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{{Version|3.3}} [[File:Mammalian Citadel.png|thumb|260px|Mammalian Citadel]] A starbase is the primary space station used throughout the game and is used for determining the ownership of a given star system, construction, repair and maintenance of ships, collection and transportation of [[Trade|Trade Value]] in addition to it acting as a strategic fortress during warfare. == Mechanics == {{SVersion|3.3}} Constructing a starbase requires first fully surveying the desired system. The build cost is 100 {{iconify|Alloys}} and an additional {{iconify|influence|21px}} cost on top of that. The influence cost is determined by a fixed cost which is then multiplied by the shortest path of hyperlane jumps (gates and wormholes act as "shortcuts") between the target systems and the empire's closest owned system. Once built, the starbase will appear orbiting the center point of the system. It cannot be destroyed by any regular means but it can still be dismantled by its owner during peacetime if it is of no more than outpost level (higher-level starbases will need to be downgraded first) and the system is not colonized. If a starbase is dismantled, the system reverts to being neutral and unclaimed and can then claimed by any empire. Besides the initial influence cost, upgrading the starbase to a higher level above outpost level will cost only alloys. Aside from making the starbase more powerful due to better base stats and the addition of more weapon components, the upgrade also allows the owner to fit the starbase with different buildings and modules to increase its defensive capabilities and improve its contribution to the empire beyond its basic role of system control and defense. One such important module is the {{icon|starbase|21px}} Shipyard which enables the construction of military ships in the starbase. Having multiple shipyards on a starbase allows it to effectively act as a "fleet manufactory" by constructing several ships in parallel, simultaneously. Shipyards build order is independent from the main build order of starbase. Though it is not possible to design a starbase, its components will be auto-fitted with the latest advanced technology as soon as they are made available (at no additional cost to the owner). === Starbase capacity === An empire can in theory have as many starbases as their economy can support but an empire can only maintain a limited number of upgraded starbases bigger than outposts. The number of upgraded starbases an empire can support is dictated by the starbase capacity and exceeding that capacity will cause all upkeep costs for starbases to increase by {{red|+25%}} {{iconify|Upkeep|21px}} for every starbase exceeding the cap. This is an empire-wide modifier, and thus affects all starbases owned by the empire. This modifier also affects the maintenance of any modules and buildings on the starbases. Regardless of their level, each starbase bigger than an outpost occupies only one capacity slot and if the need arises, an empire can always downgrade existing starbases back to outpost level to reduce the number of upgraded starbases to within the cap limit. The base starbase capacity is 3, which can be increased by the following: * {{green|+1}} for every 10 systems owned by the empire * {{green|+2}} {{icon|tradition}} adopting the Unyielding tradition tree * {{green|+2}} [[File:Tradition_unyielding_fortress_doctrine.png|21px]] Fortress Doctrine from [[File:Tradition icon unyielding.png|21px]] Unyielding tradition tree * {{green|+2}} {{iconify|Stellar Expansion|24px}} technology * {{green|+2}} {{iconify|Manifest Destiny|24px}} technology * {{green|+2}} {{icon|edict}} Fortify the Border edict * {{green|+4}} {{iconify|Trading Posts}} civic * {{green|+5}} [[File:ap grasp the void.png|24px]] Grasp the Void ascension perk * {{green|+10}} [[File:Mod shroud unavailable.png|24px]] Covenant: End of the Cycle * {{green|+1}} {{iconify|Interstellar Expansion|24px}} repeatable technology (can only be researched 5 times) * {{green|+2}} for each Strategic Coordination Center level, except the site of the megastructure (Total: {{green|+6}}) == Warfare behavior == Systems with starbases bigger than outposts require a higher influence cost to claim ('''25''' influence). Consequently, those starbases grant a higher war-score if occupied successfully ('''10''' occupation value). An additional benefit of upgraded starbases manifests in their including an FTL inhibitor which, as long as the starbase remains active, prevents enemy ships from leaving the system via any hyperlane other than the one they arrived through. This allows an FTL inhibitor-equipped starbase to turn strategically important systems into efficient choke points, delaying hostile fleets from leaving the system and advancing further by forcing them into an engagement which may last long enough for reinforcements to arrive. During war, an attacker must disable the enemy's starbase within the system in order to be able to seize control of any planets within said system. As starbases cannot be destroyed, this is achieved by reducing their {{icon|health|21px}} Hull points down to 0, disabling them. The starbase will then remain incapacitated for a duration of {{icon|time|21px}} 30 days (after the latest attack), during which time any military ships in close proximity to the starbase will be able to gain control over it. If the starbase is left unoccupied and is not attacked, it will enter a self-repair phase and become operational again as soon as it regains {{icon|health|21px}} 5% Hull points. If there are multiple empires fighting on one side of the war, the newly occupied system will then be assigned to the empire with the strongest claim, even if the system wasn't conquered by them. Occupied starbases are fully operational and can repair ships of the side that controls it, inhibit FTL for "enemy" ships, and manage [[#Defense platforms|defense platforms]], all empire-wide bonuses will also be applied, including ''home territory'' modifiers (The [[Eternal Vigilance]] ascension perk's platform cap of the original owner is also temporarily retained). However their buildings and modules cannot be changed, and they cannot be upgraded or downgraded, although they can be returned to the owner. It's worth noting, that auto-upgrading a starbase can "gift" higher tech components to occupied starbases (including FTL inhibitors), while keeping their own more advanced components. They will stay equipped even if said starbase is reclaimed back, so repeated re-conquering might become harder both sides. Systems containing an unoccupied starbase or unoccupied colonized planets will not be transferred in a forced status-quo peace. == Level == {{SVersion|3.3}} A starbase is auto-fitted with the latest components as soon as they are available to the empire. This is done automatically and has no additional cost for the empire - as such this also does not affect a starbase's level upgrade cost. The weapon slots are fitted with the most effective kinetic and energy weapons (though not necessarily by equal division). The utility slots are divided equally between {{icon|shield|21px}} shield and {{icon|armor|21px}} armor components (auto-fitting does not add hull components here), while the [[auxiliary]] slot uses standard auto-fitting of a shield capacitor or auxiliary fire-control (whatever is available in order of priority)<!-- other auto-design priorities? i believe it sticks in hull regen too, no sure on priority tho-->. Upgrading a starbase requires technology of the same name and can only be done in sequential order - meaning that if one started with a basic outpost and wants to upgrade it to a citadel, they have to go through every single level in between in order to get to the desired level. Downgrading a starbase, however, reduces its level to the basic outpost level (outpost) straight away - regardless of what level the starbase initially was - and removes any present buildings, modules, and any defense platforms over the outpost's capacity limit. Any resources invested into the starbase prior to downgrading will not be refunded. Starting from the starport level all starbases can have an ''[[File:FTL magnet.png|24px|link=|FTL inhibitor]] [[FTL inhibitor]]'' onboard if technology is available. {{anchor|Outpost}}Constructing a new Starbase requires 75 {{iconify|Influence}} per hyperlane jump from the nearest owned system. '''Note:''' The table lists the ''base'' properties of each starbase level. The actual values themselves will differ due to one's progress in-game (technology, tradition, and etc.), existing modifiers (if any) as well as individual starbase composition (buildings, modules, and etc.). {| class="mildtable plainlist" style="text-align: center; ! Level ! {{icon|alloys}} Cost ! {{iconify|Time}} ! {{icon|energy}} Upkeep ! Modules ! Buildings ! [[File:Mod starbase defense platform capacity mult.png|24px|link=#Defenses|Defense platform cap]] Platforms ! [[File:Mod_starbase_trade_protection_add.png|24px|link=Trade protection]] Trade protection ! {{icon|health}} Hull ! {{iconify|Armor}} ! {{icon|damage}} Weapons ! Utilities ! {{icon|monthly hull regeneration}} Repairs docked fleets |- id="Outpost-table" | align=left | [[File:Tech starbase 1.png]] Outpost | 100 || 100 || {{red|1}} || 0 || 0 || 3 || 0 || 5000 || 1000 | {{icon|slot g}} 1 | * {{icon|slot l}} 2 * {{icon|slot a}} 1 | {{icon|no}} |- id="Starport" | align=left | [[File:Tech starbase 2.png]] Starport | 200 || 360 || {{red|2}} || 2 || 1 || 6 || 8 || 10000 || 2000 | * {{icon|slot g}} 1 * {{icon|slot m}} 2 | * {{icon|slot l}} 6 * {{icon|slot a}} 1 | {{icon|yes}} |- id="Starhold" | align=left | [[File:Tech starbase 3.png]] Starhold | 500 || 720 || {{red|3}} || 4 || 2 || 9 || 16 || 20000 || 5000 | * {{icon|slot g}} 1 * {{icon|slot m}} 4 | * {{icon|slot l}} 10 * {{icon|slot a}} 1 | {{icon|yes}} |- id="Star Fortress" | align=left | [[File:Tech starbase 4.png]] Star Fortress | 1250 || 1080 || {{red|4}} || 6 || 3 || 12 || 24 || 40000 || 10000 | * {{icon|slot g}} 1 * {{icon|slot m}} 6 | * {{icon|slot l}} 14 * {{icon|slot a}} 1 | {{icon|yes}} |- id="Citadel" | align=left | [[File:Tech starbase 5.png]] Citadel | 3500 || 1440 || {{red|5}} || 6 || 4 || 15 || 32 || 80000 || 20000 | * {{icon|slot g}} 1 * {{icon|slot m}} 12 | * {{icon|slot l}} 26 * {{icon|slot a}} 1 | {{icon|yes}} |} === Affecting modifiers === Additional modifiers which affect various starbase parameters are summarized below: ; Construction and maintenance modifiers {{box wrapper}} {| class="mildtable plainlist" style="float: left; margin-right: 30px;" ! width=30px | {{icon|influence}} !! width=250px | Outpost influence cost |- | {{green|−50%}} || {{iconify|Devouring swarm|21px}} |- | {{green|−40%}} || {{iconify|Fanatic xenophobe|21px}} |- | {{green|−30%}} || {{iconify|Determined exterminator|21px}} |- VALIGN=top | {{green|−20%}} || * {{iconify|Xenophobe|21px}} * [[File:ap_interstellar_dominion.png|21px]] Interstellar Dominion |- | {{green|−15%}} || {{iconify|Expansionist|21px}} |- | {{green|−10%}} || [[File:Tradition expansion_reach_for_the_stars.png|21px]] Reach for the Stars |} {| class="mildtable plainlist" style="float:left; margin-right: 30px;" ! width=30px | {{icon|cost}} !! width=250px | Outpost build cost |- | {{green|−15%}} || {{iconify|Expansionist|21px}} |- | {{red|+50%}} || Machine Empire |} {| class="mildtable plainlist" style="float:left; margin-right: 30px;" ! width=30px | {{icon|upkeep}} !! width=250px | Upkeep cost |- | {{green|−20%}} || [[File:Tradition_expansion_galactic_ambition.png|21px]] Galactic Ambition |- | {{green|−20%}} || {{icon|[[File:Tradition icon unyielding.png|21px]] Unyielding Finisher Effect |- | {{red|+25%}} || ''"Exceeding starbase capacity"'' modifier per excess starbase |} {{end box wrapper}} ; Upgrade related modifiers {{box wrapper}} {| class="mildtable plainlist" style="float: left; margin-right: 30px;" ! width=30px | {{icon|cost}} !! width=250px | Upgrade cost |- | {{green|−50%}} || [[File:Tradition_unyielding_fortress_doctrine.png|21px]] Fortress Doctrine |- | {{green|−15%}} || {{icon|Corps of Engineers|21px}} {{tech|rare|Corps of Engineers}} |- VALIGN=top | {{green|−10%}} || * {{iconify|Fortifier|21px}} * {{iconify|Home in the Sky|21px}} |} {| class="mildtable plainlist" style="float:left; margin-right: 30px;" ! width=30px | {{icon|speed}} !! width=250px | Upgrade speed |- | {{green|+100%}} || {{icon|edict|21px}} Fortress Proclamation |- || {{green|+50%}} || {{icon|[[File:Tradition icon unyielding.png|21px]] Unyielding Adoption Effect |- | {{green|+25%}} || {{icon|Corps of Engineers|21px}} {{tech|rare|Corps of Engineers}} |} {{end box wrapper}} ; Military properties related modifiers {{box wrapper}} {| class="mildtable plainlist" style="float:left; margin-right: 30px;" ! width=30px | {{icon|damage}} !! width=250px | Damage |- | {{green|+25%}} || [[File:ap_eternal_vigilance.png|21px]] Eternal Vigilance |- | {{green|+33%}} || [[File:Tradition_unyielding_defensive_zeal.png|21px]] Defensive Zeal |} {| class="mildtable plainlist" style="float:left; margin-right: 30px;" ! width=30px | {{icon|health}} !! width=250px | Hull points |- | {{green|+33%}} || [[File:Tradition_unyielding_defensive_zeal.png|21px]] Defensive Zeal |- VALIGN=top | {{green|+25%}} || [[File:ap_eternal_vigilance.png|21px]] Eternal Vigilance |- | {{green|+10%}} || * {{icon|starbase|21px}} Gun Battery * {{icon|starbase|21px}} Hangar Bay * {{icon|starbase|21px}} Missile Battery |} {| class="mildtable plainlist" style="float:left; margin-right: 30px;" ! width=30px | {{icon|Armor}} !! width=250px | Armor hit points |- VALIGN=top | {{green|+10%}} || * {{icon|starbase|21px}} Gun Battery * {{icon|starbase|21px}} Hangar Bay * {{icon|starbase|21px}} Missile Battery |} {{end box wrapper}} == Modules == {{SVersion|3.3}} A fully upgraded starbase can support up to 6 modules. It is possible to construct multiple modules of the same type and the starbase will be called in the outliner accordingly. Each module takes 180 {{icon|time}} days to build and costs 50 {{iconify|Alloys}}. The alloy cost can be lowered by the following: * {{green|−25%}} {{icon|Modular Engineering|21px}} {{tech|rare|Modular Engineering}} technology * {{green|−20%}} {{iconify|Home in the Sky|21px}} * {{green|−10%}} ''"Zero-G Innovations"'' modifier {| class="mildtable plainlist sortable" ! style="width:350px" | Module !! {{iconify|Upkeep}} !! class=unsortable | Effects !! class=unsortable | Requirements |- id="Shipyard" | {{iconbox|Shipyard|A Shipyard may build one ship at a time, in parallel with other Shipyards.|image=sb shipyard.png}} | {{icon|energy}} {{red|−1}} | [[file:Mod_starbase_shipyard_capacity_add.png|24px]] {{green|+1}} Shipyard capacity | ''None'' |- id="Anchorage" | {{iconbox|Anchorage|Fleet anchorages are necessary to support the growth of our navy.|image=sb anchorage.png}} | {{icon|energy}} {{red|−1}} | {{icon|Naval capacity}} {{green|+4}} Naval capacity | ''None'' |- id="Gun Battery" | {{iconbox|Gun Battery|Adds two medium-size weapon slots to the Starbase.|image=sb gun battery.png}} | {{icon|energy}} {{red|−1}} | * {{icon|slot m}} {{green|+2}} Medium weapon components * [[File:Mod_starbase_trade_protection_add.png|24px|link=Trade protection]] {{green|+5}} Trade protection * [[File:Mod_starbase_trade_protection_range_add.png|24px|link=Trade protection|Protection range]] {{green|+1}} Protection range * {{icon|ship armor}} {{green|+10%}} Starbase armor hit points * {{icon|ship hull}} {{green|+10%}} Starbase hull points | ''None'' |- id="Missile Battery" | {{iconbox|Missile Battery|Adds two torpedo weapon slots to the Starbase.|image=sb_missile_battery.png}} | {{icon|energy}} {{red|−1}} | * {{icon|slot g}} {{green|+2}} Guided weapon components * [[File:Mod_starbase_trade_protection_add.png|24px|link=Trade protection]] {{green|+5}} Trade protection * [[File:Mod_starbase_trade_protection_range_add.png|24px|link=Trade protection|Protection range]] {{green|+1}} Protection range * {{icon|ship armor}} {{green|+10%}} Starbase armor hit points * {{icon|ship hull}} {{green|+10%}} Starbase hull points | ''None'' |- id="Hangar Bay" | {{iconbox|Hangar Bay|Adds a hangar for strike craft to the Starbase.|image=sb hangar bay.png}} | {{icon|energy}} {{red|−1}} | * {{icon|slot h}} {{green|+1}} Hangar weapon components * [[File:Mod_starbase_trade_protection_add.png|24px|link=Trade protection]] {{green|+10}} Trade protection * [[File:Mod_starbase_trade_protection_range_add.png|24px|link=Trade protection|Protection range]] {{green|+1}} Trade protection range * {{icon|ship armor}} {{green|+10%}} Starbase armor hit points * {{icon|ship hull}} {{green|+10%}} Starbase hull points | {{iconify|Carrier Operations|24px}} technology |- id="Solar Panel Network" | {{iconbox|Solar Panel Network|Advances in solar panel technology could offset the operating costs of our starbases.|image=Solar Panel Network.png}} | {{green|None}} | * {{icon|enc}} {{green|+6}} Energy * With {{iconify|Unchained Knowledge}} resolution 3: ** {{icon|enc}} {{green|+6}} Energy | * {{iconify|Gestalt Consciousness}} * {{icon|no}}[[File:Black Hole.png|24px|link=Celestial_body#Stars]] Black Hole * {{icon|no}}{{icon|dyson sphere tech|24px}} Stage II+ [[Dyson Sphere]] |- id="Trading Hub" | {{iconbox|Trade Hub|A civilian docking area where merchants and traders can conduct business.|image=sb trading hub.png}} | {{icon|energy}} {{red|−1}} | [[File:Mod starbase trade collection range add.png|24px|link=Trade|Collection range]] {{green|+1}} Collection range | {{icon|no}}{{iconify|Gestalt Consciousness}} |} == Buildings == {{SVersion|3.3}} A fully upgraded starbase can support up to 4 buildings. Unlike modules, it is only possible to construct a single building of any type. Building cost is reduced by {{green|−25%}} by the {{iconify|Modular Engineering|24px}} technology. <!-- Note: divs replicate the iconbox template, which can't be used because the image names aren't the same as the building names. --> {| class="mildtable plainlist sortable" ! style="width:300px" | Building ! {{icon|building cost}} Cost !! {{icon|building build speed}} Time !! {{iconify|Upkeep}} ! class="unsortable" | Effects !! class="unsortable" | Requirements !! DLC |- | {{iconbox|Crew Quarters|Provides accommodation and support for spaceship crews, reducing the logistical burden on fleets that are berthed here.}} | {{icon|alloys}} 50 || {{icon|time}} 180 || {{icon|energy}} {{red|–1}} | {{icon|Ship upkeep}} {{green|–25%}} Docked ship upkeep | {{icon|no}}{{iconify|Gestalt Consciousness}} | |- | {{iconbox|Crew Gestation Chambers|The ability to birth and gestate crew drones directly on-site is a logistical boon to local fleets.|image=Crew Quarters.png}} | {{icon|alloys}} 50 || {{icon|time}} 180 || {{icon|energy}} {{red|–1}} | {{icon|Ship upkeep}} {{green|–25%}} Docked ship upkeep | {{iconify|Hive Mind}} | align=center | {{icon|utp}} |- | {{iconbox|Service Umbilicals|Service Umbilicals connect berthed fleets directly to the core intelligence of the station, allowing it to assist with repairs and refits.|image=Crew Quarters.png}} | {{icon|alloys}} 50 || {{icon|time}} 180 || {{icon|energy}} {{red|–1}} | {{icon|Ship upkeep}} {{green|–25%}} Docked ship upkeep | {{iconify|Machine Intelligence}} | align=center | {{icon|snd}} |- | {{iconbox|Fleet Academy|For our newly recruited crews to be truly combat ready, they must have capable officers leading them. The Fleet Academy will ensure those officers have up-to-date knowledge on the doctrines and practice of interstellar warfare.}} | {{icon|alloys}} 100 || {{icon|time}} 360 || {{icon|energy}} {{red|–2}} | [[File:Mod_ship_starting_experience_add.png|24px|link=Ship#Ship_rank|Ship starting experience]] {{green|+100}} Ship starting experience | * [[File:Sb shipyard.png|24px]] Shipyard module * {{iconify|Interstellar Fleet Traditions|24px}} technology * {{icon|no}}{{iconify|Gestalt Consciousness}} | |- | {{iconbox|Battle Simulators|Repeated simulation of various battle scenarios will better prepare our shipboard combat drones for real combat.|image=Fleet Academy.png}} | {{icon|alloys}} 100 || {{icon|time}} 360 || {{icon|energy}} {{red|–2}} | [[File:Mod_ship_starting_experience_add.png|24px|link=Ship#Ship_rank|Ship starting experience]] {{green|+100}} Ship starting experience | * [[File:Sb shipyard.png|24px]] Shipyard module * {{iconify|Interstellar Fleet Traditions|24px}} technology * {{iconify|Gestalt Consciousness}} | align=center | {{icon|utp}}{{icon|snd}} |- | {{iconbox|Resource Silo|Massive resource silos and energy storage facilities where large quantities of minerals and energy can be safely kept.}} | {{icon|alloys}} 50 || {{icon|time}} 180 || {{green|None}} | * {{iconify|Resource storage capacity||+2000|green}} | | |- | data-sort-value="Naval Logistics Office" | <div style="display:flex; align-items:center;">[[File:sb naval logistics.png]] <div style="margin-left:5px;"><div style="font-weight: bold; font-size:larger;">Naval Logistics Office{{anchor|Naval Logistics Office}}</div><div style="line-height: 1.2em; font-style: italic; font-size:smaller;">A minimal-but-extant bureaucratic layer increases the theoretical capacity of the Starbase's Anchorages.</div></div></div> | {{icon|alloys}} 100 || {{icon|time}} 360 || {{icon|energy}} {{red|–2}} | {{iconify|Naval Capacity||+2|green}} from [[File:Sb anchorage.png|24px]] Anchorages | * [[File:Sb anchorage.png|24px]] Anchorage module * {{iconify|Interstellar Fleet Traditions|24px}} technology | |- | data-sort-value="Titan Assembly Yards" | <div style="display:flex; align-items:center;">[[File:sb titan assembly yard.png]] <div style="margin-left:5px;"><div style="font-weight: bold; font-size:larger;">Titan Assembly Yards{{anchor|Titan Assembly Yards}}</div><div style="line-height: 1.2em; font-style: italic; font-size:smaller;">Specialized drydocks erected on the Starbase's hull allow for the construction of gargantuan Titan-class ships.</div></div></div> | {{icon|alloys}} 500 || {{icon|time}} 720 || {{icon|energy}} {{red|–10}} | [[File:Feature.png|24px|link=|Feature]] Titan construction enabled | * {{icon|Starbase}} Citadel * [[File:Sb shipyard.png|24px]] Shipyard module * {{iconify|Titans tech|24px}}nology | align=center | {{icon|apc}} |- | data-sort-value="Colossal Assembly Yards" | <div style="display:flex; align-items:center;">[[File:sb colossus assembly yard.png]] <div style="margin-left:5px;"><div style="font-weight: bold; font-size:larger;">Colossal Assembly Yards{{anchor|Colossal Assembly Yards}}</div><div style="line-height: 1.2em; font-style: italic; font-size:smaller;">Abandoning the traditional concept of drydocks, colossal spaceships are assembled by a number of highly mobile independent construction platforms.</div></div></div> | {{icon|alloys}} 1000 || {{icon|time}} 720 || {{icon|energy}} {{red|–20}} | * {{icon|apc}} Colossus construction enabled * {{icon|fed}} Juggernaut construction enabled * {{icon|nem}} Star-Eater construction enabled | * {{icon|Starbase}} Citadel * [[File:Sb shipyard.png|24px]] Shipyard module * {{iconify|Colossi tech|24px}}nology or {{iconify|Juggernaut tech|24px}}nology | align=center | {{icon|fed}}{{icon|apc}} |- | data-sort-value="Dragon Hatchery" | <div style="display:flex; align-items:center;">[[File:sb dragon hatchery.png]] <div style="margin-left:5px;"><div style="font-weight: bold; font-size:larger;">Dragon Hatchery{{anchor|Dragon Hatchery}}</div><div style="line-height: 1.2em; font-style: italic; font-size:smaller;">Cutting-edge facilities for the rearing of young dragons.</div></div></div> | {{icon|alloys}} 750 || {{icon|time}} 720 || {{icon|energy}} {{red|–10}} | {{icon|Here Be Dragons}} Allows the construction of Fledgling Dragons if the starbase also has a [[File:Sb shipyard.png|24px]] Shipyard module (does nothing otherwise) | * {{icon|Starbase}} Citadel * {{iconify|Here Be Dragons}} origin conclusion | align=center | {{icon|aqu}} |- | data-sort-value="Communications Jammer" | <div style="display:flex; align-items:center;">[[File:sb communication jammer.png]] <div style="margin-left:5px;"><div style="font-weight: bold; font-size:larger;">Communications Jammer{{anchor|Communications Jammer}}</div><div style="line-height: 1.2em; font-style: italic; font-size:smaller;">These powerful jammers interfere with enemy ship-to-ship communications, making it difficult to coordinate fleet movements.</div></div></div> | {{icon|alloys}} 50 || {{icon|time}} 180 || {{icon|energy}} {{red|–1}} | * {{icon|disengagement chance}} {{red|–20%}} Enemy Combat Disengagement Chance in system * {{icon|sublight speed}} {{red|–20%}} Enemy Sublight Speed in system | | |- | data-sort-value="Disruption Field Generator" | <div style="display:flex; align-items:center;">[[File:sb disruption field generator.png]] <div style="margin-left:5px;"><div style="font-weight: bold; font-size:larger;">Disruption Field Generator{{anchor|Disruption Field Generator}}</div><div style="line-height: 1.2em; font-style: italic; font-size:smaller;">Generates localized fields of agitated subatomic particles around hostile ships in the system, significantly reducing the effectiveness of their shields.</div></div></div> | {{icon|alloys}} 100 || {{icon|time}} 180 || {{icon|energy}} {{red|–2}} | {{icon|shield}} {{red|–20%}} Enemy Shield Hit Points in system | | |- | data-sort-value="Target Uplink Computer" | <div style="display:flex; align-items:center;">[[File:sb target uplink computer.png]] <div style="margin-left:5px;"><div style="font-weight: bold; font-size:larger;">Target Uplink Computer{{anchor|Target Uplink Computer}}</div><div style="line-height: 1.2em; font-style: italic; font-size:smaller;">An advanced targeting computer that collects and analyzes data from all friendly sensor sources in-system. This makes it far easier for the Starbase to achieve targeting solutions.</div></div></div> | {{icon|alloys}} 100 || {{icon|time}} 360 || {{icon|energy}} {{red|–2}} | {{icon|Weapons range}} {{green|+50%}} Starbase and Defense Platform Weapons Range | | |- | data-sort-value="Command Center" | <div style="display:flex; align-items:center;">[[File:sb command center.png]] <div style="margin-left:5px;"><div style="font-weight: bold; font-size:larger;">Command Center{{anchor|Command Center}}</div><div style="line-height: 1.2em; font-style: italic; font-size:smaller;">All system defense efforts are coordinated from this large facility, buried deep within the hull of the Starbase. Map arrays and 3D projections track all space traffic passing through the system at any given time.</div></div></div> | {{icon|alloys}} 250 || {{icon|time}} 360 || {{icon|energy}} {{red|–5}} | {{icon|fire rate}} {{green|+10%}} Allied Fire Rate in system | * {{icon|Starbase}} Star Fortress * {{iconify|Command Matrix|24px}} technology | |- | data-sort-value="Defense-Grid Supercomputer" | <div style="display:flex; align-items:center;">[[File:sb defense grid supercomputer.png]] <div style="margin-left:5px;"><div style="font-weight: bold; font-size:larger;">Defense-Grid Supercomputer{{anchor|Defense-Grid Supercomputer}}</div><div style="line-height: 1.2em; font-style: italic; font-size:smaller;">A powerful supercomputer coordinating the relative orbit and firing arcs of the Starbase's defensive platforms, increasing the number of defensive platforms that can be supported.</div></div></div> | {{icon|alloys}} 150 || {{icon|time}} 360 || {{icon|energy}} {{red|–2}} | [[File:Mod starbase defense platform capacity add.png|24px|link=#Defenses]] {{green|+8}} Defense platform cap | {{iconify|Synchronized Defenses tech|24px}}nology | |- | data-sort-value="Hydroponics Bay" | <div style="display:flex; align-items:center;">[[File:sb hydroponics bay.png]] <div style="margin-left:5px;"><div style="font-weight: bold; font-size:larger;">Hydroponics Bay{{anchor|Hydroponics Bay}}</div><div style="line-height: 1.2em; font-style: italic; font-size:smaller;">By dedicating a section of this Starbase to Hydroponic farming, the station will be able to feed itself and even export excess produce to other systems.</div></div></div> | {{icon|alloys}} 50 || {{icon|time}} 180 || {{icon|energy}} {{red|–1}} | {{iconify|food||+10|green}} | {{icon|orbital hydroponic farms|24px}} Eco Stimulation technology | |- | data-sort-value="Black Hole Observatory" | <div style="display:flex; align-items:center;">[[File:Observatory.png]] <div style="margin-left:5px;"><div style="font-weight: bold; font-size:larger;">Black Hole Observatory{{anchor|Black Hole Observatory}}</div><div style="line-height: 1.2em; font-style: italic; font-size:smaller;">By building a specialized science facility dedicated to studying a black hole, our empire will surely be able to see improvements in our understanding of Physics.</div></div></div> | {{icon|alloys}} 100 || {{icon|time}} 360 || {{icon|energy}} {{red|–2}} | * {{icon|Physics Research||+15|green}} * With {{iconify|Dark Matter Drawing|24px}} technology: ** {{iconify|Dark Matter||+1|green}} | * [[File:Black Hole.png|link=Black Hole|24px]] Star is a black hole * {{iconify|Subspace Sensors tech|24px}}nology | |- | data-sort-value="Nebula Refinery" | <div style="display:flex; align-items:center;">[[File:sb nebula refinery.png]] <div style="margin-left:5px;"><div style="font-weight: bold; font-size:larger;">Nebula Refinery{{anchor|Nebula Refinery}}</div><div style="line-height: 1.2em; font-style: italic; font-size:smaller;">By processing the dust clouds of a nebula, we are able to refine and extract valuable minerals.</div></div></div> | {{icon|alloys}} 100 || {{icon|time}} 360 || {{icon|energy}} {{red|–2}} | * {{iconify|Minerals||+10|green}} * With {{iconify|Exotic Gas Extraction|24px}} technology: ** {{iconify|Exotic Gases||+1|green}} | * {{icon|yes}} System is inside a nebula * {{iconify|Zero-G Refineries|24px}} technology | |- | data-sort-value="Deep Space Black Site" | <div style="display:flex; align-items:center;">[[File:sb deep space black site.png]] <div style="margin-left:5px;"><div style="font-weight: bold; font-size:larger;">Deep Space Black Site{{anchor|Deep Space Black Site}}</div><div style="line-height: 1.2em; font-style: italic; font-size:smaller;">A large part of this Starbase has been set aside as a Black Site that does not officially exist. The entire system is closely monitored from here, while intelligence operatives carefully manipulate local media and social events to the best of their ability.</div></div></div> | {{icon|alloys}} 100 || {{icon|time}} 360 || {{icon|energy}} {{red|–2}} | * {{iconify|Unity||+1|green}} * {{icon|governing ethics attraction}} {{green|+25%}} System Governing Ethics Attraction * {{icon|stability}} {{green|+5}} System Stability | * {{icon|colonist}} System has a colony * {{iconify|The Living State|24px}} technology * {{icon|no}}{{iconify|Gestalt Consciousness|24px}} | |- | data-sort-value="Transit Hub" | <div style="display:flex; align-items:center;">[[File:Spaceport_module_pioneering_terminal.png]] <div style="margin-left:5px;"><div style="font-weight: bold; font-size:larger;">Transit Hub{{anchor|Transit Hub}}</div><div style="line-height: 1.2em; font-style: italic; font-size:smaller;">Dedicated infrastructure for non-military vessels, enabling a smooth and convenient transit network.</div></div></div> | {{icon|alloys}} 100 || {{icon|time}} 180 || {{icon|energy}} {{red|–3}} | {{icon|automatic resettlement chance}} {{green|+100%}} Automatic resettlement chance for every colony in system | {{iconify|Hyperlane Breach Points|24px}} technology | |- | data-sort-value="Hyperlane Registrar" | <div style="display:flex; align-items:center;">[[File:sb hyperlane registrar.png]] <div style="margin-left:5px;"><div style="font-weight: bold; font-size:larger;">Hyperlane Registrar{{anchor|Hyperlane Registrar}}</div><div style="line-height: 1.2em; font-style: italic; font-size:smaller;">Assists friendly ships in the system with FTL travel by identifying ideal conditions for entering the hyperlanes and optimizing projected travel routes.</div></div></div> | {{icon|alloys}} 100 || {{icon|time}} 180 || {{icon|energy}} {{red|–2}} | [[File:Mod starbase trade collection range add.png|24px]] {{green|+1}} Collection Range | * {{iconify|Interstellar Economics|24px}} technology * {{icon|no}}{{iconify|Gestalt Consciousness}} | |- | data-sort-value="Listening Post" | <div style="display:flex; align-items:center;">[[File:sb listening post.png]] <div style="margin-left:5px;"><div style="font-weight: bold; font-size:larger;">Listening Post{{anchor|Listening Post}}</div><div style="line-height: 1.2em; font-style: italic; font-size:smaller;">The Listening Post houses a team of dedicated operators tasked with analyzing hyperlane reverberations, functionally extending the range of the Starbase's sensors.</div></div></div> | {{icon|alloys}} 100 || {{icon|time}} 360 || {{icon|energy}} {{red|–2}} | * {{iconify|Sensor Range||+2|green}} * {{icon|sensor range}} {{green|+4}} Hyperlane detection range | {{iconify|Gravitic Sensors tech|24px}}nology | |- | data-sort-value="Offworld Trading Company" | <div style="display:flex; align-items:center;">[[File:sb offworld trading company.png]] <div style="margin-left:5px;"><div style="font-weight: bold; font-size:larger;">Offworld Trading Company{{anchor|Offworld Trading Company}}</div><div style="line-height: 1.2em; font-style: italic; font-size:smaller;">The offices of a non-governmental organ dedicated to improving the conditions of interstellar trade.</div></div></div> | {{icon|alloys}} 100 || {{icon|time}} 360 || {{green|None}} | {{iconify|Trade value||+2|green}} per [[File:Sb trading hub.png|24px|link=#Trading Hub]] Trading Hub module | * [[File:Sb trading hub.png|24px]] Trading Hub module * {{iconify|Space Trading|24px}} technology | |- | data-sort-value="Ice Mining Station" | <div style="display:flex; align-items:center;">[[File:sb ice mining station.png]] <div style="margin-left:5px;"><div style="font-weight: bold; font-size:larger;">Ice Mining Station{{anchor|Ice Mining Station}}</div><div style="line-height: 1.2em; font-style: italic; font-size:smaller;">This system is a plentiful source of unexploited ice. By setting up a harvesting station here, we could see it put to better use, creating habitable oceans for our kind.<br><br>Ice asteroids can be mined once, frozen worlds up to 3 times.</div></div></div> | {{icon|alloys}} 100 || {{icon|time}} 360 || {{green|None}} | * {{icon|minerals}} {{green|+15%}} System Mining Station Output * [[File:Decision arctic planet.png|24px|link=Decisions#Expand Planetary Sea]] Enables the Expand Planetary Sea decision | * {{iconify|Hydrocentric}} ascension perk * [[File:Planet frozen.png|24px]] System has a frozen world or ice asteroids | align=center | {{icon|aqu}} |- | data-sort-value="Curator Think Tank" | <div style="display:flex; align-items:center;">[[File:sb curator think tank.png]] <div style="margin-left:5px;"><div style="font-weight: bold; font-size:larger;">Curator Think Tank{{anchor|Curator Think Tank}}</div><div style="line-height: 1.2em; font-style: italic; font-size:smaller;">By constructing a research facility entirely focused on learning from, and cooperating with, the Curators, we are able to make significant contributions to our scientific progress.</div></div></div> | {{icon|alloys}} 100 || {{icon|time}} 360 || {{icon|energy}} {{red|–2}} | {{icon|research}} {{green|+5}} Research | * {{icon|Curator enclave|24px}} System has a Curator enclave * {{icon|opinion}} A diplomatic agreement with the Curators | align=center | {{icon|lev}}{{icon|dst}} |- | data-sort-value="Art College" | <div style="display:flex; align-items:center;">[[File:sb artist college.png]] <div style="margin-left:5px;"><div style="font-weight: bold; font-size:larger;">Art College{{anchor|Art College}}</div><div style="line-height: 1.2em; font-style: italic; font-size:smaller;">This zero-g Art College, operated in conjunction with the nearby Artisan Enclave, celebrates the beauty of outer space in the works produced by its talented students.</div></div></div> | {{icon|alloys}} 200 || {{icon|time}} 360 || {{icon|energy}} {{red|–2}} | {{icon|unity}} {{green|+10}} Unity | * {{icon|Artisan Troupe|24px}} System has an Artisan Troupe enclave * {{icon|opinion}} A diplomatic agreement with the Artisan Troupe | align=center | {{icon|lev}} |- | data-sort-value="Trader Proxy Office" | <div style="display:flex; align-items:center;">[[File:sb offworld trading company.png]] <div style="margin-left:5px;"><div style="font-weight: bold; font-size:larger;">Trader Proxy Office{{anchor|Trader Proxy Office}}</div><div style="line-height: 1.2em; font-style: italic; font-size:smaller;">The Trader Enclave enjoy special privileges on the Galactic Market, which can also benefit us.</div></div></div> | {{icon|alloys}} 100 || {{icon|time}} 360 || {{green|None}} | {{icon|market fee}} {{green|-5%}} Market Fee | * [[File:Enclaves flag trader.png|link=Traders|24px]] System has a Trader enclave * {{icon|yes}} Galactic Market access * {{icon|no}}{{iconify|Gestalt Consciousness}} | align=center | {{icon|lev}} |} == Defenses == [[File:Mammalian Ion Cannon.png|thumb|Mammalian Ion Cannon]] {{SVersion|3.3}} Because starbases are vital targets during warfare, an empire must ensure that they can maintain control over their own starbases to prevent their opponents from seizing control of the system. Investing resources into arming a starbase can allow to function as a strong deterrent to enemy invasions, a powerful supporting power during a fleet battle in the system and a starbase that is heavily armed enough can potentially even repel an entire enemy fleet by itself. Successfully maintaining control over every single starbase in the empire is by itself enough to allow an empire to end the war through a status-quo without losing any systems, earning them a defensive victory. A starbase's self-defense capabilities can be reinforced with the construction of ''defense platforms''. Defense platforms are smaller military stations that are deployed around the starbase and act as weapons platforms. Defense platforms have two sections for weapon slots which can be outfitted with a [[Ship designer#Defense platform sections|wide variety of weapon configurations]]. They will engage any incoming hostile ships, effectively acting as a supporting weapon, by attacking and distracting them from focusing their efforts on the starbase itself, allowing the starbase to engage the enemies and support the defense platform(s). When compared with ships, platforms are situated between Destroyers and Cruisers [[Ship_designer#Types|classes]], their hull and armament slightly better than the former, while their armor-potential is equivalent to the latter. However, due to them having no {{iconify|Evasion}} whatsoever, individual platforms are still very vulnerable, and if a strong, sustainable firepower is a priority it is wiser to put more turrets on the base itself and only add in Defense platforms once the starbases available armaments have been maxed out. As opposed to the auto-fitting of the starbase's components, defense platforms can be altered through the ship designer allowing for several designs to be built based on the different needs in each front and upgraded based on this designs. However, unlike ships, their designs cannot be switched once built, necessitating dismantling and complete rebuilding. It also renders any transferred platforms non-upgradeable. Each starbase can support only a certain number of defense platforms based on its level. However, the ''defense platform capacity'' can be increased with the following: * ''Globally'': {{green|+5}} [[File:ap_eternal_vigilance.png|21px]] Eternal Vigilance, {{green|+4/+8/+12}} {{icon|mega-engineering|24px}}Strategic Coordination Center galactic wonder, +50% [[File:Tradition icon unyielding.png|21px]] Unyielding tradition finisher * ''Locally'': {{green|+8}} {{icon|starbase}} Defense-Grid Supercomputer If all of these modifiers are applied, a single starbase can support up to '''60''' Defense platforms when upgraded to Citadel level. And more if a player gets more than 1 Strategic Coordination Center galactic wonders. {{expansion|apc}} In addition to the regular defense platforms, a citadel-level starbase is also capable of hosting an Ion Cannon, a more powerful platform type that carries a weapon identical to the ''[[Perdition Beam]]'' titan weapon. It is titan-class hull-wise, but only battleship-class armor-wise. Each Ion Cannon has an upkeep of {{red|8}} {{iconify|Energy}}. An ion cannon platform is equivalent to '''8''' defense platforms in terms of capacity slots and can only be constructed on citadel-level starbases. === Defense platform modifiers === Additional modifiers which affect various defense platform parameters are summarized below: {{box wrapper}} {| class="mildtable plainlist" style="float:left; margin-right: 30px;" ! width=30px | [[File:Mod_shipclass_military_station_damage_mult.png|24px]] !! width=250px | Defense platform damage |- | {{green|+25%}} || * [[File:ap_eternal_vigilance.png|21px]] Eternal Vigilance * {{icon|agenda|21px}} Secure the Borders |- | {{green|+10%}} || {{icon|Synchronized Firing Patterns|21px}} {{tech|repeat|Synchronized Firing Patterns}} |} {| class="mildtable plainlist" style="float:left; margin-right: 30px;" ! width=30px | [[File:Mod_shipclass_military_station_hull_mult.png|24px]] !! width=250px | Defense platform hull points |- | {{green|+25%}} || {{icon|agenda|21px}} Secure the Borders |- | {{green|+10%}} || * {{icon|Fortified Core Layers|21px}} {{tech|repeat|Fortified Core Layers}} |- | {{green|+500}} || {{icon|Improved Structural Integrity|21px}} {{tech|rare|Improved Structural Integrity}} |} {| class="mildtable plainlist" style="float:left; margin-right: 30px;" ! width=30px | {{icon|Armor}} !! width=250px | Armor hit points |- |} {| class="mildtable plainlist" style="float:left; margin-right: 30px;" ! width=30px | [[File:Mod_shipclass_military_station_build_cost_mult.png|24px]] !! width=250px | Defense platform build cost |- | {{green|−33%}} || {{iconify|Fortifier|21px}} |- | {{green|−15%}} || {{icon|agenda|21px}} Secure the Borders |} {| class="mildtable plainlist" style="float:left; margin-right: 30px;" ! width=30px | {{icon|speed}} !! width=250px | Build speed |- | {{green|+100%}} || {{icon|edict|21px}} Fortress Proclamation |} {{end box wrapper}} == Types == Non-outpost starbases have a designation type automatically assigned to them. This has little effect on a human player aside from aesthetics, but AI empires use these rules to determine what to build on their starbases. {| class="mildtable plainlist sortable" ! Type !! class=unsortable | Requirements !! Weight !! AI type ratio !! class=unsortable | AI design priorities |- | '''Shipyard''' | Either: ** [[File:sb shipyard.png|24px]] Shipyard module ** No owned starbase has a shipyard module<ref>If you delete all shipyard modules from all your starbases, perhaps because you've built a [[Mega Shipyard]], all of your starbase will change designation to shipyard.</ref> | 100 per Shipyard module * 1100 if no owned starbase has a shipyard module | * '''0.25''' base ** {{iconify|Militarist||+0.10|green}} ** {{iconify|Fanatic Militarist||+0.05|green}} | {{Collapse list | type= Modules | body= ** 1.00: Shipyard ** 0.50: Anchorage ** 0.45: Hangar Bay }} {{Collapse list | type= Buildings | body= ** 1.00 *** Colossal Assembly Yards *** Crew Quarters *** Dragon Hatchery *** Fleet Academy *** Hydroponics Bay *** Ice Mining Station *** Titan Assembly Yards }} |- | '''Anchorage''' | [[File:sb anchorage.png|24px]] Anchorage module | 100 per Anchorage module | * '''0.45''' base ** {{iconify|Militarist||+0.05|green}} ** {{iconify|Fanatic Militarist||+0.02|green}} | {{Collapse list | type= Modules | body= ** 1.00: *** Anchorage *** Solar Panel Network }} {{Collapse list | type= Buildings | body= ** 2.00: *** Art College *** Curator Think Tank *** Dragon Hatchery<ref name="Dragon hatchery bug">Dragon Hatcheries have no effect when built on a starbase with no Shipyard.</ref> *** Hydroponics Bay *** Ice Mining Station *** Nebula Refinery ** 1.00: Naval Logistics Office ** 0.05: *** Communications Jammer *** Defense-Grid Supercomputer }} |- | '''Trade Hub''' | * [[File:sb trading hub.png|24px]] Trade Hub module * {{icon|no}}{{iconify|Gestalt Consciousness}} | 100 per Trade Hub module | * '''0.30''' base ** {{iconify|Materialist||+0.05|green}} ** {{iconify|Fanatic Materialist||+0.10|green}} | {{Collapse list | type= Modules | body= ** 1.00: Trade Hub }} {{Collapse list | type= Buildings | body= ** 1.00: *** Offworld Trading Company *** Nebula Refinery *** Art College *** Curator Think Tank *** Ice Mining Station *** Dragon Hatchery<ref name="Dragon hatchery bug"></ref> *** Hydroponics Bay ** 0.25: Resource Silo ** 0.05: *** Defense-Grid Supercomputer *** Communications Jammer }} |- | '''Bastion''' | [[File:sb gun battery.png|24px]][[File:sb_missile_battery.png|24px]][[File:sb hangar bay.png|24px]] any weapon module | 75 base * +75 per weapon module | * '''0.25''' base ** {{iconify|Militarist||+0.10|green}} ** {{iconify|Fanatic Militarist||+0.10|green}} | {{Collapse list | type= Modules | body= ** 1.00: *** Gun Battery *** Missile Battery ** 0.80: Hangar Bay }} {{Collapse list | type= Buildings | body= ** 3.00: *** Dragon Hatchery<ref name="Dragon hatchery bug"></ref> *** Ice Mining Station ** 1.00: *** Command Center *** Defense-Grid Supercomputer *** Target Uplink Computer ** 0.90: *** Communications Jammer *** Disruption Field Generator *** Hyperlane Registrar ** 0.25: Hydroponics Bay }} |} == 参考资料 == <references/> {{Template:ConceptsNavbox}} [[Category:游戏概念]] [[en:Starbase]]
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