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{{Version|3.2}} [[File:Fleet task colonize 2.png|frameless|left]] {{Celestialbodynav}} '''Colonization''' is the process of moving {{iconify|Pops}} via a Colony Ship to a previously uninhabited but habitable planet. The first time an empire colonizes another world it will gain between 60 and 150 {{iconify|Engineering}} Research. [[File:Humanoid Colonization.png|thumb|320px|Humanoid empire colonizing a new world]] == Habitability == {{SVersion|3.2}} [[File:Mod habitability.png|frameless|left]] '''Habitability''' is the measure of how comfortably a species can live on a planet. Most species have a [[climate preference]] for one of the primary [[Celestial body#Habitable planets|habitable planet]] types, although more exotic preferences are possible. A planet's habitability (and Terraforming cost) is determined by its climate. The 9 regular habitable world types are divided into 3 climate categories: dry, frozen and wet. {{iconify|Ring World}}, {{iconify|Gaia World}}, and {{iconify|Ecumenopolis}} worlds have maximum habitability for all species while {{iconify|Tomb World}}s, {{iconify|Machine World}}s, and {{iconify|Hive World}}s (without the {{iconify|Hive-Minded}} species trait) are normally uninhabitable by biological species. {| class="mildtable" cellspacing="2" cellpadding="4" style="float: left; margin-right: 30px;" |- ! Tier !! Base |- | Gaia World, Ecumenopolis, and Ring World || 100% <!--|- | Habitat (with {{iconify|Voidborne}} ascension perk) || 90% --><!-- Voidborne isn't base --> |- | Exact match || 80% |- | Habitat || 70% |- | Climate category match || 60% |- | Climate mismatch || 20% |- | Tomb World, Machine World, and Hive World || 0% |} * Every 1% reduction of Habitability below 100% increases the Pop Upkeep and {{iconify|Amenity}} Usage by {{red|1%}} and reduces their job output and species growth by {{red|0.5%}}. It floors at 0% Habitability, giving {{red|+100%}} Pop Upkeep and Amenity Usage, and {{red|-50%}} Job Output and Pop Growth. * Homeworlds have {{green|+30%}} Habitability for the species originating from them. * Robot pops have {{green|200%}} Habitability for each planet type, but empires that aren't {{iconify|Machine Intelligence}}s require the {{iconify|Droids tech|24px}}科技 to build Colony Ships using robots. <!-- Note: The Robot trait is obsolete --> * Low Habitability can trigger events. {{clear}} === Visual cues === Systems containing surveyed or non-surveyed habitable worlds will have one or more planet icons that are either green, yellow, orange, red, or blue, depending on the habitability percentage and/or status of the planet(s) in question. Planets with the {{iconify|Terraforming Candidate}} modifier don't create planet icons unless they're being {{iconify|Terraform}}ed. {| class="mildtable plainlist sortable" cellspacing="2" cellpadding="4" ! Icon color !! {{iconify|Habitability}} |- | [[File:Colonizability green.png|24px]] Green || The world is ≥ 70% habitable for at least one species in the player's empire. |- | [[File:Colonizability yellow.png|24px]] Yellow || The world is 40–69% habitable for at least one species in the player's empire. |- | [[File:Colonizability red.png|24px]] Red || The world is < 40% habitable for all species in the player's empire. |- | [[File:Colonizability orange.png|24px]] Orange || The world is habitable but not surveyed. |- | [[File:Colonizability blue.png|24px]] Blue || The world is currently being terraformed. |} Planets cannot be colonized if they house an [[anomaly]] or a [[pre-FTL species]]. Since different species can have different world type preferences, it can be better for an empire to populate its worlds with other alien species, genetically-engineered subspecies, or even robots/synthetics. It is also possible to {{iconify|Terraform}} habitable worlds, though this is a costly and time-consuming process. Only habitable planets and barren worlds with the {{iconify|Terraforming Candidate}} modifier can be terraformed. === Habitability strategies === ==== Genetic Modification ==== Using [[genetic modification]], one can create a [[Game Terms|subspecies]] of the empire's primary species that is suitable for the Climate in question. However, this needs either the first-in approach (so they can be changed on the new Planet) or a staging area with increased Habitability regardless of current Climate Preference (Ringworld, Habitat, Homeworld, rare modifiers). Changing a habitability trait costs the equivalent of adding a trait worth 3 trait-points and requires the {{iconify|Glandular Acclimation|24px}} technology. ==== Xenos ==== With all the possible habitability types, there are bound to be some aliens that can live comfortably on planets which are unsuitable to your primary species. The main disadvantage is that xeno pops have increased Unity cost per pop and might not have favorable traits. There may also be unwanted Xenophile attraction/Faction interactions from this path.<!-- Do pops actually have a unity upkeep, or is that obsolete info? --> Xeno pops can be added to an Empire to use as colonists via {{icon|war}} Conquest and {{icon|Migration Treaty}} Migration Treaties. If a species has migration access to your empire you can use them in colony ships even if you don't yet have any pops of that species. {{icon|Epigenetic Triggers|24px}} Uplifting, [[File:Fleet task technological enlightenment action.png|24px|link=Pre-FTL_species#Technological Enlightenment]] Enlightening, or [[File:Fleet task covert infiltration action.png|24px|link=Pre-FTL_species#Covert Infiltration]] Infiltrating a [[pre-sapient]] or [[pre-FTL species]] is another way to acquire xeno pops. With the first, it's possible to get a rare Habitability trait like {{iconify|Tomb World Preference}}. Very rare species native to {{iconify|Tomb World}}s are extremely adaptive and can thrive on any planet - they have 60% habitability on every normal planet class. The usual way to obtain pops of these species is finding them as upliftable pre-sapients on Tomb Worlds and uplifting. The [[Horizon Signal]] event chain can also create a subspecies of your main species with this trait. Alternatively, pops of your main species on Tomb Worlds may {{icon|Self-Modified}} Self-Modify via the [[A New Species]] event and develop into their own species native to Tomb Worlds. {{expansion|mgc}} It is also possible to purchase pops with the {{iconify|Tomb World Preference}} trait from {{iconify|Racket Industrial Enterprise}} caravaneers. ==== Improving habitability ==== Aside from the aforementioned methods, there are also various other methods for improving Habitability: {{Box wrapper}} {| class="mildtable plainlist sortable" cellspacing="2" cellpadding="4" ! colspan=3 | Habitability bonuses |- ! {{icon|habitability}} !! Source !! DLC |- | {{green|+5%}} || {{iconify|Bioadaptability}} (from the [[Orbital Speed Demon]] event) || |- | {{green|+10%}} || {{iconify|Starborn}} (pre-sapient trait) || |- | {{green|+10%}} || {{iconify|Adaptive}} || |- | {{green|+20%}} || {{iconify|Extremely Adaptive}} || |- | {{green|+20%}} || {{iconify|Cybernetic}} || {{icon|utp}}{{icon|snd}} |- | {{green|+20%}} || {{iconify|Clone Soldier Ascendant}} (from the {{iconify|Clone Army origin}}) || {{icon|hum}} |- | {{green|+30%}} || {{iconify|Robust}} (from the {{iconify|Evolutionary Mastery}} ascension perk) || {{icon|utp}} |- | {{green|+50%}} || {{iconify|Lithoid}} || {{icon|lit}} |- | {{green|+5%}} || {{iconify|Ascetic}} civic || {{icon|fed}} |- | {{Green|+10%}}||{{Iconify|Adaptability}} tradition Environmental Diversification / Dynamic Ecomorphism || |} {| class="mildtable plainlist sortable" cellspacing="2" cellpadding="4" ! colspan=4 | Linear habitability bonuses |- ! Category !! {{icon|habitability}} !! Source !! DLC |- | rowspan=2 | {{iconify|Medical Worker}} jobs<br>({{green|+2.5%}} each) | {{green|+5%}} || {{iconify|Gene Clinic|24px}} || |- | {{green|+10%}} || {{iconify|Cyto-Revitalization Center|24px}} || |- | rowspan=4 | {{iconify|New Worlds}} technologies<br>({{green|+20%}} total) | {{green|+5%}} || {{iconify|Atmospheric Filtering|24px}} technology || |- | {{green|+5%}} || {{iconify|Hostile Environment Adaptation|24px}} technology |- | {{green|+5%}} || {{iconify|Foreign Soil Enrichment|24px}} technology |- | {{green|+5%}} || {{iconify|Eco-Integration Studies|24px}} technology |- | rowspan=3 | {{iconify|Ecological Protection}}<br>({{green|+15%}} total) | {{green|+5%}} || Resolution 3: Integrated Gardens || |- | {{green|+5%}} || Resolution 4: Environmental Control Board || {{icon|fed}} |- | {{green|+5%}} || Resolution 5: Paradise Initiative || {{icon|fed}} |- | rowspan=2 | [[File:building gaiaseeders 4.png|48px|link=Buildings#Gaia_Seeders]] Gaia Seeder phases 2 and 3<br>({{green|+10%}} each) | {{green|+10%}} || [[File:building gaiaseeders 2.png|48px|link=Buildings#Gaia_Seeders]] Gaia Seeder phase 2 || {{icon|pln}} |- | {{green|+20%}} || [[File:building gaiaseeders 3.png|48px|link=Buildings#Gaia_Seeders]] Gaia Seeder phase 3 || {{icon|pln}} |} {| class="mildtable plainlist sortable" cellspacing="2" cellpadding="4" ! colspan=4 | Restricted habitability bonuses |- ! Where !! {{icon|habitability}} !! Source || DLC |- | {{iconify|Habitat}}s || {{green|+20%}} || {{iconify|Voidborne}} ascension perk || {{icon|utp}} |- | rowspan=4 | {{iconify|Tomb World}}s | {{green|+20%}} || {{iconify|Tomb World Adaptation|24px}} technology || |- | {{green|+20%}} || {{iconify|Radiotrophic}} (botanic trait) || {{icon|pln}} |- | {{green|+70%}} || {{iconify|Survivor}} (from the {{iconify|Post-Apocalyptic}} origin) || {{icon|apc}} |- | {{green|+100%}} || {{iconify|Irradiated}} (pre-sapient trait) || |- | {{iconify|Ocean World}}s | {{green|+20%}} || {{iconify|Aquatic}} || {{icon|aqu}} |} {| class="mildtable plainlist sortable" cellspacing="2" cellpadding="4" ! colspan=4 | Habitability reductions |- ! Category !! {{icon|habitability}} !! Source || DLC |- | Species traits || {{red|−10%}} || {{iconify|Nonadaptive}} || |- | rowspan=5 | {{iconify|Industrial Development}}<br>({{red|–25% total}}) | {{red|–2%}} || Resolution 1: Regulatory Facilitation || |- | <!-- –5 total --> {{red|–3%}} || Resolution 2: Collective Waste Management || |- | <!-- –10 total --> {{red|–5%}} || Resolution 3: Building a Better Tomorrow || |- | <!-- –20 total --> {{red|–10%}} || Resolution 4: Environmental Ordinance Waivers || {{icon|fed}} |- | <!-- –25 total --> {{red|–5%}} || Resolution 5: Project Cornucopia || {{icon|fed}} |} {{end box wrapper}} == Colony ships == To colonize a planet, an empire needs first to own the system via a {{iconify|Starbase}} and then to send a colony ship to the planet. Colony ships can be built at any Starbase with a [[File:Sb shipyard.png|24px|link=Shipyard]] Shipyard module. Colony Ships cost a [[Ship#Colony_ship|base amount of resources]] and take a year to build. While ordering its construction, you have to choose which species (including robots) will board the colony ship. Species require the {{icon|colonization rights}} ''Colonization Allowed'' species rights to be selected for Colony Ships. To colonize a planet, select the colony ship, right click on the planet you want to settle, and choose Colonize Planet. === Private colony ships === Empires with the {{iconify|Corporate Dominion}} or {{iconify|Private Prospectors}} civic can build Private Colony Ships for 500 {{iconify|Energy}}. === Meteorite colony ships === [[File:Meteorite colony ship.png|thumb|320px|Meteorite Colony Ship]] {{expansion|lit}} {{iconify|Lithoid}} Empires with the {{iconify|Calamitous Birth}} Origin can build Meteorite Colony Ships. Meteorite Colony ships are built twice as fast as regular Colony Ships and cost only 500 {{iconify|Minerals}}. When they are used to colonize the world gains the [[Lithoid Crater]] modifier and two Buried Lithoids [[Planetary_features#Blockers|blocker]]. == Colony development == When a Colony Ship lands on a planet it will be converted into a Tier 1 capital building, which can be upgraded as the population grows. After landing a period of initial development will occur. The period lasts about 2 years and 10 months at 0 pops, and grows with increasing number of pops. It can also be reduced by the following: {| class="mildtable sortable" ! {{iconify|Colony Development Speed}} bonus source ! Boost |- | {{iconify|Habitat}} | {{green|+200%}} |- | {{icon|edict}} Evacuation Protocols edict | {{green|+100%}} |- | {{iconify|AI-controlled Colony Ships|24px}} technology | {{green|+50%}} |- | {{iconify|Self-Aware Colony Ships|24px}} technology | {{green|+50%}} |- | {{iconify|Expansion||Adopting the}} tradition tree | {{green|+25%}} |- | {{iconify|Frontier Spirit}} ruler trait | {{green|+25%}} |- | {{iconify|Expansionist diplomatic stance}} | {{green|+15%}} |} While the colony is being established, it is extremely vulnerable: just a few days of orbital bombardment will wipe it out completely. During this period the new colony does not produce anything and consumes {{iconify|Energy}}. Once the colony has been successfully established, a single Pop will appear and take a {{iconify|Colonist}} job. You can then begin to develop the planet by constructing {{iconify|District}}s and {{iconify|Building}}s, clearing {{iconify|Tile Blocker}}s, and resettling {{iconify|Pops}}. The [[File:Tradition expansion colonization fever.png|24px|link=Traditions#Expansion]] Colonization Fever tradition from the {{iconify|Expansion}} tradition tree and the {{iconify|Yuht Cryo Core}} relic each increase the number of initial pops on a new colony by 1. == References == <references /> {{Template:ConceptsNavbox}} [[Category:游戏概念]] [[Category:殖民]]
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