city become homeless. They have no permanent residence and end up living in the various city parks. | | * {{Icon|homeless}} ''' 无家可归''' - 支付不起住处租金,且无法搬入其他住处或搬离城市的市民会无家可归。他们没有固定住处,最后会住进各个城市公园。 |
| * {{Icon|malcontent}} '''Unwell''' - Citizens who are Unwell have a low Well-being value. Their Happiness value decreases and their contribution to work is also negatively affected. Additionally, they are at risk of becoming criminals if their Well-being doesn’t increase. | | * {{Icon|malcontent}} ''' 不适''' - 不幸的市民生活质量较低。其幸福感数值下降,对职场的贡献也会减少。另外,如果生活质量得不到提升,他们可能成为罪犯。 |
| * {{Icon|weak}} '''Weak''' - Citizens who are Weak have a low Health value. This decreases their Happiness and negatively affects their contribution to work. Citizens with low Health are at a high risk of becoming sick, and when a Weak citizen becomes sick, their Health value decreases to very low putting them at an increased risk of dying if they don’t get medical treatment. | | * {{Icon|weak}} ''' 虚弱''' - 虚弱的市民健康值较低。会导致其幸福度数值下降,对职场的贡献也会减少。健康值较低的市民更可能生病。虚弱的市民生病时,其健康值会降至极低,如果得不到治疗,死亡概率较大。 |
| * {{Icon|in distress}} '''Distressed''' - Citizens who are in Danger or Trapped, are Distressed. Citizens are in Danger when they are in a burning building while Trapped citizens are involved in a building collapse and are buried under the rubble. Sometimes citizens who are in a burning building can also become Trapped, unable to escape. | | * {{Icon|in distress}} ''' 苦恼''' - 处于危险境况或受困的市民会陷入苦恼状态。处于危险境况是指在失火建筑物中,而受困是指被卷入建筑物倒塌事故,被瓦砾掩埋。有时失火建筑物中的市民也可能陷入受困状态,因为他们无法脱险。 |
| * {{Icon|evacuated}} '''Evacuated''' - Evacuated citizens are in an emergency shelter. Citizens can travel to an emergency shelter by themselves or they can be picked up by an Evacuation Bus which transports them to the emergency shelter. | | * {{Icon|evacuated}} ''' 被疏散''' - 疏散状态的市民位于应急避难所中。市民可以自行前往应急避难所,也可以由疏散用公交车送往应急避难所。 |
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| == Criminals == | | == 犯罪行为 == |
| Citizens can become criminals. The probability of this is relatively low but the chance is increased if the citizen’s Well-being is low. When this happens, the citizen will commit a crime to earn income by first selecting the target of their criminal activity. The target is a building where the robbery takes place and it is selected by comparing the buildings in the city and their crime probability values. The final choice is a random pick from the group of buildings with the highest crime probability values. The citizens living in the building targeted by the criminal will suffer a temporary loss of Well-being.
| | 市民可能成为罪犯。成为罪犯的概率相对较低,但市民福祉低,概率就会提升。发生这种情况时,市民会通过犯罪赚取收入,首先选择犯罪活动的目标,也就是即将发生抢劫案的建筑物,选取方式是比对城市中所有建筑以及其犯罪率数值。最终的目标会从犯罪率最高的建筑物中随机选择。住在目标建筑物中的市民,其福祉会暂时下降。 |
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| The criminal will travel to the building, commit the crime there (which takes some time) and then leave. When the crime takes place, an alarm is triggered and alerts the police station, but there is a small delay before the patrol car is sent to the crime scene. If the patrol car reaches the location before the criminal leaves, the criminal is arrested. If the criminal leaves before the police arrive, they escape the law and are free to continue their criminal deeds another day!
| | 罪犯会前往建筑物,在那里作案(作案会花费一些时间),然后离开。犯罪发生时,会触发警报,通知警察局,但巡逻车一段时间之后才会被派往犯罪现场。如果巡逻车在罪犯离开前抵达现场,就可以逮捕罪犯。如果警察抵达时罪犯已经离开,罪犯就可以逍遥法外,改天继续犯罪! |
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| When a criminal is '''arrested''', the police take them to a jail located at Police Stations and Police Headquarters. There a portion of the arrested criminals are sentenced to serve time in Prison, either in the city if one is available, or at one of the Outside Connections if one is not available. Citizens who are not sentenced to prison are released and their criminal status is reset just like criminals who have served their time in prison. Once released they rejoin society as regular citizens. Depending on their age, citizens can die of old age while serving their prison sentence.
| | 罪犯被逮捕后,警察会将其送往位于警察局和警察总部的监狱。在那里,部分被逮捕的罪犯会被判处在监狱服刑,服刑地点可能是市内未满员的监狱,如果市内没有未满员监狱,则会在外部连接服刑。未被判处服刑的市民会被释放,犯罪状态重置,和在监狱里服完刑的罪犯一样。释放后,罪犯会作为一般市民回归社会。高龄的市民可能在服刑期间老死。 |
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| == Tourists == | | == 游客 == |
| Tourists are citizens who visit the city briefly. They stay at a local hotel while in the city and make choices daily whether to visit one of the city’s attractions and commercial areas or to stay at the hotel. The city’s Attractiveness value determines how many tourists are drawn to the city and this value can be increased by building parks and various other attractions such as landmarks.
| | 游客是短暂拜访城市的市民。在城市滞留期间,他们会住在市内酒店,每天选择前往城市中一处景点、商业区、或是待在酒店里。城市的吸引力数值会决定来城市游玩的游客数量,该数值可通过建设公园和标志性建筑等其他景点来提升。 |
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| Tourists make similar calculations about their Leisure targets as citizens comparing the Leisure value of the locations to their distance from the hotel and deciding which of them is the best option for them to gain Leisure.
| | 游客选择休闲去处的计算和市民类似,会权衡各个地点的休闲值和其距离酒店的距离,决定获取休闲值的最佳地点。 |
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| == Lifepath == | | == 市民的人生道路 == |
| [[File:Followed citizen.jpg|thumb|A followed citizen]] | | [[File:Followed citizen.jpg|thumb| 正在通过人生道路日志追踪的市民]] |
| Citizens have a lifepath dotted with different events such as graduating from a school, finding a spouse, landing a new job, and moving to a new home or away from the city. You can keep an eye on these events through the Lifepath Journal by following a citizen. This is done by selecting the citizen and clicking the Follow button, adding them to the list of Followed Citizens found on the right side of the screen right below Chirper.
| | 市民有人生道路,道路上的点表示各种事件,诸如从学校毕业,找到伴侣,找到新工作,搬入新家,搬离城市。您可以关注一名市民,在人生道路日志中查看这些事件。具体操作方法是选中该市民,点击“关注”按钮,将其添加到微谈(啾啾)下方界面右侧的“关注市民”中。 |
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| The Lifepath Journal records everything from the added citizens from the moment they are followed. The journal entry lists their name, home address, current occupation, Happiness, and other information as well as their Chirper feed where they tell the whole world what is going on in their daily life. A keen player can spot the connections between the citizen’s surroundings such as education options, job opportunities, and living conditions to the changes in their lives, the jobs they get, and the choices they make.
| | 人生道路日志会记录从关注该市民起的所有事件。日志条目罗列市民姓名、住址、当前职业、幸福度等信息,还有他们的微谈(啾啾)信息流,他们会通过微谈(啾啾)信息流向世界讲述自己日常生活中发生的事情。有兴趣的玩家可以发现市民所处的环境(诸如教育选择、工作机会和生活条件)与其生活中的变化、谋求到的工作以及做出的选择之间的关联。 |
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| == References == | | == 参考资料 == |
| <references/> | | <references/> |
| [[Category:Game concepts]] | | [[Category:Game concepts]] |
| [[en:Citizens]] | | [[en:Citizens]] |
市民是游戏中主要的模拟单位之一。他们是住宅区房屋的居民,工业区、商业区和办公区的劳动力,以及商业区的顾客。服务运作出现问题,市民就会遭受负面影响,但如果您的城市管理得当、满足市民的各种需求,他们也能从中受益、健康幸福。
市民任何时候都在忙于一系列不同活动中的某一种。这些活动包括上班上学、购物、睡觉、学习这样的日常事件,也包括犯罪、逃离犯罪现场、寻求医疗服务和搬家这样较少见的活动。这些活动中,不少会带来模拟层面的影响,例如前往各种地点会在道路上产生交通流,购物会改变经济模拟(尽管单户人家造成的改变较小),寻求医疗服务则会占用医疗设施中的患者位置。
市民可以拥有宠物。养宠物的市民会从全体市民中随机挑选。宠物没有功能性,不会影响市民幸福感或改变其资源消耗、产生的垃圾或噪音污染,但它们能给您的城市带来一些别样的风景。
年龄
在游戏过程中,每位市民将经历四个人生阶段:
- 儿童 - 无法工作,拥有 健康加成。儿童一开始均为未受教育,只要有可上的学校,儿童就会去上小学;
- 青少年 - 拥有 健康加成,会选择继续读书或工作。出行时偏爱更便宜的交通方式;
- 成年人 - 能够工作,但部分会选择优先继续深造。出行时倾向于选择最快抵达目的地的方式;
- 老年人 - 无法工作,并慢慢损失最高健康值,直到逝世。无法提升受教育水平。出行时最看中舒适度。
幸福感
市民幸福感是一个整体数值,反应市民对其生活的满意程度。该数值综合其生活质量和健康得出,影响市民行为模式和工作能力。玩家可以随时在市民的信息面板中查看该数值,将鼠标悬停在家庭信息面板的整体幸福感等级上,可以看到计算该数值用到的所有因素的具体信息。
影响幸福感的因素
因素 |
类型 |
积极因素 |
消极因素
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教育服务 |
质量 |
教育建筑的邻近性、便捷性和开放性 |
由于交通不便、名额爆满等因素难以就读。
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休闲时间 |
丰富度 |
因购物和工作便利拥有充裕休闲时间 |
离购物和工作地点较远而减少休闲时间
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娱乐 |
丰富度 |
接近或容易到达公园和地标建筑等娱乐区 |
因交通不便、缺乏公交等因素难以到达娱乐区
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医疗覆盖 |
可靠性 |
医疗建筑较近或迅速响应 |
医疗建筑距离远、爆满或需要过长时间到达
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邮政服务 |
可靠性 |
接近邮局或邮箱,邮政分拣快速 |
无接近的邮局或邮箱,邮件分拣需求超过容量
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互联网服务 |
可靠性 |
网络覆盖好且质量较高 |
低网络覆盖或网络质量差
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噪音污染 |
数额 |
噪音污染较低或已限制 |
噪音污染较高。市民无法接受居民区的噪音污染。
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市民财富 |
数额 |
收入或资产净值较高 |
收入或资产净值较低
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房屋尺寸 |
数额 |
房屋宽敞(更低密度) |
房屋逼仄(更高密度)
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税收等级 |
数额 |
低税收 |
高税收
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生活质量
生活质量显示市民的精神状态和安全感。满足他们的基本需要(诸如有稳定的供水、供电,足够让马桶不至于溢水的污水处理服务),能为市民生活质量奠定扎实的基础。及时处理越堆越多的垃圾,避免将住宅区建设在有空气、土地和噪音污染的地点,能进一步提升市民生活质量。而良好的城市服务覆盖率能被动增加市民生活质量。另外,您还需要确保市民有安全感,因为住在犯罪率高的区域会让市民焦虑,降低其生活质量。
市民希望有便利设施,诸如正常运作的邮政服务和高速网络连接,也希望能住在符合其需要的大小合适的公寓里。家庭通常会寻找低密度住宅区的宽敞房屋,以及较小的公寓楼,而单身人士和学生即使住在诸如高层集合式住宅和廉租公寓楼等更密集的公寓也能健康幸福。市民本质上是消费者,给他们提供购买和消费商品的选择,能提升其生活质量。
休闲
市民喜欢空余时间,希望空余时间能去城市公园等景点玩、购物,或是在各种餐厅酒吧进行娱乐活动。休闲需求会影响市民的生活质量,休闲值较低时,市民会找机会增加休闲值。但是,各种休闲选项并不相同,意味着在不同地点获得休闲值,需要花费的时间不同。市民选择哪个地点,取决于在该地点能获得多少休闲值,以及获取速度如何,也会权衡去各个地点的寻路成本。
休闲值可从各种地点获得。城市文娱活动选项分为室内和室外文娱活动,形式为景点和标志性建筑、公园、广场、以及各种运动场地(如网球场、足球场、公共游泳池)。
商业文娱的去处包括各商业区,市民和游客可以去商场和各种温馨的精品店购物、打发时间。
市民也可以从娱乐中获得休闲值,娱乐包括前往市内酒吧,以及在市内餐馆享用豪华餐饮。这些休闲去处与其他地点不同,因为市民和游客在这些地点会购买饮料和食物,付钱获得休闲值,这同时满足了其对商品和休闲的需求。
您的市民也可以选择前往一处外部连接获得休闲值,也就是成为另一座城市的游客。整个家庭会钻进私家车,或选择一种公共交通,离开城市几天。
最后一点是,天气会影响市民和游客选择休闲去处时的行为模式。天气宜人,晴朗温暖时,人们会更想去公园和广场等户外文娱场所进行休闲活动,而下雨、下雪、或天气寒冷时,市民和游客偏好室内休闲活动,诸如购物和娱乐。
健康
市民身体健康程度可在医疗保健信息视图查看,视图显示住宅区建筑物整体的健康值,以及城市平均健康值。如果市民生病或受伤,会显示在其信息面板中。健康值受到医疗保健服务的影响,住处靠近医疗设施,或是在生病/因事故受伤时在医疗设施接受治疗,会获得被动健康加成,生病和受伤都会大幅降低市民健康。
住在有空气和地面污染的地点,会损害市民健康。污染越严重,对健康的损害越大。如果城市污水处理能力不足,污水会堵塞,损害市民健康。垃圾堆积不仅影响市民福祉,也影响其健康,所以城市垃圾处理能力充足对于保障市民生活质量至关重要,如果城市做不到这一点,市民的微谈(啾啾)账号会反映出来。
即使没有受到任一上述因素影响,市民也可能生病。生病概率取决于市民健康程度:健康值高,能降低得感冒的概率。然而,当市民真的生病后,健康会大幅下降。生病的市民会前往最近的医疗设施接受治疗,但如果其身体状况太差,无法自行前往,就会有救护车来接他们。
如果市民在交通事故中受伤,也需要治疗。这种情况下,会派遣救护车前往事故现场,将伤者送往医疗设施。和生病时一样,市民会在医院或诊所接受治疗。
得到治疗后,生病/受伤的市民健康状况会开始恢复。然而,市民生病或受伤时有几率会死亡。死亡几率通常较低,但也与市民当前健康程度有关。健康程度越低,生病或受伤时死亡的概率就越高。
教育
教育水平影响着市民生活的各个方面,决定了市民可应聘的最高等级工作种类,提高他们的工资和效率,减少水电消费和垃圾产生。市民有5种教育程度:未受教育、受初级教育、受普通教育、受良好教育、受高等教育。每所学校会为市民提供一种教育程度。
- 小学毕业后,教育程度提升至“受初级教育”。仅儿童可用。
- 中学毕业后,教育程度提升至“受普通教育”。仅青少年可用。
- 学院制大学毕业的市民,教育程度变为“受良好教育”。仅青少年和成年人可用。
- 综合性大学毕业的市民,教育程度变为“受高等教育”。仅成年人可用。
青少年和成年人可以从上学和工作中选择。做此选择时,他们会计算立刻去工作的可能收入,并将其与接受进一步教育,找到教育程度要求更高的工作后的可能收入对比,评估哪种方案回报更大。一些市民比起上学更偏好工作,即使长远来看,继续教育后未来收入会更高,他们也会选择工作,而非继续上学。
就业
商业区、工业区和办公区的公司,以及大多数城市服务都有供市民入职的工作场所。工作场所分为不同复杂度,反应市民教育程度。城市服务工作场所自服务建筑建成后一直保持不变,但分区建筑升级后,可选工作的复杂度和岗位比例会改变。相比复杂度低的公司,复杂度高的公司对员工教育程度要求更高。
分区公司也可能更改所需员工数量。如果公司发现自身经营状况良好,就可能雇用更多员工。如果公司经营状况不佳,则可能减少员工数量,节约工资成本,防止赤字,以便继续生存。在不同公司类型中,工业制造公司通常对员工教育程度要求较低,不论建筑物等级,而商业和办公企业等级越高,复杂度和对员工教育程度要求越高。
工作效率
员工教育程度代表其从事不同工作和岗位的能力。教育程度高的员工工作效率也高,对公司效率和产量的影响更大。公司缺少员工时,教育程度高的工作对效率和产出的影响更大。
员工可以胜任教育程度要求等同或低于自身教育程度的任何工作。即使员工教育程度高于岗位要求,其对于公司效率的影响也会根据岗位等级计算,而非其教育程度等级,因为该岗位不足以使其发挥出全部才能。如果公司没有教育程度足够高的员工,就会有岗位空缺。这会导致效率和产量降低。
市民幸福感也会影响公司效率,从而影响其产量和盈利能力。快乐的员工对公司而言是珍贵资源,因而保证市民的生活质量和健康对于公司繁荣非常重要!如果员工生病或受伤,就不能工作,意味着公司损失一部分效率。员工康复后,会返回岗位,继续为公司效率做出贡献。
状态
一些事件会给市民施加状态,状态可以在市民的信息面板查看。尽管无法直接去除市民的状态,玩家可以调查导致该状态的原因,通过城市管理改善整体局面。例如,如果市民纷纷生病,这可能意味着水管中污水堵塞,污染扩散至住宅区,或是城市医疗保健服务不足,导致市民健康程度下降,生病几率上升。根据原因不同,您可以扩容城市服务(例如优化污水处理,或是建设诊所或医院)来改善局面,应对“生病”这一状态,消除区域内的负面影响,确保市民身体状况良好。下文概述了市民可能出现的各种状态。
- Sick 患病 - 生病的市民不能工作。生病时间越长,死亡几率越大。需要接受治疗才能从生病状态中恢复。
- Injured 受伤 - 受伤的市民不能工作。市民受伤的原因有交通事故、建筑物起火和倒塌,以及自然灾害。需要接受治疗才能从受伤状态中恢复。
- Homeless 无家可归 - 支付不起住处租金,且无法搬入其他住处或搬离城市的市民会无家可归。他们没有固定住处,最后会住进各个城市公园。
- Malcontent 不适 - 不幸的市民生活质量较低。其幸福感数值下降,对职场的贡献也会减少。另外,如果生活质量得不到提升,他们可能成为罪犯。
- Weak 虚弱 - 虚弱的市民健康值较低。会导致其幸福度数值下降,对职场的贡献也会减少。健康值较低的市民更可能生病。虚弱的市民生病时,其健康值会降至极低,如果得不到治疗,死亡概率较大。
- In Distress 苦恼 - 处于危险境况或受困的市民会陷入苦恼状态。处于危险境况是指在失火建筑物中,而受困是指被卷入建筑物倒塌事故,被瓦砾掩埋。有时失火建筑物中的市民也可能陷入受困状态,因为他们无法脱险。
- Evacuated 被疏散 - 疏散状态的市民位于应急避难所中。市民可以自行前往应急避难所,也可以由疏散用公交车送往应急避难所。
犯罪行为
市民可能成为罪犯。成为罪犯的概率相对较低,但市民福祉低,概率就会提升。发生这种情况时,市民会通过犯罪赚取收入,首先选择犯罪活动的目标,也就是即将发生抢劫案的建筑物,选取方式是比对城市中所有建筑以及其犯罪率数值。最终的目标会从犯罪率最高的建筑物中随机选择。住在目标建筑物中的市民,其福祉会暂时下降。
罪犯会前往建筑物,在那里作案(作案会花费一些时间),然后离开。犯罪发生时,会触发警报,通知警察局,但巡逻车一段时间之后才会被派往犯罪现场。如果巡逻车在罪犯离开前抵达现场,就可以逮捕罪犯。如果警察抵达时罪犯已经离开,罪犯就可以逍遥法外,改天继续犯罪!
罪犯被逮捕后,警察会将其送往位于警察局和警察总部的监狱。在那里,部分被逮捕的罪犯会被判处在监狱服刑,服刑地点可能是市内未满员的监狱,如果市内没有未满员监狱,则会在外部连接服刑。未被判处服刑的市民会被释放,犯罪状态重置,和在监狱里服完刑的罪犯一样。释放后,罪犯会作为一般市民回归社会。高龄的市民可能在服刑期间老死。
游客
游客是短暂拜访城市的市民。在城市滞留期间,他们会住在市内酒店,每天选择前往城市中一处景点、商业区、或是待在酒店里。城市的吸引力数值会决定来城市游玩的游客数量,该数值可通过建设公园和标志性建筑等其他景点来提升。
游客选择休闲去处的计算和市民类似,会权衡各个地点的休闲值和其距离酒店的距离,决定获取休闲值的最佳地点。
市民的人生道路
市民有人生道路,道路上的点表示各种事件,诸如从学校毕业,找到伴侣,找到新工作,搬入新家,搬离城市。您可以关注一名市民,在人生道路日志中查看这些事件。具体操作方法是选中该市民,点击“关注”按钮,将其添加到微谈(啾啾)下方界面右侧的“关注市民”中。
人生道路日志会记录从关注该市民起的所有事件。日志条目罗列市民姓名、住址、当前职业、幸福度等信息,还有他们的微谈(啾啾)信息流,他们会通过微谈(啾啾)信息流向世界讲述自己日常生活中发生的事情。有兴趣的玩家可以发现市民所处的环境(诸如教育选择、工作机会和生活条件)与其生活中的变化、谋求到的工作以及做出的选择之间的关联。
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