市民
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2023-12-03更新
最新编辑:xl123071
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更新日期:2023-12-03
最新编辑:xl123071
市民是游戏中模拟的主要人物。他们是住宅区房屋的居民,是工业、商业和办公区的劳动力,也是商业区的顾客。如果服务运行不正常,市民利益就会受到损害,但如果你管理好你的城市并满足他们的各种需求,他们也会受益并蓬勃发展。
市民总是从各种不同的活动中选择一些事情。这些活动包括去上班或上学、购物、睡觉或学习等日常活动。他们也有一些更罕见的活动,如犯罪、逃离犯罪现场、寻求医疗治疗和搬家。其中许多行为都具有模拟效果,如前往不同地方导致道路交通堵塞、购物导致经济模拟变化(尽管考虑到单个家庭时变化很小),以及接受医疗治疗占用医疗机构的患者名额。
市民可以拥有宠物。宠物主人从市民池中随机选择,宠物纯粹是装饰性的,不影响市民的幸福感或资源消耗、垃圾堆积或噪音污染,但它们为你的城市增添了一些趣味。
年龄
随着年龄的增长,游戏中的市民经历了四个人生阶段:
- 儿童 无法工作,也无法获得健康提升。他们一开始没有受过教育,如果有能力的话,他们会一直上小学。
- 青年 获得健康提升。他们可以工作,但许多人会努力继续接受教育。当乘坐汽车或公共交通工具旅行时,他们会选择最便宜的路线。
- 成年 可以工作,但有些人更愿意继续接受教育。当乘坐汽车或公共交通工具旅行时,他们会选择最快的路线。
- 老年 不能工作,慢慢地最大化失去健康,直到他们最终死亡。他们无法提高教育水平。当乘坐汽车或公共交通工具旅行时,他们会选择最舒适的路线。
幸福度
市民幸福度是代表市民生活满意度的整体价值。它是市民幸福感和健康的结合,影响着市民的行为和工作能力。玩家总是可以在市民信息面板中看到它,用鼠标悬停在家庭信息面板中的家庭组合幸福水平上,可以显示有关所有贡献价值细项的详细信息。
幸福度影响因素
因素 | 类型 | 积极影响 | 消极影响 |
---|---|---|---|
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、满负荷等原因,教育建筑很难进入。 |
休闲时间 | 充裕型 | 容易获得商品与进入工作场所以挤出休闲时间 | 商品和工作时间难以获得,挤占了休闲时间。 |
娱乐 | 充裕型 | 接近并快速进入娱乐场所,如公园和地标 | 由于交通堵塞、缺乏交通选择等原因,难以进入娱乐场所。 |
医疗保健覆盖范围 | 可依赖型 | 医疗保健建筑在附近或可以很快响应 | 医疗保健建筑很远,不堪重负,或者需要很长时间才能到达。 |
邮政服务 | 可依赖型 | 靠近邮局或邮箱,以及具有快速的邮件分拣能力。 | 附近没有邮局或邮箱。邮件分拣需求超过其最大容量。 |
互联网服务 | 可依赖型 | 网络容量高,覆盖范围广。 | 网络容量或覆盖率低。 |
噪音污染 | 数量 | 噪音污染低或可控 | 噪声污染普遍或超标。居民区的噪音污染是市民不想要的。 |
市民富裕度 | 数量 | 收入和/或收入净值高。 | 收入和/或收入净值低。 |
房屋大小 | 数量 | 大房子(低地价) | 小房子(高地价) |
税收级别 | 数量 | 低税收 | 高税收 |
如何提高幸福感
幸福感反映了公民的心理状态和安全感。满足他们的基本需求,例如拥有可靠的电力系统和干净的净水以及足够的污水处理使他们的厕所不会溢出,这将大大有助于为他们的幸福奠定坚实的基础。关注垃圾堆积,规划好住宅区避免空气、土地和噪音污染。在此基础上,良好的城市公共服务覆盖同时也有助于提升幸福感。此外,您需要确保您的公民的安全,因为生活在犯罪率高的区域会降低他们的幸福感。
市民重视功能齐全的邮政服务和高速的网络服务等便利设施,以及与家庭需求相匹配大小的住宅。家庭倾向于在低密度住宅区和小型公寓楼中寻找更大的房子,而单身人士和学生仍然可以在紧凑的公寓中蓬勃发展,比如那些在大型公寓楼和廉租住宅。公民本质上是消费者,可购买的商品多种多样也有助于提升幸福感。
休闲娱乐
市民们会利用他们的空闲时间在城市里消遣,例如参观公园和其他景点以及去购物或者在各种餐馆和酒吧享受快乐。这种对娱乐的需求会影响他们的幸福感,当他们的娱乐减少时,他们会寻求机会来增加娱乐。然而,并非所有的选择都是一样的,这意味着在不同的地方获得休闲娱乐需要不同的时间。市民选择去哪里消遣是基于他们在那里逗留时获得娱乐数量和速度,以及比较不同地点的寻路成本。
休闲娱乐可以从不同的地方获得。城市休闲包括以旅游景点和地标、公园、广场和各种体育场馆(如网球场、足球场或社区游泳池)之类的室内和室外娱乐场所。
商业娱乐可以从市民和游客去购物或者在商场和各种舒适的精品店来度过时光的商业区获得。
市民还可以从参加娱乐活动、参观当地酒吧或在当地餐馆品尝美味佳肴中获得消遣。这些休闲场所与其他场所的不同之处在于,市民和游客在该场所购买饮料和餐点以满足娱乐需求时,同时也会满足商品需求。
你的市民也可以决定去其他城市休闲旅游,本质上就是成为另一个城市的游客。全家人开车或乘坐公共交通工具,离开城市几天。
最后,天气会影响市民和游客在选择的休闲娱乐地点和行为。在阳光明媚和温暖的天气里,市民会在公园等户外区域寻求消遣,而在下雨、下雪或寒冷的天气下,市民会以购物和娱乐的形式在室内区域寻求消遣。
Health
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.
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.
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.
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.
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.
Education
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.
- Elementary School raises education from Uneducated to Poorly Educated. Only Children can attend.
- High School raises education from Poorly Educated to Educated. Only Teens can attend.
- College raises education from Educated to Well Educated. Only Teens and Adults can attend.
- University raises education from Well Educated to Highly Educated. Only Adults can attend.
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.
Employment
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.
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.
Work efficiency
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.
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.
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.
Conditions
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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
Criminals
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.
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!
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.
Tourists
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.
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.
Lifepath
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.
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.
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