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{{Version|3.4}} [[File:Fleet task colonize 2.png|frameless|left]] {{Celestialbodynav}} '''Colonization''' is the process of establishing control over an uninhabited, habitable planet with a Colony Ship. The first time an empire colonizes another world, it {{reward|eng|res1|gains|between}} [[File:Humanoid Colonization.png|thumb|320px|Humanoid empire colonizing a new world]] == Habitability == {{SVersion|3.4}} '''{{iconify|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 for a given species is determined by how closely its climate matches that species' preference. The 9 regular habitable world types are divided into 3 climate categories: dry, frozen, and wet. {{iconify|Ring World}}s, {{iconify|Gaia World}}s, and {{iconify|Ecumenopolis}}es have maximum habitability for all species, while {{iconify|Tomb World}}s, {{iconify|Machine World}}s, and {{iconify|Hive World}}s (except for {{iconify|Hive-Minded}} species) normally have {{iconify|habitability||0%|red}} for biological species. {| class="mildtable" cellspacing="2" cellpadding="4" style="float: right; margin-right: 30px;" |- ! Tier !! Base |- | Gaia World, Ecumenopolis, and Ring World || {{green|100%}} |- | Hive World for {{iconify|Hive-Minded}} species || {{green|100%}} |- | Exact match || {{green|80%}} |- | Habitat || {{green|70%}} |- | Climate category match || {{yellow|60%}} |- | Climate category mismatch || {{red|20%}} |- | Tomb World, Machine World, and Hive World || {{red|0%}} |} * Every '''1%''' reduction of habitability below {{green|100%}} increases pops' {{iconify|upkeep}} and {{iconify|amenity}} usage by {{red|+1%}} and reduces their {{icon|resources from jobs}} job output and {{icon|pop growth speed}} species growth by {{red|-0.5%}}. It floors at {{red|0%}} Habitability, giving {{red|+100%}} pop upkeep and amenities 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}}nology to build colony ships using robots. * Low Habitability can trigger various events. {{clear}} === Visual cues === Systems containing 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 are 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 with an [[anomaly]] or a [[pre-FTL species]] cannot be colonized. === Habitability strategies === As only about ⅓ of planets will match the primary species preferred climate category, to fully and efficiently utilize all habitable planets in their own systems, an empire may want to populate its worlds with alien species, genetically-engineered subspecies, or even robots. It is also possible to ''{{iconify|terraform}}'' habitable worlds, though this is a costly and time-consuming process and requires the {{iconify|Terrestrial Sculpting|24px}} technology to be researched. Only habitable planets and barren worlds with the ''{{iconify|Terraforming Candidate}}'' modifier can be terraformed. ==== Genetic Modification ==== Using [[genetic modification]], it is possible to create a [[Game Terms|subspecies]] of the empire's primary species with a different climate preference. However, as genetic modification targets all pops of the same subspecies on a planet, this needs either a first-in approach, requiring suffering through low habitability until the project is completed, or modifiying the pops on an existing colony, preferably one with increased habitability regardless of current climate preference (Ringworld, Habitat, Homeworld, beneficial modifiers). In either case, the cost of modifying pops will delay researching {{iconify|society}} technologies. 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 climate preferences, it is likely that some alien species can live comfortably on planets which are unsuitable to the empire's primary species. The main disadvantage is that xeno pops might not have favorable traits. There may also be unwanted {{iconify|Xenophile}} attraction or faction interactions from this path. Xeno pops can be added to an empire to use as colonists via {{icon|war}} conquest, {{icon|Migration Treaty}} migration treaties, or – with the {{iconify|MegaCorp}} DLC – the [[market|slave market]]. Empires can colonize with any species that has migration access to the empire, even if no pops of that species live on the empire's worlds. {{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 climate preference trait like {{iconify|Tomb World Preference}}. Species native to {{iconify|Tomb World}}s are extremely adaptive and can thrive on any planet – they have {{yellow|60%}} habitability on every normal planet class. The usual way to obtain pops of these species is uplifting pre-sapients found on Tomb Worlds. The [[Horizon Signal]] event chain can also create a subspecies of the empire's main species with this trait. Alternatively, pops of the 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 changing climate preference, there are also various other methods for improving habitability: {{Box wrapper}} {| class="mildtable plainlist sortable" cellspacing="2" cellpadding="4" |+ '''Species habitability modifiers''' |- ! {{icon|habitability pop}} !! Source |- | {{red|-10%}} || {{iconify|Nonadaptive}} |- | {{green|+5%}} || {{iconify|Bioadaptability}} |- | {{green|+10%}} || {{iconify|Starborn}} |- | {{green|+10%}} || {{iconify|Adaptive}} |- | {{green|+20%}} || {{iconify|Extremely Adaptive}} |- | {{green|+20%}} || {{iconify|Cybernetic}} |- | {{green|+20%}} || {{iconify|Clone Soldier Ascendant}} |- | {{green|+30%}} || {{iconify|Robust}} |- | {{green|+50%}} || {{iconify|Lithoid}} |- | {{green|+50%}} || [[File:leader_trait_resilient.png|24px|link=Traits#Nivlac]] Nivlac |- | Min {{yellow|50%}} || {{iconify|Cave Dweller}} |} {| class="mildtable plainlist sortable" cellspacing="2" cellpadding="4" |+ '''Empire habitability modifiers''' ! {{icon|habitability}} !! Source |- | data-sort-value="-2" | {{red|–2%}} || {{iconify|Industrial Development|24px}} 1: Regulatory Facilitation |- | data-sort-value="-5" | <!-- –3 individually --> {{red|–5%}} || {{iconify|Industrial Development|24px}} 2: Collective Waste Management |- | data-sort-value="-10" | <!-- –5 individually --> {{red|–10%}} || {{iconify|Industrial Development|24px}} 3: Building a Better Tomorrow |- | data-sort-value="-20" | <!-- –10 individually --> {{red|–20%}} || {{iconify|Industrial Development|24px}} 4: Environmental Ordinance Waivers |- | data-sort-value="-25" | <!-- –5 individually --> {{red|–25%}} || {{iconify|Industrial Development|24px}} 5: Project Cornucopia |- | {{green|+5%}} || {{iconify|Ascetic}} civic |- | {{green|+10%}}|| {{tradition|Adaptability|Environmental Diversification|iconify}} tradition |- | {{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 |- | {{green|+5%}} || {{iconify|Ecological Protection|24px}} 3: Integrated Gardens |- | {{green|+10%}} || {{iconify|Ecological Protection|24px}} 4: Environmental Control Board |- | {{green|+15%}} || {{iconify|Ecological Protection|24px}} 5: Paradise Initiative |} {| class="mildtable plainlist sortable" cellspacing="2" cellpadding="4" |+ '''Planet habitability modifiers''' ! {{icon|habitability}} !! Source |- | data-sort-value="-20" | {{red|-20%}} || [[File:D mining tunnels.png|x24px|link=Planetary_features#Project_Cornucopia]] Project Cornucopia feature |- | data-sort-value="-10" | {{red|-10%}} || [[File:D gaseous eruption.png|x24px|link=Planetary_features#Lithoid_Devastation]] Lithoid Devastation blocker, each |- | data-sort-value="0" | {{yellow|Varies}} || [[Planet modifiers]] |- | {{green|+2.5%}} || {{iconify|Medical Worker}}, each |- | {{green|+10%}} || [[File:Holding_tree_of_life_sapling.png|48px|link=Holdings#Tree of Life Sapling]] Tree of Life Sapling |- | {{green|+10%}} || [[File:building gaiaseeders 2.png|48px|link=Buildings#Gaia_Seeders]] Gaia Seeder phase 2 |- | {{green|+20%}} || [[File:building gaiaseeders 3.png|48px|link=Buildings#Gaia_Seeders]] Gaia Seeder phase 3 |- | {{green|+20%}} || [[File:building gaiaseeders 4.png|48px|link=Holdings#Gaia_Seeder_Outpost]] Gaia Seeder Outpost |} {| class="mildtable plainlist sortable" cellspacing="2" cellpadding="4" |+ '''Restricted habitability modifiers''' |- ! Where !! {{icon|habitability}} !! Source |- | {{iconify|Habitat}}s || {{green|+20%}} || {{iconify|Voidborne}} ascension perk |- | rowspan=4 | {{iconify|Tomb World}}s | {{green|+10%}} || {{iconify|Radiotrophic}} trait |- | {{green|+20%}} || {{iconify|Tomb World Adaptation|24px|tech=rare}} technology |- | {{green|+70%}} || {{iconify|Survivor}} trait |- | {{green|+100%}} || {{iconify|Irradiated}} trait |- | {{iconify|Ocean World}}s | {{green|+20%}} || {{iconify|Aquatic}} |- | Homeword | {{green|+30%}} || Species originating on planet |} {{end box wrapper}} == Colony ships == <!-- Copied from [[Ships]] in preparation to transclude from this page to that one --> Colony ships allow an empire to settle [[Planets#Habitable planets|habitable planets or megastructures]] in owned systems. When ordering the construction of a colony ship, the player is given the option of choosing the species or sub-species of the {{iconify|pop}}(s) that will be sent to the new colony. Species require the {{icon|colonization rights}} ''Colonization Allowed'' species rights to be selected for new colony ships. Pops are neither consumed nor transported in this process. Once constructed, the colony ship may be sent to any habitable world within an owned system to start a colony. Colony ships take one year to build and their upkeep cost is maintained throughout the whole colonization process. Colony ships can also be built through the [[Planet_interface|interface]] of the planet to be colonized, which automatically queues the colonization order as long as the path is not blocked. The cost of a colony ship depends mainly on the empire's primary species class and governing authority. {| class="wikitable plainlist" ! Primary species ! {{icon|democratic}}{{icon|oligarchic}}{{icon|dictatorial}}{{icon|imperial}}{{icon|corporate}} ! {{icon|hive mind}} ! {{icon|tree of life}} |- | Biological | * {{iconify|Alloys||200}} * {{iconify|Food||200}} * {{iconify|Consumer Goods||200}} | * {{iconify|Alloys||200}} * {{iconify|Food||500}} | * {{iconify|Alloys||50}} * {{iconify|Food||1000}} |- | {{iconify|Lithoid}} | * {{iconify|Alloys||200}} * {{iconify|Minerals||200}} * {{iconify|Consumer Goods||200}} | * {{iconify|Alloys||200}} * {{iconify|Minerals||500}} | * {{iconify|Alloys||50}} * {{iconify|Minerals||500}} * {{iconify|Food||500}} |- | {{iconify|Mechanical|icon2=Machine|text=Robot}} | {{iconify|Alloys||400}} | {{icon|no}} | {{icon|no}} |} The {{iconify|Frontier Spirit}} ruler trait reduces the cost of colony ships by {{green|-35%}}. === Alternate colony ships === [[File:Meteorite colony ship.png|thumb|320px|Meteorite Colony Ship]] In addition to regular colony ships, empires with the {{iconify|Corporate Dominion}} or {{iconify|Private Prospectors}} civics can also construct '''Private Colony Ships''', which cost {{iconify|energy||500}} instead. However, the starting pops on a new colony founded by a private colony ship will have random ethics, rather than one of the empire's governing ethics. Similarly, empires with the {{iconify|Calamitous Birth}} origin can also construct '''Lithoid Meteorites''', which cost {{iconify|minerals||500}} instead, have no upkeep cost, and take only 150 days to build. Lithoid Meteorites also have a much faster sublight speed than regular colony ships. A planet colonized by a lithoid meteorite gains and two Buried Lithoids [[Planetary_features#Blockers|blockers]] and the {{planet modifier|pm_asteroid_impacts|3|Lithoid Crater|w=24px}} modifier, which adds {{iconify|habitability||-50%|red}}. == Colony development == When a Colony Ship lands on a planet, it will be converted into a tier 1 [[capital building]], which can be upgraded further 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}} Source !! Modifier |- | {{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|Ceramo-Metal Infrastructure|24px}} technology || {{green|+25%}} |- | {{iconify|Durasteel Infrastructure|24px}} technology || {{green|+25%}} |- | {{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||8}}. It is possible to remove {{iconify|Tile Blocker}}s while the colony is developing, however their clearance cannot be cancelled or reordered until the colony is fully established. Once the colony has been successfully established, a single pop of the species selected for the colony ship will appear on the planet. It is then possible to develop the planet by constructing {{iconify|district}}s and {{iconify|building}}s. The {{tradition|expansion|Colonization Fever|iconify}} tradition and the {{iconify|Yuht Cryo Core}} relic each increase the number of initial pops on a new colony by {{green|+1}}. {{iconify|Machine Intelligence}} empires' colonies also start with {{green|+1}} initial pop. == 参考资料 == <references /> {{Template:ConceptsNavbox}} [[Category:游戏概念]] [[Category:殖民]]
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