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== 选择帝国 == {{SVersion|3.2}} {{hatnote|注:关于帝国,没有什么是永久的,一切最终都可以改变,除了以下几点:帝国旗帜,城市和船的外观,以及起源。}}在游戏开始前,玩家将根据指示选择或创建一个帝国。默认情况下,一个小列表[[预设帝国]] 它们都代表着玩家在游戏中可能遇到的常见(现实生活或科幻小说)刻板印象。预设帝国的特点表明了他们偏好的战略,如和平扩张、技术优势和无止境的征服等等。 最后,随机按钮将为玩家创造一个完全随机的帝国。在游戏开始前,玩家将不能改变任何随机的帝国设置。这并不推荐给新玩家,因为特性、公民和道德经常会出现奇怪的组合。 === 帝国创建 === 创建一个新的帝国需要手动选择一个帝国的所有组件特征,从而创造出一个成熟的自定义文明,并能够与现有的预设帝国一起保存和玩。建议玩家创建一些自己的帝国,以熟悉帝国的每个主要部分——特性、思潮、母星、政府、物种和起源——如何影响他们的游戏。例如,[[Xenophile|亲外]] 与其他思潮相比,帝国总是更倾向于建设性的外交和贸易,而两者的结合 [[Militarist|军国]] 和 [[Xenophobe|排外]] 通常意味着一定程度上不可避免的与其他帝国的对抗。 下一节将浏览帝国创建过程的每个部分。物种特性、政府与思潮和船只是影响游戏玩法最大的三个部分,也是玩家应该花最多时间考虑的三个部分。在下面的所有部分中,玩家可以自由地混合和匹配与他们的物种分类不匹配的名称、城市和其他装饰效果类别——换句话说,玩家可以自由创造一个带有类人名称的类人种族,使用类人建筑和驾驶类人/哺乳动物船只,或者他们也可以自由混合,创造一个带有哺乳动物名称的爬行动物种族,使用鸟类建筑和驾驶真菌船只。 ==== 物种 ==== {{Main|物种}} 物种外观是帝国主要物种的外貌,除了一些DLC之外,对游戏玩法几乎没有影响。物种名称,复数和形容词形式是用于游戏中上文所指代的帝国物种。一旦输入了物种名称的单数形式,游戏就可以为该物种自动生成形容词形式。此外,还可以自定义此物种的起源。 名称列表确定默认的船名前缀和舰船、领袖、舰队和殖民地的随机名称。它们中的每一个都可以在游戏中自由重命名 ===== 特质 ===== [[Traits|特质]] 是被动效果,可以改变你的人口,领导人和军队的行为。每个物种有2点数来选择性状。选择一一个{{green|positive}} trait costs trait points while choosing a {{red|negative}} trait provide additional trait points, allowing more positive traits to be picked. No more than five traits may be selected, and you cannot select traits that cancel each other out or have the same effect of different degrees. (e.g., can only choose up to one between {{iconify|Enduring}}, {{iconify|Venerable}}, and {{iconify|Fleeting}}) You can pick the traits by their sheer power, but remember that you can always pick based on the role-play needs, since species traits doesn't affect that much to the game and bad choices here don't result in the game being unplayable. ====== 推荐的特质 ====== 有一些特质可以提高资源产量,例如{{iconify|Industrious}} 和 {{iconify|Intelligent}}. 请注意,并非所有资源都具有相同的价值,例如 {{iconify|Food}} 是最少使用的资源之一,除了维持有机种群的生存和建造殖民船外,几乎没有其他用途。 {{iconify|Adaptive}}和其他以资源为基础的特质一样,这种特质也很强大,因为它能让你的物种在其他世界更有效率地运作ーー在维护时需要更少的资源,同时在它们的工作岗位上生产更多的东西。它也拓宽了你们种族可以殖民的宜居星球的范围。然而,如果一个行星已经具有100% 的可居住性,比如你的母星是盖亚星球,那么这种个特质就没有意义了。如果你的帝国严重依赖于机器人种群(它们没有宜居性的考虑) ,这个特质也可能是多余的。 {{iconify|Rapid Breeders}} 也是不错的,因为它会使你的人口增长速度加快。 If you are looking for a negative trait, {{iconify|Unruly}} is heavily recommended as you get 2 points at the expense of a negligible increase in empire sprawl. Alternatively, {{iconify|Deviants}} is also a viable choice, because there are many sources to increase your Governing Ethics Attraction to counter its effects. {{iconify|Wasteful}} is also worth considering unless you are going to use the {{icon|policy}} '''Utopian Abundance''' living standard as an {{iconify|Egalitarian}} empire, since {{iconify|consumer goods}}, like Food, have little use beyond population upkeep and constructing colony ships, so it's not terribly costly to pay {{red|+10%}} more for an additional trait point. However, if you intend to focus heavily on technology, this may not be the best since your Research jobs will consume Consumer Goods, meaning Wasteful will necessitate more Artisan jobs to support your research output. ====== 不推荐的特质 ====== {{iconify|Strong}} is not a good choice because the performance of Offensive Armies is heavily dependent on the base stats of the [[Land warfare|army type]] and their number. There is also a vast source of Army Damage improvements, diluting the influence of Strong. When it comes to Defensive Armies, they can, however, be destroyed by Orbital Bombardments before the enemy armies invade the planet, making Strong moot in defensive needs. This leaves the {{green|+2.5%}} worker resource output, which is a tiny amount, even at one trait point. The {{iconify|Resilient}} trait suffers from the same fate as Strong, and is not recommended. {{iconify|Fleeting}} is unrecommended because it reduces the leader lifespan. Leaders start from 28 to 50 years old and have a base lifespan of 80 years old, which turns out to be around 30-52 guaranteed years in service. With the {{iconify|Fleeting}} trait, this can be reduced to 20-42 years, which causes you to frequently lose your experienced leaders and it becomes more difficult to cultivate highly skilled leaders through time. While {{iconify|Nonadaptive}} provides {{green|+2}} trait points and may look tempting, be warned: a {{red|-10%}} habitability causes the Food, consumer goods, and amenities usage to be increased by the same percentage and Resource Output and Pop Growth Speed to be decreased by half of the percentage on all of your planets (aside from your homeworld). Put simply, even planets within your species' preferred class become quite difficult to turn happy and productive if they are Nonadaptive. Like its Adaptive opposite, this penalty can be mitigated somewhat by using robot populations extensively on other planets. ===== 统治者 ===== You can customize the name, appearance, and ruler title of your first empire ruler. Different ruler and heir titles based on leader gender can be set. The ruler title can be changed in-game anytime by clicking the empire's name on the government window. A fallback ruler title can be suggested if you have picked a valid combination of Authorities and Civics. This configuration is purely cosmetic. ===== 机械体物种 ===== {{expansion|snd}} Machine species is the only option to {{iconify|Machine Intelligence}} empires and cannot use other Authorities. They have a different set of Traits, but fewer trait points and trait picks than biological species. ===== 石质类物种 ===== {{expansion|lit}} Lithoid species do not use {{iconify|food}}, instead they eat {{iconify|minerals}}. They have increased leader life span and habitability, but in return decreases pop growth speed and their leaders start older than usual (around 50-80 years old). Their exclusive traits, namely {{iconify|Gaseous Byproducts}}, {{iconify|Scintillating Skin}} and {{iconify|Volatile Excretions}}, are however not so viable to spend your trait points. Comparing to the high upkeep cost consumption of {{iconify|strategic resources}} for advanced buildings, what these traits provide is miniscule. A medium-sized empire in the mid game may produce only 2-4 of these resources through these traits when dozens are required by your empire. ==== 母星 ==== The name of your homeworld and home system is, obviously, purely cosmetic, so you can name them as you wish. Alternatively, you can roll a random name, which is drawn from your namelist. The starting solar system decides what your starting system will look like, but not its position in the galaxy. You can choose unary systems with only one star, binary systems with two stars or trinary systems with three stars. This is purely cosmetic and has little to no influence on gameplay. Alternatively, you can choose Sol or Deneb as your starting system, where each planet will be named and Earth will also have a background story that can be read by inspecting the [[Planetary_features#Earth_features|planetary features]]. Note that a couple of human-associated events require the United Nations of Earth, the Earth Custodianship or the Commonwealth of Man to be picked, irrespective of your system choice. The homeworld planet class can be selected from 9 normal habitable planet classes. While they are almost identical, this determines the base {{icon|habitability}} [[Traits#Habitability_traits|habitability]] of your main species to other planets. Habitable planets found in the galaxy have a {{green|80%}} base habitability to your main species if it was exactly the same class as your homeworld, or {{yellow|60%}} base habitability if it was the same climate ({{blue|frozen}}, {{green|wet}}, or {{yellow|dry}}), or {{red|20%}} base habitability if it was of a wrong climate. For example, if your homeworld is {{iconify|continental}}, your main species will have {{green|80%}} base habitability to {{iconify|continental}} planets found in the galaxy, {{yellow|60%}} to {{iconify|tropical}} and {{iconify|ocean}}, and {{red|20%}} to the rest. Your main species will receive a {{green|+30%}} habitability on your homeworld, so you will always have {{green|100%}} habitability on your homeworld, even if {{iconify|nonadaptive}}. Since the 9 classes all have an equal distribution rate in the galaxy, this selection is nearly pure cosmetic and can be picked by role-play needs. Some origins lock the choice of starting solar system and/or homeworld class. City appearance is purely cosmetic and you can choose the one that looks the best to you. ==== 起源 ==== [[Empire#Origins|Origins]] determine the circumstances behind your empire's rise to power, and affect certain conditions or events in the home system. Most simply alter the state of the home world and distribution of pops, but some even start with a pre-existing diplomatic arrangement with other empires. The default origin is {{iconify|Prosperous Unification}}, which gives the empire more starting population and a small bonus to their homeworld for the first 10 years of the game. Other origins are ''not'' designed to be balanced with each other. There are powerful origins like {{iconify|Scion}} and challenging origins like {{iconify|Doomsday}} and {{iconify|Life-Seeded}}. ===== 推荐的起源 ===== For the first playthrough, {{iconify|Prosperous Unification}} is always a good option, as its bonuses are simple and unobtrusive for the player empire. Alternatively, {{iconify|Lost Colony}}, which spawns a parent empire somewhere in the galaxy, can be used for the same reasons. {{iconify|Galactic Doorstep}} however is not recommended as a couple of its outcomes cause hostile fleets to spawn within the empire's home system. {{expansion|anr}} If you feel like getting deep into the mechanics of Stellaris on your first try, you can try {{iconify|Remnants}}, which allows you to start out roughly similar to other empires with the option of eventually upgrading your capital world to an ecumenopolis. {{expansion|fed}} {{iconify|Scion}} is a powerful origin for you to use if you have the option, and an excellent starting pick for new players as there are plenty of bonuses to get and very little to lose (aside from being the subject of one of the most powerful empires in the galaxy). ==== 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. ==== 舰船 ==== {{main|舰船}} Ship Appearance: The appearance of ships are again cosmetic and serves to finish the look of the empire. Some of the lighting effects on the ships are determined by the empire's primary color in the Flag section. Ship design is handled in game, and as a general rule, specializing in only one type of ship weaponry is not particularly recommended. Diversifying the fleet's weaponry and defenses will allow it to effectively combat different builds of ships. Additional weapon types and upgrades are available for research and should be fully unlocked by the mid-game at the latest.
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