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===恒星基地=== As the player explores the galaxy, they will almost certainly uncover systems that are either rich in resources that unfortunately lie outside of their empire's borders or contain a habitable planet that the empire can colonize. Empires can neither extract resources from systems they do not control nor can they colonize planets in them, and therefore have to expand their territory and lay claim to said star systems in order to be able to extract resources or colonize planets in them. This is done by constructing a [[Starbase]] in the system. [[Starbase]]s are built with construction ships in orbit of the star of an unclaimed system. There are two main variants of a [[Starbase]], an Outpost and an actual [[Starbase]]. An Outpost, described below, does not count toward your faction's Starbase Limit and serves no real function aside from designating system ownership. A normal Starbase on the other hand, which is created by upgrading the Outpost, does count toward your Starbase limit but it can, in exchange, house a multitude of different Buildings and Modules that serve various different purposes. Starbases have a base cost of 100 {{iconify|Alloys}} (150 for {{iconify|Machine Intelligence}} empires) and at least 75 {{iconify|influence}} to build (base influence cost increases the further the star system is from the closest owned system, while certain Ethics, Traditions, and Technologies can decrease it, however, the cost cannot be more than 1000 {{iconify|influence}}). Once built, the outpost requires 1 {{iconify|energy}} per month to maintain. This upkeep cost means that players should refrain from constructing large numbers of Starbases unless they can afford it, lest they risk running into energy shortages. The starting influence income for default empires normally allows for the placement of one or two outposts without encountering resource issues. Outposts work best when they can "capture" systems with abundant resources or colonizable planets. Research deposits are also especially appealing locations. Players are likely to find at least one mineral-rich system lying outside of their borders, an excellent location for a first outpost. For players who enjoy the prospect of colonizing multiple worlds over the course of the game, traditions from the [[Traditions#Expansion_tree|Expansion tree]] will prove useful. The tree contains traditions to ease the economic and time burdens incurred by colonization and construction of frontier outposts. Notably, Reach for the Stars and Galactic Ambition both decrease the {{iconify|influence}} costs incurred by distant colonies and outposts, and decrease monthly maintenance costs. The [[Traditions#Expansion_tree|Prosperity tree]] on the other hand can be helpful for economy management as it contains traditions that reduce the construction and upkeep costs for ships, starbases, buildings and robots. ==== 殖民 ==== {{main|殖民}} Colonizing a planet takes quite a bit of resources to do and all subsequent development even more so. Each planet in the galaxy has a specific climate determining the [[habitability]] of an empire's species and a size value anywhere between 10 and 25 which, along with planetary features, dictates the maximum number of districts it can support. Planets can also occasionally have modifiers on them that can affect the colonists and their productivity. To colonize a planet, empires must first construct a [[Fleet#Colony_ship|colony ship]] at a Starbase that has a Shipyard. Depending on the empire's government type Colony ships will have a differing build cost and typically take a year to build. Once built, the colony ship then needs to fly to a habitable planet in a star system with (at least) an outpost, land, and then take another year establishing a foothold on the planet. {| class="mildtable" ! Type ! Cost ! Requirements |- | Colony Ship | {{icon|alloys}} {{red|200}} Alloys<br>{{icon|food}} {{red|200}} Food<br>{{icon|consumer goods}} {{red|200}} Consumer goods | Not {{iconify|Gestalt Consciousness}} |- | Colony Ship | {{icon|alloys}} {{red|200}} Alloys<br>{{icon|food}} {{red|500}} Food | {{iconify|Hive Mind}} |- | Colony Ship | {{icon|alloys}} {{red|50}} Alloys<br>{{icon|food}} {{red|1000}} Food | {{iconify|Hive Mind}} with {{iconify|Tree of Life}} origin |- | Colony Ship | {{icon|alloys}} {{red|300}} Alloys | {{iconify|Machine Intelligence}} |- | Private Colony Ship | {{icon|energy}} {{red|500}} Energy Credits | {{iconify|Corporate Dominion}} if {{iconify|MegaCorp}} is not installed<br>{{iconify|Private Prospectors}} if {{iconify|MegaCorp}} is installed |- | Meteorite Colony Ships | {{icon|Minerals}} {{red|500}} Minerals | {{iconify|Calamitous Birth}} |- | Colony Ship | {{icon|minerals}} {{red|200}} Minerals<br>{{icon|alloys}} {{red|200}} Alloys<br>{{icon|consumer goods}} {{red|200}} Consumer goods | {{iconify|Lithoid}} and not {{iconify|Hive Mind}} |- | Colony Ship | {{icon|alloys}} {{red|200}} Alloys<br>{{icon|minerals}} {{red|500}} Minerals | {{iconify|Lithoid}} and {{iconify|Hive Mind}} |- | Colony Ship | {{icon|alloys}} {{red|50}} Alloys<br>{{icon|minerals}} {{red|500}} Minerals<br>{{icon|food}} {{red|500}} Food | {{iconify|Lithoid}} and {{iconify|Hive Mind}} with {{iconify|Tree of Life}} origin |} Colonization is expensive on multiple fronts and thus players should plan ahead on when and where to expand their empire. After habitability and availability, planets with a size of at least 16 are typically good colony candidates, although strategic considerations should also be taken into account -- ''e.g.'' resource richness, proximity to other empires and what planetary features the planet has. Since starbases can be built up to serve as powerful defensive emplacements in the early game, warmongering players could build an outpost near a potential enemy's borders, set up a colony, build up the system's starbase and then use said starbase and the colony as a forward base for their operations. Although on average only a third of the available planets will have high enough habitability as to not suffer large penalties in amenity and housing usage (least 60-70% habitability for the empire's main species), to maintain game-balance all empires in the galaxy start the game with a number of habitable planets near their borders. While this ensures that no empire gets doomed out of the gate with their spawn location, if multiple empires with similar homeworlds happen to spawn in the same cluster as each other, losing the opening "land grab" can severely hamper an empire's midgame performance (and conversely, stealing another empire's starting habitable worlds will make them much weaker). Scouting early and building the first outpost in a timely manner will usually suffice to keep players from losing out too much in this respect (unless, of course, they plan to take planets by force).
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