群星
ParaWikis
最新百科
都市天际线2百科
英雄无敌3百科
维多利亚3百科
奇妙探险队2百科
罪恶帝国百科
英白拉多:罗马百科
热门百科
群星百科
欧陆风云4百科
十字军之王2百科
十字军之王3百科
钢铁雄心4百科
维多利亚2百科
ParaWikis
申请建站
ParaWikis
ParaCommons
最近更改
随机页面
加入QQ群
工具
链入页面
相关更改
特殊页面
页面信息
页面值
阅读
编辑
编辑源代码
查看历史
讨论
编辑“
殖民
”
GiorgiaSistina
(
讨论
|
贡献
)
2022年8月23日 (二) 15:46的版本
(
差异
)
←上一版本
|
最后版本
(
差异
) |
下一版本→
(
差异
)
警告:您正在编辑的是本页面的旧版本。
如果您发布该更改,该版本后的所有更改都会丢失。
警告:
您没有登录。如果您做出任意编辑,您的IP地址将会公开可见。如果您
登录
或
创建
一个账户,您的编辑将归属于您的用户名,且将享受其他好处。
反垃圾检查。
不要
加入这个!
{{Version|3.4}} [[File:Fleet task colonize 2.png|frameless|left]] {{Celestialbodynav}} '''{{ruby|殖民|Colonization}}'''是使用殖民船控制一个无人居住的宜居星球的过程。 当一个帝国首次殖民另一个星球时,将会{{reward|eng|res1|gains|between}}。 [[File:Humanoid Colonization.png|thumb|320px|人族帝国殖民一个新世界]] == 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]]
摘要:
请注意您对群星百科的所有贡献都被认为是在知识共享署名-非商业性使用-相同方式共享下发布,请查看在
群星百科:版权
的细节。如果您不希望您的文字被任意修改和再散布,请不要提交。
您同时也要向我们保证您所提交的内容是您自己所作,或得自一个不受版权保护或相似自由的来源。
未经许可,请勿提交受版权保护的作品!
为防止机器编辑,请完成下方验证
取消
编辑帮助
(在新窗口中打开)
本页使用的模板:
舰船
(
编辑
)
Template:Ambox
(
编辑
)
Template:Ambox/core
(
编辑
)
Template:Box wrapper
(
编辑
)
Template:Celestialbodynav
(
编辑
)
Template:Clear
(
编辑
)
Template:Color
(
编辑
)
Template:ConceptsNavbox
(
编辑
)
Template:End box wrapper
(
编辑
)
Template:Expansion
(
编辑
)
Template:Green
(
编辑
)
Template:Hatnote
(
编辑
)
Template:Icon
(
编辑
)
Template:Icon/a
(
编辑
)
Template:Icon/b
(
编辑
)
Template:Icon/c
(
编辑
)
Template:Icon/d
(
编辑
)
Template:Icon/e
(
编辑
)
Template:Icon/f
(
编辑
)
Template:Icon/g
(
编辑
)
Template:Icon/h
(
编辑
)
Template:Icon/i
(
编辑
)
Template:Icon/l
(
编辑
)
Template:Icon/m
(
编辑
)
Template:Icon/n
(
编辑
)
Template:Icon/o
(
编辑
)
Template:Icon/p
(
编辑
)
Template:Icon/r
(
编辑
)
Template:Icon/s
(
编辑
)
Template:Icon/t
(
编辑
)
Template:Icon/u
(
编辑
)
Template:Icon/v
(
编辑
)
Template:Icon/x
(
编辑
)
Template:Icon/y
(
编辑
)
Template:Iconify
(
编辑
)
Template:Infobox
(
编辑
)
Template:Infobox/row
(
编辑
)
Template:Navbox
(
编辑
)
Template:Navboxgroup
(
编辑
)
Template:Nowrap
(
编辑
)
Template:Planet modifier
(
编辑
)
Template:Red
(
编辑
)
Template:Reward
(
编辑
)
Template:Ruby
(
编辑
)
Template:SVersion
(
编辑
)
Template:See also
(
编辑
)
Template:Tradition
(
编辑
)
Template:Version
(
编辑
)
Template:Yellow
(
编辑
)
该页面属于2个隐藏分类:
Category:含有受损文件链接的页面
Category:含有未识别图标字符串的页面
×
登录
密码
记住登录
加入群星百科
忘记密码?
其他方式登录