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{{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]] == 宜居性 == {{SVersion|3.4}} '''{{iconify|Habitability}}'''是衡量一个物种在行星上生活的舒适程度的标准。大多数物种对一种主要的[[天体#宜居行星|宜居行星]]类型拥有气候偏好,尽管有些偏好可能比较奇特。一颗行星对某一物种的宜居性取决于其气候与该物种偏好的匹配程度。9种常见的宜居世界类型分为3种气候类型:干燥、寒冷和潮湿。{{iconify|Ring World}}、{{iconify|Gaia World}}和{{iconify|Ecumenopolis}}对所有物种都具有最大的宜居性,而{{iconify|Tomb World}}、{{iconify|Machine World}}和{{iconify|Hive World}}(除{{iconify|Hive-Minded}}外)通常对生物物种具有{{iconify|habitability||0%|red}}。 {| class="mildtable" cellspacing="2" cellpadding="4" style="float: right; margin-right: 30px;" |- ! 类型 !! 基础值 |- | 盖亚星球,都市星球和环形世界 || {{green|100%}} |- | 蜂巢星球对{{iconify|Hive-Minded}}物种 || {{green|100%}} |- | 行星类型确切匹配 || {{green|80%}} |- | 太空居住站 || {{green|70%}} |- | 气候类型匹配 || {{yellow|60%}} |- | 气候类型不匹配 || {{red|20%}} |- | 死寂星球、机械星球和蜂巢星球 || {{red|0%}} |} * 宜居性在{{green|100%}}以下每减少'''1%'''会增加{{red|+1%}} {{iconify|upkeep}}和 {{iconify|amenity}}使用,并且减少{{red|-0.5%}} {{iconify|resources from jobs}}和 {{iconify|pop growth speed}}。宜居性最低值为{{red|0%}},此时会产生{{red|+100%}}人口维护费和舒适度使用,并减少{{red|-50%}}岗位产出和人口增长速度。 * 母星世界对源自于此的物种具有{{green|+30%}}宜居性。 * 机器人口对于所有行星类型都具有{{green|200%}}宜居性,但不具有 {{iconify|Machine Intelligence}} 的帝国需要 {{iconify|Droids tech|24px}} 科技以建造使用机器人的殖民船。 * 低宜居性可能引发各种事件。 {{clear}} === 视觉提示 === 包含宜居星球的星系将会在银河系地图上显示一个或多个行星图标,这些图标可以是绿色、黄色、橙色、红色或蓝色,具体取决于该行星的宜居性百分比和(或)状态。具有 {{iconify|Terraforming Candidate}} 行星修正的行星不会创建行星图标,除非它们正在被 {{iconify|terraform}}。 {| class="mildtable plainlist sortable" cellspacing="2" cellpadding="4" ! 图标颜色 !! {{iconify|Habitability}} |- | [[File:Colonizability green.png|24px]] 绿色 || 该星球对玩家帝国中至少一个物种有>70%宜居性。 |- | [[File:Colonizability yellow.png|24px]] 黄色 || 该星球对玩家帝国中至少一个物种有40%-60%宜居性。 |- | [[File:Colonizability red.png|24px]] 红色 || 该星球对玩家帝国中所有物种都有<40%宜居性。 |- | [[File:Colonizability orange.png|24px]] 橙色 || 该星球可宜居但未被调查。 |- | [[File:Colonizability blue.png|24px]] 蓝色 || 该星球正在被环境改造。 |} 拥有[[异常现象]]或[[前超光速物种]]的星球无法被殖民。 === 宜居性策略 === 一般只有约三分之一的行星将与主要物种偏好的气候类别相匹配,为了充分有效地利用其自身星系中的所有宜居星球,一个帝国可能希望在其星球中填充外来物种、基因工程亚种,甚至机器人。 也有可能 {{iconify|terraform}}宜居星球,尽管这是一个昂贵且耗时的过程,需要研究 {{iconify|Terrestrial Sculpting|24px}} 科技。只有宜居星球和拥有 {{iconify|Terraforming Candidate}} 行星修正的荒芜星球或纳米星球才能进行环境改造。 ==== 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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