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==== 帝国 ==== [[Government]] & [[Ethics]]: This page determines the empire's starting ethics set, government type, and civics, all of which impact gameplay immensely. Ethics determine the basic attitudes of the central government, which then determines the available types of authority. Authority determines the duration which a [[ruler]] (NPC leader) is permitted to lead the empire, and how the empire decides on a new ruler once they depart. Civics are the personal touches that differentiate otherwise similar empires, and the available choices are determined by the empire's ethics and authority. ===== 思潮 ===== [[Ethics]] (also called ethos) are split into four dichotomy axes of thought and provide some bonuses or unlocking otherwise restricted options while also imposing new restrictions elsewhere. Each {{blue|moderate ethic}} costs 1 ethic point and it also has a {{yellow|fanatic variant}} that costs 2 ethic points with doubled bonuses and usually harsher restrictions. An empire must spend all 3 of its ethic points, meaning that an empire must have either three moderate ethics, or a fanatic ethic plus a moderate ethic. They affect both how the empire functions internally and also influence the diplomacy with AI empires in many cases as well. Empires with matching ethics are far more likely to succeed in mutual cooperation from initial contact (vis-a-vis Humans and Vulcans in Star Trek). While the player may choose the ethics by their sheer power, it's also fine to choose entirely by role-play needs or the player's personal tastes. ====== 平等主义 vs 威权主义 ====== The {{iconify|Egalitarian}}–{{iconify|Authoritarian}} dichotomy axis governs attitudes towards how power is distributed and its effect on average citizens, e.g. decentralization versus centralization. {{iconify|Egalitarian}} empires believe that political power must be held by the majorities/masses rather than the narrow-minded minorities/elites. * They have increased {{iconify|Specialist}} output, meaning that they gain more {{iconify|Research}} from {{iconify|Researcher}}s, more {{iconify|Unity}} from {{iconify|Culture Worker}}s, and more {{iconify|Alloys}} from {{iconify|Metallurgist}}s, which drastically impacts the manufacturing economy. * They also gain more {{iconify|influence}} from satisfied factions, which is a primary source of influence in the game. * They can access the {{icon|policy}} '''Utopian Abundance''' living standard, which provides an equal amount of {{iconify|consumer goods}} among all populations regardless of their social strata, drastically increasing consumer goods upkeep for an empire-wide {{iconify|Happiness}} increase. Political Power is shared equally among all strata under this standard, which has the effect of Worker and Specialist happiness greatly contributing to a planet's overall {{iconify|Stability}}, as they vastly outnumber the Ruler strata. * However, they cannot use {{icon|Dictatorial}}{{icon|Imperial}} Autocratic authorities. If they were {{iconify|Fanatic Egalitarian}}, they cannot even use {{iconify|Oligarchic}}, therefore leaving {{iconify|Democratic}} the only option. * If one wants to build upon these bonuses, then a {{iconify|Fanatic Egalitarian}} empire with the {{iconify|Parliamentary System}} and {{iconify|Meritocracy}} civics will be capable of generating an impressive {{green|+20%}} {{iconify|Specialist}} job output and {{green|+75%}} {{iconify|Influence}} from factions. {{iconify|Authoritarian}} empires, in contrast, believe that political power must be held by the minorities/elites rather the short-sighted and fickle majorities/masses. * They have increased {{iconify|Worker}} output, meaning that they gain more {{iconify|Minerals}} from {{iconify|Miner}}s, more {{iconify|Energy}} from {{iconify|Technician}}s, and more {{iconify|Food}} from {{iconify|Farmer}}s, which are all fundamental resources to sustain an empire. * They also gain a flat number of extra {{iconify|influence}}, which means they don't need to care about pleasing factions as much as other empires do. * Like Xenophobe empires, they can also {{icon|Slave}} Enslave alien species (increasing resource output and decreasing their consumption of {{iconify|consumer goods}} and {{iconify|Amenities}} at the expense of reduced {{iconify|Happiness}} compared to an ordinary Worker). However, {{iconify|Xenophile}} Authoritarians cannot enslave aliens. * They can access the {{icon|policy}} '''Stratified Economy''' living standard, which greatly reduces the {{iconify|consumer goods}} consumption of {{iconify|Worker}}s and {{iconify|Slave}}s (zero consumption in the case of slaves), and also decreases their {{iconify|Happiness}} while making the {{iconify|Ruler}} class happier. Political Power is also stripped from Workers and more is placed in Rulers, meaning happy rulers contribute more to a planet's {{iconify|Stability}} than workers, even if the workers are very unhappy. * Similar to Egalitarian, they also have restrictions to their empire authority. They cannot ever use {{iconify|Democratic}} authority. If they were {{iconify|Fanatic Authoritarian}}, they cannot even use {{iconify|Oligarchic}}, leaving the {{icon|Dictatorial}}{{icon|Imperial}} Autocratic authorities the only options. * {{icon|Authoritarian}}{{icon|Fanatic Authoritarian}}Authoritarian empires that liberally enslave pops can benefit from many traits that increase {{iconify|Worker}} and {{iconify|Slave}} resource output, such as {{iconify|Industrious}}, {{iconify|Ingenious}}, {{iconify|Agrarian}}, and {{iconify|Strong}} or {{iconify|Very Strong}}. Civic choices that build on Authoritarian bonuses to Workers include {{iconify|Mining Guilds}} and {{iconify|Slaver Guilds}}. ====== 排外主义 vs 亲外主义 ====== The {{iconify|Xenophobe}}–{{iconify|Xenophile}} dichotomy axis governs attitudes towards alien species, spanning between isolationism/supremacism and proactive coexistence, i.e. purity versus diversity. {{iconify|Xenophobe}} empires believe that the alien species are a threat to their society and must not be completely trusted. * They can, like {{iconify|Authoritarian}}s, {{icon|Slave}} Enslave alien species, reducing their {{iconify|Happiness}} in exchange for a lowered {{iconify|consumer goods}} consumption, {{iconify|amenities}} and {{iconify|Housing}} usage, which are all needed to sustain your populations, while Slaves also have a bonus in various resource output. * They can also {{iconify|Purge}} (genocide) unwanted aliens for a wider living space for their main species, which in turn displeases other empires and inflicts diplomatic penalties. * They also enjoy a faster population growth speed and lowered influence cost in empire expansion by building outposts. * Xenophobic empires have reduced starting {{iconify|Opinion}} with other empires, which could lead to strained relations or outright hostility upon first contact with other empires. * Their restrictions are they can never give aliens Full Citizenship, nor can alien species ever be allowed in as refugees. * Xenophobic empires start with {{icon|Policy}} Closed Borders to other empires by default, though this can be changed at the start of the game. {{iconify|Xenophile}} empires, in contrast, believe that alien species and culture are treasures in the galaxy and xeno cooperation is the key to a bright future. * Each empire has 2 {{iconify|Envoy}}s to be assigned to diplomatic tasks such as improving relations or performing espionage, or performing First Contact missions. The number of Envoys is limited, and Xenophile empires have 1 additional Envoy, or 2 if they were {{iconify|Fanatic Xenophile}}, which drastically improves their diplomatic performance. Furthermore, a {{iconify|Fanatic Xenophile}} empire with the {{iconify|Diplomatic Corps}} civic will have access to an impressive '''6''' envoys on game start, allowing them to exert significant diplomatic influence, whether in the galactic community, in a federation, or within regular diplomacy as well as allowing them to improve relations with other empires while keeping the ability to meet new ones. * Xenophile empires also enjoy an improved starting {{iconify|Opinion}} with other empires, which can lead to improved diplomatic options with alien empires. * They also have increased {{iconify|Trade Value}} which is a major source of {{iconify|Energy}} within an empire and can also be utilized to generate {{iconify|Energy}} credits or to provide {{iconify|consumer goods}} to help sustaining populations, or {{iconify|Unity}} to help speeding up the adoption of [[Traditions]]. * Their restrictions are they cannot displace or purge aliens, nor can they outright reject alien refugees (though they can be limited to only species with full citizenship). ====== 军国主义 vs 和平主义 ====== The {{iconify|Militarist}}-{{iconify|Pacifist}} dichotomy axis governs attitudes towards how the civilization views the concept of war, viewing it as either glorious military tradition or ruinous, unnecessary violence. {{iconify|Militarist}} empires believe that the use of force is to eliminate all those that the empire cannot co-exist with and true peace can only be achieved through the destruction and neutralization of threats and potential threats. * They have increased Ship Fire Rate, which drastically increases the power of their military fleets, improving their performance in space battles. If combined with {{iconify|Distinguished Admiralty}}, a {{iconify|Fanatic Militarist}} empire will have a total of {{green|+30%}} ship fire rate, giving their military fleets a lot more firepower. * Militarist empires are allowed the {{icon|policy}} ''No Retreat'' War Doctrine, which allows for even greater ship fire rate, but at the cost of ships being unable to withdraw on their own, and emergency retreats taking much longer to charge. * They also have decreased claim influence cost, meaning that it costs less for Militarist empires to claim systems that belong to other empires and start a conquest war to conquer them. Combined with the {{iconify|Nationalistic Zeal}} civic, it can often cost less influence to lay claim to neighboring systems than to build your own outposts. * The restriction is, using {{icon|policy}} ''Defensive Only'' War Philosophy displeases Militarist factions. {{iconify|Pacifist}} empires believe that the use of force is to eliminate war itself, keeping invaders from attempts at aggression, and true peace can only be achieved in mutually respecting and peaceful co-existence. * Planetary Stability impacts the overall planetary resource production and is affected primarily by Happiness. There are few sources to directly increase Stability itself, with the Pacifist ethic being one of them. ** A {{iconify|Fanatic Pacifist}} with the {{iconify|Police State}} civic and {{iconify|Noble}} jobs (from the {{iconify|Aristocratic Elite}} civic) can potentially have a significant {{green|+20}} bonus to planetary stability, which translates into increased {{icon|Pop Resource Output}}job output and {{iconify|Trade Value}}. * They also have reduced {{iconify|Empire Sprawl}} from Pops. Having your Empire Sprawl exceed your {{iconify|Administrative Cap}}acity imposes a scaling penalty to the cost of Technologies and Traditions, so reducing Empire Sprawl can allow an empire to stay under the limit and avoid penalties. ** A {{iconify|Fanatic Pacifist}} empire with a {{iconify|Docile}} species will have a significant {{green|-30%}} {{iconify|Empire Sprawl}} from pops, allowing them to administer much larger populations with less infrastructure. * However, they cannot use the {{icon|policy}} '''Unrestricted Wars''' War Philosophy, meaning that they cannot start wars as freely as other empires can. ====== 唯物主义 vs 唯心主义 ====== The {{iconify|Materialist}}-{{iconify|Spiritualist}} dichotomy axis governs attitudes towards epistemology[[https://en.wikipedia.org/wiki/Epistemology]] and how the empire views the mind–body problem[[https://en.wikipedia.org/wiki/Mind–body_problem]]. {{iconify|Materialist}} empires trust science over belief and view the universe as a field of material objects with material value. They believe that reason and knowledge are cornerstones of progress, while dogmas and superstitions are shackles on civilization. The more fanatic materialists believe that ''only'' the physical world exists, and even non-physical entities such as minds and thought can be reduced to physical processes. * They have increased Research Speed, which means they obtain technologies faster than other empires and usually comes to a technological advantage. * They also have decreased Robots upkeep, which means they need fewer {{iconify|Energy}} to sustain Robotic populations. They are also more likely to draw Robot technologies. * Materialist empires can access the {{icon|policy}} '''Academic Privilege''' living standard, which is similar to Authoritarian's Stratified Economy. Academic Privilege increases the {{iconify|consumer goods}} upkeep of Specialists and also drastically increases the resource output of {{iconify|Researcher}}s as well as increasing {{iconify|Ruler}} and {{iconify|Specialist}} happiness. Specialists enjoy a very large increase to their Political Power, while Rulers enjoy a smaller increase. This has the effect of Specialists' happiness contributing the most to a planet's {{iconify|Stability}}, due to their large numbers compared to Ruler strata. * The restriction is, they cannot use {{icon|policy}} '''Outlawed''' AI policy and Robotic Worker policy. They are also blocked from accessing the {{iconify|Psionics}} technologies through usual means. {{iconify|Spiritualist}} empires trust belief over science and believe that consciousness brings reality into existence, that is, reality cannot exist without minds to perceive it. They view the universe as a dream we all happen to share and that minds exist beyond the physical world. They believe that unity and faith are keys to ascension. They are suspicious and dismissive of robots and artificial intelligence, treating them as no more than blocks of hard matter that cannot be "taught" true consciousness. * They have increased {{iconify|Unity}} output, this translates into a faster progress of {{icon|Tradition}} [[Traditions]] and eventually Ascension Perks. ** This can be further improved with the {{iconify|Traditional}} species trait. * They also have a lowered cost for {{icon|Edict}} [[Edicts]], which is a method of investing various resources to give empire-wide bonuses. ** A {{iconify|Fanatic Spiritualist}} empire with {{iconify|Democratic}} or {{iconify|Oligarchic}} authority or {{iconify|Imperial}} authority and the {{iconify|Imperial Cult}} civic combined with the {{iconify|Cutthroat Politics}} civic will have an impressive {{green|-50%}} or {{green|-55%}} discount to edicts, respectively, allowing them to issue edicts at half the normal price. * Spiritualist empires have better odds in drawing the {{iconify|Psionics}} technologies for research. * Spiritualists have access to the '''Temple''' building line, a replacement to the Autochthon Monument building line. Temple buildings increase {{iconify|Spiritualist}} ethics attraction, and their {{iconify|Priest}} jobs produce a large amount of {{iconify|Amenities}} as well as Unity and Society research. ** Combined with the {{iconify|Exalted Priesthood}} civic, {{iconify|Priest}}s become very effective at producing 3 resources in one building that other empires would need two buildings (Autochthon Monument and Holo-Theatre) to produce. * The restriction is, they cannot use {{icon|policy}} '''Full Rights''' AI policy and utilizing Robotic Workers can enrage their factions. ====== 格式塔意识 ====== {{expansion|utp|snd}} {{iconify|Gestalt Consciousness}} empires are not empires in the traditional sense; they are more like a single organism with a single intelligence comprised of the whole population. It is the essence of "the whole is greater than the sum of its parts." * It is a special ethic lying in the center and costs all 3 ethics points. Through its unique civics, it has elements of all 4 axes. * Its playstyle is completely different from standard empires and is not recommended for beginners. While they don't have {{iconify|Happiness}} or Factions to manage and have espionage bonuses, this in turn limits their sources of {{iconify|Influence}} and {{iconify|Stability}}. Thus they have naturally higher {{icon|Crime}} Deviancy than normal empires. This is because their {{iconify|Maintenance Drone}} jobs are far less efficient than {{iconify|Entertainer}}s from normal empires at producing {{icon|Maintenance Drone}} Amenities, and their {{icon|Crime}} Deviancy fighting buildings do not have upgrades. Because of these extra management hurdles, Gestalt Consciousness empires are not recommended for inexperienced players. * However, as a result of being a gestalt consciousness, there is no need for {{iconify|Consumer Goods}}, which may simplify the game. In the case of {{iconify|Machine Intelligence}} empires, they also do not have to worry about {{iconify|Food}}, simplifying resources down further into only {{iconify|Energy Credits}}, {{iconify|Minerals}}, and {{iconify|Alloys}}. ===== 权力制度 ===== [[Government#Authority|Authority]] is the archetype of government that the empire exercises and defines how power is concentrated within the empire. Its primary purpose is to determine how often the leadership changes, i.e. how often a player can take advantage of a powerful ruler or must cope with a weak one. ====== 普通权力制度 ====== There are 4 regular Authorities available and each comes to a different way to elect the next empire ruler. They have near to no difference in power level. * {{iconify|Democratic}} governments hold elections every 10 years with a large candidate pool to decide on a new leader. While you cannot decide how the people vote, you can invest some Influence to support a candidate and increase their winning odds. Each ruler has a [[Mandate]] that's a quest to be done, and if it was fulfilled, the empire receives a number of {{iconify|Unity}}, which boosts their adoption of [[Traditions]]. Rulers elected out from their seat return to their previous position. They have a boost to automatic resettlement, which is useful for players that do not wish to move their populations across planets manually. * {{iconify|Oligarchic}} governments hold elections every 20 years with a restricted candidate pool but have the option to hold emergency elections at will at any time for 250 {{iconify|Influence}}. You can also invest some Influence to choose a candidate. Each ruler has an [[Agenda]] that's a static empire-wide bonus. The empire can switch to a different Agenda by re-electing the ruler. Rulers elected out from their seat return to their previous position. They additionally gain more {{iconify|Influence}} from factions. * {{iconify|Dictatorial}} governments hold elections with a restricted candidate pool only upon the ruler's death. You can also invest some Influence to choose a candidate. Each ruler has an [[Agenda]] but cannot be freely switched, because they cannot start an emergency election. Since their government is relatively smaller than others, their empires have less Empire Sprawl. * {{iconify|Imperial}} governments don't hold elections, instead they have hereditary rulers and the next ruler is a designated heir. Each ruler has an [[Agenda]] but cannot be switched, and because of the nature of hereditary, the next ruler cannot be elected based on their Agenda, and they additionally have access to an additional {{iconify|Edict}}. Note that having your empire ruler being the leader of a [[Faction]] drastically increases the empire-wide ethic attraction of the faction's ethic, which may be undesirable if it was an opposite ethic of your governing ethic. ====== 蜂巢思维 ====== {{expansion|utp}} {{iconify|Hive Mind}} is a special authority that requires {{iconify|Gestalt Consciousness}} ethic. They have an immortal ruler which represents their central consciousness and will never hold elections. They cannot access Robots or Psionics but have drastically faster Pop Growth Speed. While not mentioned in the game, their [[Leaders]] are also younger than usual, which amounts to more years in service compared to other empires. They have a unique set of Civics that do not share with other Authorities. ====== 机械智能 ====== {{expansion|snd}} {{iconify|Machine Intelligence}} is a special authority that requires {{iconify|Gestalt Consciousness}} ethic and must be played with a Robotic species, which have unique traits. Like Hive Minds, they also have an immortal ruler which represents their central consciousness. Their leaders are also immortal (technically near-immortal, they have a 0.5% chance each month to die of various causes) because of the nature of Robots, but they also use more {{iconify|Energy}} to recruit new leaders, and instead of {{iconify|Food}} upkeep, they have {{iconify|Energy}} upkeep for their pops. In addition, pop growth costs {{iconify|Alloys}}. They have a unique set of Civics that do not share with other Authorities. ====== 企业政府 ====== {{expansion|mgc}} {{iconify|Corporate}} is an authority that's almost identical to {{iconify|Oligarchic}}. They are focused on {{iconify|Trade Value}} and can access [[Planetary_management#Branch_Offices|Branch Offices]], which are established on other empire's planets for mutually beneficial effects. They also have a unique set of Civics. ===== 国民理念 ===== [[Civics]] are the principles and ideas the empire's government was founded on, and provide bonuses that permit players to tailor their empires toward a preferred strategy. Possibilities range from general bonuses such as {{iconify|Idealistic Foundation}} for additional happiness, to specific bonuses such as {{iconify|Slaver Guilds}}, which increases the productivity of enslaved pops, to playstyle-altering ones like {{iconify|Inward Perfection}} and {{iconify|Agrarian Idyll}} which drastically change how the empire functions as a whole. Like Ethics, Civics can be picked by their sheer power or purely by the role-play needs or personal tastes, while Civics with "{{yellow|Cannot do something}}" or "{{yellow|Cannot be added or removed after game start}}" entries usually result in a restrictive or advanced playstyle. It is recommended to pick Civics with easy-to-understand bonuses while learning how the various systems of the game work. ====== 推荐的国民理念 ====== {{iconify|Mining Guilds}} is simple and doesn't have any requirements. It gives a decent bonus to the {{iconify|Minerals}} production, which is required for Districts, Buildings, and manufactured resources such as {{iconify|Alloys}} and {{iconify|consumer goods}}. {{iconify|Meritocracy}} makes {{iconify|Specialist}} jobs more productive, such as {{iconify|Researcher}}s, {{iconify|Culture Worker}}s, and {{iconify|Metallurgist}}s. It doesn't require ethics, but is limited to non-autocratic governments. {{iconify|Police State}} gives a flat {{iconify|Stability}} {{green|+5}} among all planets, which is helpful in managing unhappy populations which might frequently happen to an unfamiliar player. {{iconify|Technocracy}} is almost a must-have civic to {{iconify|Fanatic Materialist}} empires because it provides a needed bonus to {{iconify|Unity}} production as well as even more research through {{iconify|Science Director}} jobs. Ordinarily, employing many {{iconify|Researcher}}s would cause Unity production to lag behind. However, with the raw bonuses of Fanatic Materialist, and the Unity provided by Technocracy, your empire can quickly research technologies while still keeping up in Traditions. Note that it also increases the {{iconify|Consumer Goods}} upkeep of your researchers by 1, so be aware that you should be able to manage your Consumer Goods well. {{iconify|Distinguished Admiralty}} is a good option for {{icon|Militarist}}{{icon|Fanatic Militarist}} Militarist empires as it allows your ships and fleets to perform at a higher level right out of the shipyard. {{iconify|Diplomatic Corps}} is extremely useful when playing against AI empires, as it adds {{iconify|Envoy}} {{green|+2}}, which can usually offset most negative {{iconify|Opinion}} modifiers given enough time and gives you more leniency with First Contact missions and espionage. ===== 装饰 ===== The empire's name and adjective used by the in-game text. If the player's species name and government type have been decided on, the game will suggest names with those factors in mind. Empire flags consist of a primary color, a secondary color, background design, and sigil. While all are purely cosmetic, the primary color also determines the color of the empire's territory in the Galaxy view, as well as model decorations such as engine trails.
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