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== 前期游戏 == {{SVersion|3.2}} Once players are familiar with the different systems in Stellaris and how they interact with one another, it's time to begin thinking strategically and planning the empire's future. Creating and honing a strong early game routine will make games all the more enjoyable, knowing that the empire will be off to a good start economically, socially, and militarily. In this section, we discuss a few general guidelines new players should adhere to as they begin their journey into the stars. Before we begin, let us quickly go over the empire's starting assets when loading a new game. The player can expect to have: *The initial ruler they designed at the creation of the empire *A decently sized but procedurally generated homeworld with 100% habitability and 28 Pops working 5 buildings. These buildings include a Planetary Administration and buildings for Research, consumer goods, Administrative Capacity, and Alloys. *A level 2 outpost (and thus a starbase) orbiting the homeworld's star, outfitted with a Shipyard (and thus able to produce military ships) and a trade hub *Three corvettes *A construction ship and a science ship, the latter coming with a free scientist at the helm *Three more scientists - one for each branch of the empire's research efforts *A governor supervising the homeworld's operations and citizens *A reserve of 100 {{iconify|energy credits}}, 100 {{iconify|minerals}}, 200 {{iconify|food}}, 100 {{iconify|consumer goods}}, 100 {{iconify|alloys}}, 100 {{iconify|influence}}, and 0 {{iconify|unity}}. === 收集天体上的资源 === {{main|Construction}} During the start of the game, players are advised to send their science ships to survey their neighboring systems. As mentioned earlier in the guide, some celestial bodies contain deposits of resources such as {{iconify|minerals}} or {{iconify|energy}} credits and these deposits can only be harvested if it has been uncovered by science ships doing surveying missions and such deposits are within the empire’s [[Empire#Borders|border]]. Harvesting these resources would provide players with a better start and allows players to be able to construct ships and stations without much waiting. === 研究异常现象 === {{main|Surveying}} When the science ships are surveying celestial bodies, there is a chance for an anomaly to be encountered. The anomaly may be investigated by science ships and the outcome of the investigation is always a success, although the time it takes diminishes for a scientist with a higher skill level. A special project may appear once the investigation of the project is complete. Players may also be granted a relatively large amount of research points, minerals or energy credits. Many anomalies present a dilemma, whose outcomes can provide an even further rewards. The benefits of early exploration of neighboring systems means that it can be advantageous to create a second or third science ship early on. === 建立殖民地 === Eventually, players will need to colonize other habitable planets to acquire resources for the means to expand their empire geographically and technologically. Colonization is done by sending colony ships to habitable planets that are surveyed and located in star systems with (at least) an outpost built. The colonization process requires a colony ship, there is an initial build cost (Energy/Alloys/Food) and beware the additional upkeep cost (8 energy per month) that lasts until the colony is established. Players are not required to research additional technologies to colonize planets with a different world type. However, there may be "Tile Blockers" such as Toxic Kelp or Dangerous Wildlife, that require technology to be researched in order to be cleared and access to the resources and districts underneath. The housing and amenities usage is increased by the difference between 100% and the planet's habitability (2x usage at 0% habitability, 1.5x at 50%, etc.). Usually, the game puts 2 habitable planets (matching world type - so base 80% habitability) near your starting system (unless Tomb/Gaia world) to help kickstart your campaign. ==== 扩大殖民地 ==== Your new planet will take time to settle. Once the colony is established, it will be added to a sector automatically if it is within 4 hyperlane jumps of an existing sector capital or belong to none if the next sector capital is more than 4 jumps away. The colony can only receive [[governor]] benefits if they belong to a sector and the sector has a governor assigned. Depending on their bonuses, the governor will give different benefits to the planets in the sector they have been assigned to manage. In the beginning, a colony has only one pop working in one building, the Reassembled Ship Shelter. It is a temporary shelter and you can only build basic buildings and districts until you have a proper Administration building. However, Administration requires the planet to have 10 population units. There are few ways to quickly increase the population of a new colony to 10: #{{icon|edict}} Enable the Nutritional Plenitude edict #[[Population#Resettlement|Force resettlement]], if your policies allow #Build robots - they count towards required 10 population units, and grow independently from organic pops, effectively doubling growth Once you finally hit 10 population units, you may upgrade the ship shelter to an Administration Center, and build advanced buildings and upgrades. At 40 pops (and 80 pops) the Administration Center can be upgraded further to unlock more advanced infrastructure and options. === 行星发展 === A newly colonized planet will have a weak production as the population of the planet will be low, and thus the output will be low. A planet’s population will grow over time and the growth rate can be boosted with edicts, technology, decisions, and buildings. All pops must have a job or they will become unemployed, thus contributing to higher crime, lower stability, and increased usage of planetary resources. Jobs are created by creating generator/mining/agriculture districts and/or creating buildings in an available building slot that is unlocked at higher populations. With regards to generator/mining/agriculture districts, they produce the same number of jobs as housing whereas City districts produce more housing than jobs (5 housing, 1 job), so they are a suitable source of housing for pops that work buildings (though this is affected by Traditions, Ethics and Policies). It is recommended to grow a colony's population as quickly as possible all the while making sure the needs of the pops are met, such as employment, housing, and amenities. One strategy a player might use is resettling pops from the player's homeworld to the new colony to boost the initial population and open building slots. As with most things in Stellaris, this will give a boost but also comes with a price. Resettling costs energy credits to do and your homeworld can get a growth de-buff from the pops leaving. Additionally, a player should be sure that the new colony has the housing, jobs, and amenities to support the influx of new pops. The bottom line is this, more pops equals more production. Happy pops equals more production. Take care of your pops. === 维持强大军事 === {{main|舰船设计器}} As with most space 4X games, keeping a strong military presence is vital as it will deter potential attacks. In Stellaris, this statement is true as players may encounter other space-faring empires that have hostile intent or space monsters which are hostile. Therefore, keeping a strong military presence allows for players to defend against attacks should they get themselves into war. In order to maintain a powerful space fleet, one has to have the ability to build ships. This is accomplished by building [[Starbase|Starbases]] and outfitting them with Shipyards and Anchorages. There are 7 types of military ships in Stellaris: *Corvette *Destroyer *Cruiser *Battleship *Titan *Colossus *Juggernaut Players may use the in-game ship designer to customize and create unique ship designs and construct them at the spaceports. Furthermore, the player may upgrade existing [[starbase]]s to higher levels to increase their offensive and defensive capabilities. Starbases big enough to do so can carry offensive or defensive auras which can be important in a battle. Players are advised to construct such starbases in vital systems to defend against enemy attacks. In addition to maintaining a powerful navy, one must also not forget about their planetary forces. Recruiting armies and stationing them on planets that need them as well as building up defensive infrastructure planetside can help bolster one's defensive capabilities noticeably.
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