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== Planet summary == <div style="width: 50%; float: right;"> <gallery mode="packed-hover" heights="260"> UI planet unsurveyed.png | Unsurveyed planet summary UI planet uncolonized.png | Uncolonized planet summary </gallery><gallery mode="packed-hover" heights="512"> UI planet summary.png | Colonized planet summary </gallery><gallery mode="packed-hover" heights="243" perrow="6"> UI planet district details.png | District details UI planet construct buildings.png | Construct buildings UI planet decisions.png | Decisions UI planet colony designations.png | Colony designations UI planet planetary features.png | Planetary features UI planet terraforming.png | Terraforming </gallery><gallery mode="packed-hover" heights="382"> UI planet resettlement.png | Resettlement </gallery></div> The ''planet summary'' screen provides an overview of the planet's important statistics. The extent of the information displayed depends greatly on whether the planet is surveyed, and colonized. ; All instances * Planet icon - Shows the [[Celestial_body#Habitable_worlds|planet type]] as well its {{iconify|habitability}} level (if surveyed) (the value shown is the maximum among all empire species). * Planet size - Determines the max amount of [[districts]] on the planet. ; Unsurveyed planets All unsurveyed planets (within sensor range) provide very little information: The planet's type, size and number of pops. Modifiers, habitability, features, and other information is unavailable. ; Surveyed planets All surveyed planets provide basic summary details. Some options may not be available depending on the planet type. * Planet surface - Displays an image of the planet's surface, based on the planet class. Any special [[Celestial_body#Celestial_body_modifiers|modifiers]] that are affecting the planet are also shown here. * [[Pops]] - The number of pops living on the planet. Hovering over this value will show the amount of pops from each species living on the planet. * [[Terraforming|Terraform]] - Opens a list of planet types to terraform into with cost and time depending on climate choice. Terraforming alters the environmental conditions of a planet, to better suit a particular [[species]]. Requires [[Terrestrial Sculpting]] for normal planets, [[Climate Restoration]] for [[Celestial_body#Tomb_World|tomb worlds]], and [[Ecological Adaptation]] if the planet is colonized. * [[Planetary features|Planetary Features]] - Opens a list with the {{icon|feature}} planetary features that are present on the planet. These typically influence the amount of non-city districts that can be built on the planet, but may give other modifiers. Blockers generally reduce the number of districts that can be built on the planet and may also "block" other features, preventing them from giving modifiers. Rare features have a golden outline and generally allow for building special {{icon|building}} buildings. The amount of {{icon|strategic resources}} rare deposits and {{icon|tile blocker removal}} blockers is shown next to the planetary features button. * [[Districts]] - The types of districts that have been built and are available on the planet, as well as the maximum amount that can be built. * [[Decisions]] - Opens a list of decisions that can be enacted on this planet. Most decisions take time and/or resources to enact, and give positive effects. Almost all decisions require the planet to be colonized, very few decisions can be enacted on an uncolonized planet. * [[Colonization|Colonize]] - Claim and populate the planet, provided it is not already inhabited and is in a controlled system. Upon clicking this the ''colonization tool'' will pop-up. ; Colonized planets * [[Governor]] - Displays the leader assigned to the planet's sector. The planet will be affected by the leader's traits and level. * [[Districts]] - The types of districts that are available, have been built, and can be built on the planet. Districts generally provide housing and worker jobs on the planet. City districts are more costly and time-consuming to build, and provide more housing, but less jobs, meanwhile rural districts are cheaper and faster to build, and provide less housing, but more jobs. Above the district types is the maximum amount of districts that can be built on the planet. {{icon|tile blocker}} Red icons mean the capacity is reduced due to features (usually blockers). Below the types is the maximum amount of districts that can be built, for each type. Gray icons mean that amount cannot be reached due to it being over the maximum amount of districts allowed on the planet. {{icon|tile blocker}} Red blocker icons mean that amount cannot be reached due blockers limiting a planetary feature that increases the cap for that district type. * [[Buildings]] - The buildings that have been built on the planet, as well as available and locked building slots. {{icon|building}} Buildings generally provide specialist jobs. Buildings above level 1 require advanced resources to build and to upkeep. The amount of building slots available depends on the number of pops. Every 5 pops, a new slot is unlocked. * [[Stability]] - A measure of how {{icon|stability}} stable the planet is. High stability increases production and low stability decreases it. Base stability is 50 and can be increased by high happiness and amenities, and decreased by a lack of housing, amenities, and low happiness. Various modifiers may also directly affect stability. Low stability may eventually lead to a full-blown revolt. * [[Crime]] - A measure of the amount of {{iconify|crime}} on the planet. Crime is based on the number of pops living on the planet. Pops with high happiness generate less crime than pops with low happiness. Governors reduce crime. Low crime may lead to negative events on the planet, including reduced production and stability drops. In {{icon|gestalt consciousness}} gestalt consciousness empires, this is replaced with Deviancy, which works in the same way. * [[Housing]] - The amount of available {{iconify|housing}} on the planet. Housing is increased by districts and buildings. Every pop uses 1 housing. This can be increased or reduced by traits and other modifiers. Having low housing reduces stability, increases emigration push, and can stop pop growth, or decline the number of pops. * [[Amenities]] - The amount of available {{iconify|amenities}} on the planet. Amenities are increased by clerk, entertainer, and maintenance drone jobs, as well as some buildings. Every pop using 1 amenity. This can be increased or reduced by modifiers. Having high amenities increases happiness (or stability in {{icon|gestalt consciousness}} gestalt consciousness empires), while low amenities decreases it. * [[Jobs]] - The amount of free {{iconify|jobs}} available on the planet. Hovering over this number will give a breakdown of the jobs available by type. * Unemployed Pops - The amount of unemployed {{icon|pop}} pops, by strata. It's possible to have unemployed pops, even if there are free jobs available, if the available job is of a lower strata than the pop. * [[Empire#Sector systems|Sector]] - Allows you to create a sector, if the planet isn't already inside one, or open the sectors tab, if it is. Can move the sector capital here. If the planet is in the core sector, this will also move your {{icon|empire capital}} capital planet. * [[Designation|Colony Designation]] - Allows you to change the designation of the planet. By default, this is set automatically. Designations increase efficiency of districts, buildings, and jobs related to that designation. Capital planet designation is always set automatically. * Build Queue - Lists any ongoing districts and buildings that are being constructed, blockers that are being cleared, and decisions that are being enacted. Items can be moved up and down or cancelled. The progress will only increase for the item at the top. * [[Trade|Trade Value]] - The amount of trade value generated by pops and jobs on the planet. This is automatically converted into other resources. * Planet Production and Deficit - Lists any resource surpluses and deficits on this planet. Production is any positive resource generation on the planet and deficit is any negative resource generation. {{clear}}
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