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{{version|3.3}} {{Spacealiensnav}} '''{{ruby|太空生命体|Spaceborne aliens}}'''是太空生命的一种形式,很可能是新的太空旅行者将遇到的第一个外星人。每一个高于尉官的难度等级都会增加星神兽和掠夺者帝国的力量,每一个难度等级的确切提升数据都会有所不同。其他太空生命体不受难度影响。 == 太空生物 == {{SVersion|3.3}} [[File:Space Amoeba.png|thumb|320px|人族科研船遇到一只和平的太空变形虫母]] {{ruby|太空生物|Space creatures}}是一种实体,在通常语境下不应被归类为舰船或生命。它们通常居住在空间的某个区域,很少在远离它的地方被看到。第一次接触完成后,将在情报日志中添加一个特殊项目,该项目完成后,将允许帝国以三种方式处理它们: *'''研究''':解锁一个特殊项目以进行详细研究,将允许在一个帝国修正和可能获得的生物科技之间进行选择。 *'''狩猎''':将对该类型的太空生物给予{{green|+33%}}伤害加成帝国修正,并在杀死它们时给予资源奖励。如果这些生物不能被安抚,那么所有帝国都可以使用该选项,否则它只适用于{{icon|Fanatic Militarist}}{{icon|Militarist}} 军国主义、{{icon|Fanatic Xenophobe}}{{icon|Xenophobe}} 排外主义和{{icon|Fanatic Purifiers}}{{icon|Devouring Swarm}}{{icon|Determined Exterminator}} 种族灭绝帝国。 *'''安抚''':将开启一个特殊项目,该项目花费5000{{iconify|Physics}}点数,并允许帝国将太空生物转变为非敌对状态,并开启研究生物使用的所有特殊组件的能力。5种太空生物中只有2种可以被安抚。此选项适用于{{icon|Fanatic Pacifist}}{{icon|Pacifist}} 和平主义或 {{icon|Fanatic Xenophile}}{{icon|Xenophile}} 亲外主义帝国。如果[[星海共同体]]形成,通过“太空变形虫保护法案”决议,可以向所有成员提供太空变形虫安抚调节剂。 如果被杀死,太空生物将在其母星系中缓慢重生。 {| class="mildtable plainlist" ! Space Creatures ! Research option bonuses ! Hunting ! width="1%" | Pacifying ! width="1%" | Type ! width="32%" | Home System ! width="33%" | Tactics |- | Ancient Mining Drones | '''Cost''': 2000 {{icon|Engineering}} [[Engineering research]]<br><br>{{icon|minerals}} {{green|+10%}} Mining Station Minerals | {{icon|yes}} | {{icon|no}} | Can expand | Contains 2 normal mining stations and the Home Base Ore Grinder. Each station is guarded by two fleets, one purely destroyers and one made of drones. Destroying Home Base Ore Grinder grants 4000 {{iconify|Minerals}} and 500 {{iconify|Alloys}}. If the {{iconify|Ancient Relics}} DLC is installed it also grants the [[File:R surveyor.png|24px]] Surveyor Relic. | * '''Defensively''': Shields - their lasers have the usual damage penalty to shields, although unlike normal lasers they're better against hull than armor. If fighting the base, also bring some PD for the strike craft. * '''Offensively''': Energy weapons - Mining Drones have no shields, high armor, and good evasion. Plasma is preferred, although Disruptors are better against the smaller Mining Drones, particularly in the M slot. * '''Unique salvage''': {{icon|mining drone lasers tech|24px}} [[Weapon_components#Mining_Laser|Cutting Lasers]], {{icon|slot s}} and {{icon|slot m}} energy weapons with lower accuracy and damage to armor but higher damage to hull. Approximately as strong as Tier 3 Lasers, and particularly useful against other space creatures (besides Void Clouds) and early starbases. {| class="wikitable plainlist" ! Mining Drone !! Combat Drone !! Destroyer !! Base |- style="vertical-align: top" | * {{icon|slot s}} 2 Cutting Laser * {{icon|slot l}} 1 Armor T1 * {{icon|slot m}} 1 Armor T1 * {{icon|slot c}} Reactor T2 * {{icon|slot c}} Thrusters T2 * {{icon|slot c}} Sensor T1 * Modifiers ** {{icon|ship armor}} +6 Armor ** {{icon|ship hull}} +200 Hull ** {{icon|ship evasion}} +60 Evasion | * {{icon|slot m}} 1 Cutting Laser * {{icon|slot s}} 2 Cutting Laser * {{icon|slot l}} 1 Armor T1 * {{icon|slot m}} 2 Armor T1 * {{icon|slot c}} Reactor T2 * {{icon|slot c}} Thrusters T2 * {{icon|slot c}} Sensor T1 * Modifiers ** {{icon|ship armor}} +2 Armor ** {{icon|ship hull}} +450 Hull ** {{icon|ship evasion}} +60 Evasion | * {{icon|slot m}} 2 Cutting Laser * {{icon|slot s}} 2 Cutting Laser * {{icon|slot l}} 1 Armor T1 * {{icon|slot m}} 3 Armor T1 * {{icon|slot c}} Reactor T2 * {{icon|slot c}} Thrusters T2 * {{icon|slot c}} Sensor T1 * Modifiers ** {{icon|ship armor}} +10 Armor ** {{icon|ship hull}} +900 Hull ** {{icon|ship evasion}} +30 Evasion | * {{icon|slot l}} 2 Laser T5 * {{icon|slot h}} 3 Strike Craft * {{icon|slot l}} 5 Armor T1 * {{icon|slot c}} Reactor T2 * {{icon|slot c}} Sensor T1 * Modifiers ** {{icon|ship armor}} +10000 Armor ** {{icon|ship hull}} +30000 Hull ** {{icon|ship evasion}} -100% Evasion |} |- | Crystalline Entities | '''Cost''': 2000 {{icon|Physics}} [[Physics research]]<br><br>{{icon|energy}} {{green|+5%}} Energy from Jobs<br>'''OR'''<br>{{iconify|Crystal-Infused Plating tech|24px}} | {{icon|militarist}}{{icon|fanatic militarist}}<br>{{icon|xenophobe}}{{icon|fanatic xenophobe}}<br>{{icon|Devouring Swarm}}{{icon|Determined Exterminator}} | {{icon|yes}} | Can expand | Contains Crystal Nidus, a large crystalline structure guarded by 4 elite fleets. The system can be safely explored and claimed if the crystalline entities have been pacified. As their home system has a pulsar, shields will be useless when attacking it. | * '''Defensively''': Armor or shields - their shard weapons deal +50% damage against hull but have no other bonus * '''Offensively''': Any weapon, but especially plasma launchers or mining lasers - Crystalline Entities have resilient and regenerating hulls, but no shields or armor * '''Unique salvage''': {{icon|crystal-infused plating tech|24px}} Crystal-Infused Plating from ships, {{icon|crystal-forged plating tech|24px}} Crystal-Forged Plating from Crystal Nidus, both are the only hull increasing components in the game. |- | Space Amoeba | '''Cost''': 2000 {{icon|Society}} [[Society research]]<br><br>{{icon|ship evasion}} {{green|+5%}} Evasion<br>'''OR'''<br>{{iconify|Regenerative Hull Tissue tech|24px}} | {{icon|militarist}}{{icon|fanatic militarist}}<br>{{icon|xenophobe}}{{icon|fanatic xenophobe}}<br>{{icon|Devouring Swarm}}{{icon|Determined Exterminator}} | {{icon|yes}} | Migratory | Always called Amor Alveo, its various celestial body deposits produce in total 8 {{iconify|Energy}}, 12 {{iconify|Minerals}}, 6 {{iconify|Society}}, 3 {{iconify|Exotic Gases}}, 3 {{iconify|Volatile Motes}} and 2 {{iconify|Rare Crystals}}. | * '''Defensively''': Shields and point defense - their weapons deal +25% damage against armor and large amoeba launch strike craft * '''Offensively''': Energy weapons - Space Amoeba have natural armor and regenerate * '''Unique salvage''': {{icon|amoeba breeding program|24px}} Amoeba Flagella, strike craft almost as strong as Tier 2 Improved Strike Craft |- id="Void cloud" | Void Clouds | '''Cost''': 2000 {{icon|Physics}} [[Physics research]]<br><br>{{icon|physics}} {{green|+10%}} Physics from Jobs | {{icon|yes}} | {{icon|no}} | Stationary | Always called Great Wound, it is a black hole cluster guarded by 3 Void Cloud fleets. Most black holes have deposits of 4 {{iconify|Physics}} and the central one contains the largest {{iconify|Dark Matter}} deposit in the galaxy. The system should be attacked with a highly superior force due to the effects of black holes on space battles. | * '''Defensively''': Crystal plated hulls if available - their weapons ignore both shields and armor. Their erratic damage can sometimes destroy Corvettes in one hit. * '''Offensively''': Missiles and Autocannons - Void Clouds have equal amounts of natural shields and hull * '''Unique salvage''': {{icon|cloud lightning conduits|24px}} Cloud Lightning, L weapons that ignore both shields and armor |- | Tiyanki Space Whales | {{iconify|Frequency Tuning|24px}} tech | {{icon|no}} | {{green|Passive unless attacked}} | Migratory | Always called Tiyana Vek, it contains 4 Gas Giants. Each one has a deposit of {{green|6}} {{iconify|Society}}. The star itself always has a deposit of {{green|6}} {{iconify|Physics}} | Tiyanki fleets can consist of Cows, Bulls, Calves and Hatchlings. Regenerative Hull Tissue can be salvaged. {| class="wikitable plainlist" ! ! Bull and Cow ! Calf and Hatchling |- ! Loadout | * [[File:Ship part space whale weapon.png|24px]] 5 Energy Siphon * [[File:Ship part auto repair.png|24px]] 1 Regenerative Hull Tissue | * [[File:Ship part space whale weapon.png|24px]] 3 Energy Siphon * [[File:Ship part auto repair.png|24px]] 1 Regenerative Hull Tissue |- ! Kill rewards | * {{icon|energy}} 500 Energy * {{icon|exotic gases}} 50 Exotic Gases | * {{icon|energy}} 250 Energy * {{icon|exotic gases}} 25 Exotic Gases |} |} == VLUUR == VLUUR is a powerful migrating Void Cloud that has around 32K Fleet Power and is armed with 8 [[File:Ship part space cloud weapon.png|24px]] Cloud Lighting weapons. For as long as VLUUR is in a system it will cause a storm that causes {{red|-50%}} {{iconify|Sublight Speed}} and {{red|-15%}} {{iconify|Fire Rate}} on ships. VLUUR relies heavily on his shields for his survival, if VLUUR enters a pulsar system or any other shield nullification system, he will become very vulnerable and can be quickly taken down with ease. VLUUR is not hostile but can be attacked. It has powerful shields and high Evasion, but low hull, and can be defeated deceptively easily with missile weapons. Defeating VLUUR grants 100 {{iconify|Dark Matter}}, and will create various deposits of 1-3 {{iconify|Dark Matter}} on up to 4 planets in the system it's defeated in. {| class="wikitable plainlist" ! Total stats !! Armaments !! Utilities !! Core components |- | {{icon|ship health}} '''4,000''' Hull Points * {{icon|ship armor}} '''0''' Armor {{Collapse list | type= {{icon|ship shield}} '''40,000''' Shields | body= ** Base 10,800 ** Modifiers 40,000 }} {{icon|ship speed}} '''40''' Speed * {{icon|ship evasion}} '''65%''' Evasion * {{icon|damage}}/{{icon|time}} 1400 avg dmg / day | {{icon|slot l}} 8x [[File:Ship part space cloud weapon.png|24px]] [[Weapon components#Cloud Lightning|Cloud Lightning]] | * N/A | [[File:ship_part_warp_drive_3.png|24px]] Bio-Drive ''(Guardian)'' {{Collapse list | type= {{icon|slot c}} [[File:Quantum Destabilizer.png|24px]] Presence of VLUUR | body= ** Affect is always active in a form of a space storm ** {{icon|Sublight Speed}} {{red|-50%}} Sublight Speed ** {{icon|fire rate}} {{red|-15%}} Fire Rate }} |} == Bemat Thalassocracy == The Bemat Thalassocracy is a hostile fleet that can appear after the end-game year is reached. It will appear in a system owned by an empire that produces at least 180 {{iconify|Trade Value}}. The fleet is made up of the following ships: {| class="wikitable plainlist" ! 40 corvettes !! 35 destroyers !! 34 cruisers |- | * {{icon|slot s}} 1 Kinetic T3 * {{icon|slot s}} 1 Plasma T1 * {{icon|slot s}} 1 Disruptor T1 * {{icon|slot s}} 2 Shield T2 * {{icon|slot a}} 1 Afterburners T2 * {{icon|slot a}} 1 Shield Capacitor * {{icon|slot c}} Jump Drive * {{icon|slot c}} Thrusters T4 * {{icon|slot c}} Sensors T2 * {{icon|slot c}} Reactor T5 * {{icon|slot c}} Combat Computer T1 | * {{icon|slot m}} 1 Plasma T3 * {{icon|slot s}} 1 Plasma T3 * {{icon|slot s}} 3 Laser T5 * {{icon|slot s}} 4 Shield T4 * {{icon|slot s}} 2 Armor T3 * {{icon|slot a}} 1 Shield Capacitor * {{icon|slot c}} Jump Drive * {{icon|slot c}} Thrusters T3 * {{icon|slot c}} Sensors T2 * {{icon|slot c}} Reactor T5 * {{icon|slot c}} Combat Computer T2 (Line) | * {{icon|slot g}} 1 Missiles T5 * {{icon|slot g}} 2 Swarmer Missiles T1 * {{icon|slot s}} 2 Disruptor T2 * {{icon|slot s}} 2 Plasma T3 * {{icon|slot s}} 2 Kinetic T3 * {{icon|slot m}} 5 Shield T4 * {{icon|slot m}} 3 Armor T3 * {{icon|slot a}} 1 Auxiliary Fire Control * {{icon|slot a}} 1 Nanite Repair System * {{icon|slot c}} Jump Drive * {{icon|slot c}} Thrusters T3 * {{icon|slot c}} Sensors T2 * {{icon|slot c}} Reactor T5 * {{icon|slot c}} Combat Computer T2 (Artillery) |} == Nomads == {{SVersion|3.3}} [[File:Nomads.png|thumb|250px|The nomad fleet]] {{hatnote|Nomads are replaced by [[Caravaneers]] if the {{iconify|MegaCorp}} DLC is enabled.}} The Nomads, or Namarians as they call themselves, are a {{green|passive}} millennia old intergalactic race with no homeworld, forever traveling the void in their starships. Once they establish communications the nomads will help establish communications between any encountered empires that did not discover each other yet. They travel from system to system and their stay in the galaxy is temporary and will eventually set sail for another one. [[Nomad events|Events]] related to them can take place during their stay. The date when and if the Nomads arrive is rolled at game start, with the following chances: * 20% chance to appear after 20 years ± 500 days * 25% chance to appear after 40 years ± 500 days * 25% chance to appear after 55 years ± 500 days * 30% chance to never appear When their time is due they will spawn in a random Rim System that has no ship in it and that no empire has an intel level better than low. Upon appearing, they will decide the midpoint and endpoint of their journey. On their journey Nomads will perform an action when entering a system. Those actions depends on if the system has an owner and what the relationship with the owner is. If the system is owned by an empire that has neither contact nor is hostile to them, they will start orbiting a random planet in the system until contact is established. The player is not capable of deciphering their communications but contact will always be established by them after 100 days. After contact is established they will send the owner a request. If they enter another system owned by the same empire they will roll for a request again. Each interaction has the following chances: * 30% - Ask to leave some pops on an owned planet within your borders ** x0 If the system owner does not have a colonized Dry planet within borders or is a {{iconify|Hive Mind}} ** x0.75 if they already left pops before ** x1.5 if any form of Xenophile, Egalitarian or Spiritualist Empire and not already left pops before ** x0.3 if Slavery policy is set to ''Allowed'' *** Nomads traits are {{iconify|Desert|24px}} Preference, {{iconify|Nomadic|24px}}, {{iconify|Venerable|24px}} and {{iconify|Natural Engineers|24px}}. * 30% - Ask for a planet to settle on, forming a new empire ** x0 if there is no habitable and uncolonized planet or if the system owner is a {{iconify|Hive Mind}} ** x0.5 if they already settled one planet ** x1.75 if any form of Xenophile, Egalitarian or Spiritualist Empire and did not already settle a planet *** Nomads ethics are {{iconify|Egalitarian}}, {{iconify|Spiritualist}} and {{iconify|Xenophile}}. * 30% - Sell 5 or 15 Cruisers ** x0 if the system owner already was offered ships ** x0.25 if system owner is {{iconify|Fanatic Militarist}} or {{iconify|Fanatic Xenophobe}} ** x0.5 if already sold ships to an empire ** x1.75 if any form of Xenophile, Egalitarian or Spiritualist Empire and not already sold ships to anyone * 10% - Move on with no request If the system has no owner, and neither hostile, mid- or endpoint of their journey, they will perform a peaceful action with the following chances: * 10% - Build new Ships ** x10 if under 3k Fleet Power ** x5 if under 5k Fleet Power ** x0 if over 10k or has the have the ship building lockout * 80% - Pick a random planet and wait in orbit for 30–50 days. Afterwards, they have a 25% chance to move on and 75% chance to pick another planet in the system to repeat it ** x0 if less than 1.5k Fleet Power * 10% - Move on without doing anything While the Nomads are inherently peaceful, a fight can be picked in order to get access to their technology. Nomads are easy prey but their technology is just average by midgame, making this rarely useful. The nomad fleet consists of the following: {| class="wikitable plainlist" ! 20 Protectors !! 3 Ark Ships |- | * {{icon|slot l}} 1 Laser T4 * {{icon|slot pd}} 2 Point-Defense T2 * {{icon|slot m}} 2 Armor T3 * {{icon|slot m}} 1 Shields T3 * {{icon|slot c}} Hyperdrive T3 * {{icon|slot c}} Thrusters T3 * {{icon|slot c}} Sensors T3 * {{icon|slot c}} Reactor T4 * {{icon|slot c}} Combat Computer T3 (Picket) | * {{icon|slot c}} Hyperdrive T3 * {{icon|slot c}} Thrusters T3 * {{icon|slot c}} Sensors T3 * {{icon|slot c}} Reactor T4 |} == Enclaves == {{SVersion|3.3}} [[File:Enclave_curators.jpg|thumb|200px|Enclave station]] Enclaves are neutral NPC spawned factions. They do not own any planets, but consist of large enclave stations. They primarily exist to be interacted with via Diplomacy Menu using the "Others" filter. There are 3 types of enclaves: Artisans, Curators, and Traders. Each of them has two or three basic interactions, and one or two restricted interactions that can only be used after an Opinion of at least {{green|50}} is reached. Their maximum Opinion is 100, and an empire builds opinion with them by using their services or having starbases in their systems. {{green|+1}} opinion is gained each year. This is not cumulative when owning multiple systems with the same enclave. The enclave Opinion is tracked wholly via the trust mechanic, and no other Diplomacy bonuses or penalties apply. The primary resource for interacting with enclaves is energy. Most actions are repeatable, but some of the actions also have an increasing cost. The price increases as an empire's population goes past certain thresholds: {| class = "wikitable" ! Pops !! {{iconify|Energy}} cost |- | 0-60 || 1000 |- | 61-120 || 2000 |- | 121-180 || 3000 |- | 181-240 || 4000 |- | 241+ || 5000 |} During the renewal request after a modifier runs out, the player will be able to renew the deal for a sum of {{iconify|energy credits}} which scales with the number of the empire's population. With Trader enclaves you will be asked how many monthly units (of the respective rare resource sold by the enclave) you want to buy. {| class = "wikitable" ! Enclave ! Option ! style="width:66%" | Effect ! Requirements ! DLC |- id="Curators" | rowspan=8 align=center | {{blue|Curators}}<br>[[File:Enclaves flag curator.png|55px]] | Research aid | * Gain the ''Curator Insight'' modifier for 10 years ({{green|+10%}} {{iconify|Research Speed}}) * {{green|+20}} {{iconify|Opinion}} | {{icon|energy}} scales with population | rowspan=8 | {{icon|lev}}<br>{{icon|dst}} |- | Mysteries of the Universe - not known | * Adds a Leviathan point of interest to the situation log * {{green|+10}} {{iconify|Opinion}} | {{icon|energy}} 300 |- | Mysteries of the Universe - how to defeat | * Adds a permanent {{green|+25%}} {{iconify|Damage}} modifier against the chosen [[Guardians|Guardian]] * {{green|+20}} {{iconify|Opinion}} | {{icon|energy}} 2000 for Hives<br>{{icon|energy}} 600 for Infinity Machine<br>{{icon|energy}} 1000 for other Guardians |- | L-Gates | * Gain an L-Gate Insight * {{green|+20}} {{iconify|Opinion}} | {{icon|energy}} 5000<br>{{icon|time}} Once per 10 years |- | Establish Think Tank | Allow the construction of [[File:Sb curator think tank.png|24px|link=Starbase#Curator Think Tank]] Curator Think Tank starbase buildings in enclave system {{iconify|starbase}}s ({{green|+5}} {{iconify|Research}}) | {{icon|opinion}} 50 |- | Recruit scientist | Gain a level 5 {{iconify|Scientist}} with the {{iconify|Curator}} trait | {{icon|opinion}} 50<br>{{icon|energy}} 1000<br>No {{iconify|Curator}} scientist owned |- | Buy Intelligence | * Gain {{green|+20}} {{iconify|Intel}} on target empire * {{green|+10}} {{iconify|Opinion}} | {{icon|opinion}} 50<br>{{icon|energy}} 1000 |- | Infinity mystery | Gain 1000-10000 {{iconify|Engineering}} research (can only be done once, though the modifier is kept) | {{icon|lev}} ''Mirror of Knowledge'' modifier |- id="Artisan Troupe" | rowspan=4 align=center | {{tech|rare|Artisan Troupe}}<br>[[File:Enclaves flag artist.png|55px]] | Become patron | Gain the ''Patron of the Arts'' modifier for 10 years ({{green|+10%}} {{icon|unity}} Monthly Unity). Becoming a patron also allows Patron Events to trigger: * Newsletter events give the option to convert 500 {{iconify|Energy}} into 50 {{iconify|Influence}}. It can only happen up to 4 times. * Equipment malfunction events give the option to get 500 {{iconify|Minerals}} or 50 {{iconify|Influence}}. * The more important one grants access to the Planet Unique {{iconify|Ministry of Culture|24 px}} building for 500 {{iconify|Energy}}. | {{icon|energy}} scales with population | rowspan=4 | {{icon|lev}} |- | Commission art piece | * Gain the [[File:Decision art monument.png|24px|link=Planetary_management#Exhibit Art Monument]] Exhibit Art Monument decision ({{green|+15%}} {{iconify|Amenities}}, {{green|+50}} {{icon|migration attraction}} Immigration Pull) * {{green|+10}} {{iconify|Opinion}} | {{icon|energy}} 600<br>{{icon|no}} Does ''not'' own 5 |- | Found Art College | Allow the construction of [[File:Sb artist college.png|24px|link=Starbase#Art College]] Art College starbase buildings in enclave system {{iconify|starbase}}s ({{green|+10}} {{iconify|Unity}}) | {{icon|opinion}} 50 |- | Organize festival | * {{green|+15}} {{iconify|Opinion}} * Gain the ''Festival of Worlds'' modifier for 10 years ({{green|+15%}} {{iconify|Happiness}} and {{green|+10%}} {{icon|growth speed}} Pop Growth Speed). There is also a chance for one of the following to happen within the next year: ** 10% chance: A stampede kills a pop. You can either divert the media's attention for 100 {{iconify|Influence}} or suffer a negative modifier for two years ({{red|-20%}} {{iconify|Happiness}}, {{red|-10%}} {{iconify|Energy}} from Jobs). Increased chance for {{iconify|Materialist}} or {{iconify|Fanatic Materialist}} empires. ** 10% chance: Some artisans wish to settle. Accepting will add 2 artisan pops to one of your worlds. The climate preference will always match. Increased chance for {{iconify|Xenophile}}, {{iconify|Fanatic Xenophile}}, {{iconify|Pacifist}}, or {{iconify|Fanatic Pacifist}} empires. ** 5% chance: The artisans steal {{red|1000 {{icon|energy credits}}}}, end the festival modifier, and refuse to communicate for 10 years. Increased chance for {{iconify|Xenophobe}}, {{iconify|Fanatic Xenophobe}}, {{iconify|Materialist}}, or {{iconify|Fanatic Materialist}} empires. | {{icon|opinion}} 50<br>{{icon|energy}} 1000 |- id="Traders" | rowspan=2 align=center | {{green|Traders}}<br>[[File:Enclaves flag trader.png|55px]] | Strategic Resource deal | Provides a unit of a rare resource for 10 years. The resource amount can be scaled up to 5 times. The higher the volume, the faster {{iconify|Opinion}} increases. Resources vary based on which specific trader Enclave is encountered: * XuraCorp sells {{iconify|Exotic Gases}} * Muutagan Merchant Guild sells {{iconify|Rare Crystals}} * Riggan Commerce Exchange sells {{iconify|Volatile Motes}} | {{icon|energy}} 500 per unit<br>{{icon|energy}} 10 monthly per unit | rowspan=2 | {{icon|lev}} |- | Seek expertise | Gain an immortal level 5 {{iconify|Governor}} with the {{iconify|Enclave Trader}} trait (once per enclave) | {{icon|opinion}} 50<br>{{icon|energy}} 500 |} ; Curator strength opinion Curator enclaves can be asked how the player's fleets would fare against [[Guardians]]. Depending on the total fleet power they will give one of the following replies: * Below 5k: ''Poorly. Very poorly. Wait a second, you're not actually thinking of...? My goodness, with the ships you have? It... it would be a slaughter!'' * Between 5k and 15k: ''I would strongly advise against it. Your attacks would likely be more of an annoyance than a threat.'' * Between 15k and 30k: ''Hmmm... yes... yes, I suppose you might actually stand a chance. If you combined your entire fleet... it would not be an easy victory, mind you, but one that is at least within the realm of possibility.'' * Over 30k: ''Yours is a mighty fleet, comparable to some of the greatest armadas recorded in the annals of the Curator Order. Victory is certainly within your reach.'' Note that their advice is inaccurate on the highest difficulties, which require an even stronger fleet. === Attacking enclaves === While enclaves will never become hostile to any empire except in retaliation, they can be attacked like any neutral entity. With around 7k fleet power and highest level weapons they are no easy prey. Various rewards can be salvaged from their remnants, depending on the type of enclave destroyed. {| class="wikitable plainlist" ! ! [[File:Enclaves flag curator.png|24px]] Curator station ! [[File:Enclaves flag artist.png|24px]] Artisan station ! [[File:Enclaves flag trader.png|24px]] Trader enclave |- ! style="text-align: left;" | Loadout | * {{icon|slot xl}} 1 Lance T2 * {{icon|slot g}} 4 Torpedo T3 * {{icon|slot l}} 6 Energy Torpedo T2 * {{icon|slot m}} 6 Disruptor T3 * {{icon|slot s}} 6 Disruptor T3 * {{icon|slot pd}} 4 Point-Defense T3 * {{icon|slot l}} 10 Armor T5 * {{icon|slot l}} 10 Shield T5 * {{icon|slot a}} 2 Shield Capacitor * [[File:Ship part sensor 4.png|24px]] Tachyon Sensors | * {{icon|slot xl}} 1 Arc Emitter T2 * {{icon|slot g}} 4 Missile T5 * {{icon|slot l}} 6 Laser T5 * {{icon|slot m}} 6 Plasma Cannon T3 * {{icon|slot s}} 6 Autocannon T3 * {{icon|slot pd}} 4 Point-Defense T3 * {{icon|slot l}} 10 Armor T5 * {{icon|slot l}} 10 Shield T5 * {{icon|slot a}} 2 Shield Capacitor * [[File:Ship part sensor 4.png|24px]] Tachyon Sensors | * {{icon|slot xl}} 1 Cannon T2 * {{icon|slot g}} 4 Multi-Missiles T2 * {{icon|slot l}} 6 Artillery T2 * {{icon|slot m}} 6 Kinetic T5 * {{icon|slot s}} 6 Autocannon T3 * {{icon|slot pd}} 4 Flak T2 * {{icon|slot l}} 10 Armor T5 * {{icon|slot l}} 10 Shield T5 * {{icon|slot a}} 2 Shield Capacitor * [[File:Ship part sensor 4.png|24px]] Tachyon Sensors |- ! style="text-align: left;" | Reward | * {{icon|engineering}} 1000 Engineering Research * {{icon|physics}} 1000 Physics Research * {{icon|society}} 1000 Society Research | * {{icon|energy}} 2000 Energy Credits * {{icon|minerals}} 2000 Minerals | * {{icon|energy}} 2000 Energy Credits * {{icon|minerals}} 2000 Minerals |- ! AI Opinion change | align=center | {{red|-15}} | align=center | '''0''' | align=center | {{red|-15}} |} Enclave stations do not drop debris for salvage. Attacking a curator or artisan enclave will make every enclave station of the same type unavailable for trade. === Crystalline Empire === {{expansion|fed}} If playing with the {{iconify|Void Dwellers}} origin (AI empires can't trigger it) then there is a 1% chance that during the mid-game a unique enclave known as the Crystalline Empire will spawn near the galactic core. Its system does not have hyperlane connections but will have a wormhole to a random system in the galaxy. Empires that are not {{icon|fanatic purifiers}}{{icon|devouring swarm}}{{icon|determined exterminator}} Genocidal and did not attack them can offer to help them every 20 years to receive one of the following: * 1 use of the [[File:Decision_deal.png|24px]] Settle Crystalline Refugees decision on a {{iconify|Habitat}} for 10 years (10 {{iconify|Influence}} for 5 {{icon|Habitat preference}}{{icon|Void Dweller}}{{icon|Intelligent}}{{icon|Docile}}{{iconify|Pops}}) * 1 use the the [[File:Decision_deal.png|24px]] Crystalline Construction decision on a {{iconify|Habitat}} for 10 years (10 {{iconify|Influence}} for {{green|+8}} {{iconify|Housing}} and {{green|-10%}} {{iconify|Building Cost}}) * A level 7 {{iconify|Scientist}} Destroying the Crystalline Empire enclave grants no rewards. == Enigmatic Cache == {{SVersion|3.3}} {{expansion|dst}} <!-- events/distant_stars?events_2.txt: starts with distar.2050 --> [[File:Evt enigmatic cache.png|right|frame|Enigmatic Cache]] The Enigmatic Cache, or BALDOR as it calls itself, is a tubular entity that will emerge from any [[Gateway]] or [[L-Gate]] once the mid-game year is reached if any player empire is at peace and set course for the nearest empire that is not at war. Upon taking damage to its hull it will instantly teleport away to the closest system with a Gateway or L-Gate. Once the Enigmatic Cache enters an empire's borders it will start orbiting each one of the empire's colonies for a decade. As long as it orbits a colony it gives it a {{green|+30%}} {{iconify|Research}} Output modifier but also {{red|-10%}} {{iconify|Happiness}} to any pops with the {{iconify|Xenophobe}} ethic. The first time it happens the empire will get the option of issuing a special project to study it or leave it alone for 50 {{iconify|Influence}}. The special project costs 2500 {{iconify|Engineering}} research and finishing it refunds 90-250 {{iconify|Engineering}} research and grants an L-Gate insight. Once all colonies have been scanned the Enigmatic Cache will set course for the nearest empire and repeat the process. '''Enigmatic Uplifting'''<br> <!-- common/special_projects/00_projects_distant_stars.txt: ENIGMATIC_UPLIFTING --> After all colonies in the galaxy have been scanned, the Enigmatic Cache will go to the capital of a biological empire that did not attack it and request to uplift the main species via a special project that takes 2 years. In multiplayer the human player with the lowest {{iconify|Relative Power}} is chosen, random if tied. In singleplayer the player empire is always chosen. '''Enigmatic Dreams'''<br> If main species doesn't have intelligent or quick learners, 60 to 80 days into the project there's a 50% chance to be given the choice between aborted the uplift or inflicting the ''Fatigued'' modifier ({{red|-30%}} resources from jobs) on 60 random non-robotic main species pops that have one of the following jobs: {| class="mildtable mw-collapsible mw-collapsed sortable" <!-- Probable bug: all swaps for these jobs are ignored --> ! {{iconify|Job}} !! {{iconify|Gestalt Consciousness}} Job{{0}} |- | {{iconify|Unemployed}} || |- | {{iconify|Researcher}} || {{iconify|Brain Drone}} / {{iconify|Calculator}} |- | {{iconify|Metallurgist}} || {{iconify|Foundry Drone}} / {{iconify|Fabricator}} |- | {{iconify|Artisan}} || {{iconify|Artisan Drone}} |- | {{iconify|Culture Worker}} || |- | {{iconify|Chemist}} || {{iconify|Chemist Drone}} |- | {{iconify|Translucer}} || {{iconify|Translucer Drone}} |- | {{iconify|Gas Refiner}} || {{iconify|Gas Refiner Drone}} |- | {{iconify|Technician}} || {{iconify|Technician Drone}} |- | {{iconify|Miner}} || {{iconify|Mining Drone}} |- | {{icon|no}}<!-- Probable bug: Farmer ignored --> || {{iconify|Agri-Drone}} |- | {{iconify|Crystal Miner}} || {{iconify|Crystal Mining Drone}} |- | {{iconify|Gas Extractor}} || {{iconify|Gas Extraction Drone}} |- | {{iconify|Mote Harvester}} || {{iconify|Mote Harvesting Drone}} |} The modifier lasts until the uplift process is completed or aborted. '''Alert'''<br> <!-- distar.5071 --> 130 to 170 days into the project the empire will be notified that the Enigmatic Cache is deteriorating. 4 random non-robotic main species pops (with the same job restrictions as Enigmatic Dreams) gain the ''Vegetable'' modifier ({{red|-80%}} resources from jobs) until the uplift is completed or aborted, and the player is offered the following options: * Abort the uplift, causing the Enigmatic Cache to teleport away and never return. * <!-- distar.5074 -->Ignore it. Once the project is complete, the 4 pops with the ''Vegetable'' modifier gain the {{iconify|Unlifted}} trait ({{red|−60%}} {{iconify|Research}}), all other non-robotic main species pops gain the {{iconify|Somewhat Uplifted}} trait ({{green|+10%}} {{iconify|Research}}), and all of them will gain the PTSD modifier ({{red|−20%}} {{iconify|Happiness}}) for 10 years. The Enigmatic Cache will remain in orbit above the capital and permanently give its {{iconify|Research}} Output modifier. * Issue a special project to repair the Enigmatic Cache with a construction ship. Once the uplift is complete, if the repair project was finished the main species will gain the {{iconify|Uplifted}} trait ({{green|+10%}} {{iconify|Researcher}} output and {{green|+25%}} {{iconify|Leader Experience Gain}}) and lose the {{iconify|Slow Learners}} trait. The Enigmatic Cache will also remain in orbit above the capital and permanently give its {{iconify|Research}} Output modifier. If any pops from the main species didn't have the {{iconify|Intelligent}} or {{iconify|Quick Learners}} trait, there's a 75% chance they gain the ''Ignorance is Bliss'' modifier ({{red|−10%}} {{iconify|Happiness}}) for 10 years. Note: The traits do not give unique bonuses to leaders despite the tooltips saying they do. {{ConceptsNavbox}} [[Category:游戏概念]] [[Category:探索]] [[en:Spaceborne_aliens]]
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