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{{version|3.3}} {{Shipnav}} [[File:Mammalian Fleet.png|thumb|320px|Mammalian Fleet]] A ship is a spaceborne vessel controlled by an empire. They are the primary way of interacting with objects and entities in the galaxy via specific ship orders. Ships are classified into civilian and military vessels, the former being controlled individually while the latter form fleets. All ships must be constructed at a [[starbase]] with a shipyard module, or with {{Iconify|Federations}} enabled a [[Mega Shipyard]] or a Juggernaut. Each shipyard module can construct or upgrade one ship at a time. Ships can be repaired at any controlled, operational starbase above outpost level. ==Civilian ships== {{SVersion|3.3}} Civilian ships represent all unarmed vessels of an empire and are controlled individually. They are equipped with shields, armor and core components automatically once the next tier component tech is unlocked at a free cost and do not have to return to a Starbase to receive component upgrades. Each civilian ship, excluding transports, has a monthly maintenance cost of {{red|1}} {{iconify|Energy}}. Construction and Science ships cost 100 {{iconify|Alloys}}. Civilian ships have the [[Space_warfare#Emergency_retreat|evasive]] fleet stance by default, meaning that they will attempt to escape the system whenever a hostile fleet enters it. ===Construction ship === Construction ships are used to build every space structure. They are not used up during construction, meaning that they can go on to do other tasks after they have finished their building project. Fleet Orders allow the construction ship to build the following: {| class="mildtable" ! Build order ! Base cost ! Monthly upkeep ! width="60%" | Description |- |[[File:Fleet task build outpost action.png|24px]] [[Outpost]] |{{icon|influence}} {{red|75}} per hyperlane from closest owned system<br>{{icon|alloys}} {{Red|100}} if not {{iconify|Machine Intelligence}}<br>{{icon|alloys}} {{Red|150}} if {{iconify|Machine Intelligence}} |{{icon|energy}} {{red|1}} Energy |''The Starbase is a space station used to claim star systems and expand your borders. It can only be built in orbit around a star. The full cost is dependent on which star system is being claimed.'' |- |[[File:Fleet task build mining station action.png|24px]] [[Economy|Mining Station]] |{{icon|minerals}} {{red|100}} Minerals |{{icon|energy}} {{red|1}} Energy |''Mining Stations are used to collect Minerals, Energy Credits and Strategic Resources from uninhabited planets, stars and asteroids. Mining Stations that collect Energy do not cost any upkeep.'' |- |[[File:Fleet task build research station action.png|24px]] [[Economy#Abstract resources|Research Station]] |{{icon|minerals}} {{red|100}} Minerals |{{icon|energy}} {{red|1}} Energy |''Research Stations are used to collect Physics, Society and Engineering research data from uninhabited planets, stars and asteroids.'' |- |[[File:Fleet task build observation station action.png|24px]] [[Pre-FTL species#Observation Missions|Observation Post]] |{{icon|minerals}} {{red|100}} Minerals |{{icon|energy}} {{red|1}} Energy |''Observation Posts can be built in orbit around planets inhabited by primitive civilizations to study their society.'' |- |[[File:Fleet order button build megastructure.png|24px]] [[Megastructures|Megastructure Site]] |{{icon|alloys}}{{icon|unity}}{{icon|influence}} depends on Megastructure |{{icon|energy}} {{red|5}} Energy |''Megastructures are truly massive construction projects only possible in the zero-g environment of space.'' |} ===Science ship=== {{see also|Surveying}} Science ships are the primary method of exploring the galaxy and the stars and systems within it. They require a [[Leader#Scientist|scientist]] to operate. Once crewed, the science ship can conduct a survey of individual objects within a system. During these surveys, it can discover resources present on a [[celestial body]] (i.e.: planets, stars, asteroids, etc.). A survey may also result in the discovery of an [[anomaly]]. The science ship can also investigate [[debris]] left after a space battle which may yield research points or possibly even unlock [[Technology#Technology types|unique technology]] options. Science ships can also assist the research of a planet. Upon activation, the science ship will orbit the planet and boost its research output depending on the skill level of the [[scientist]] on board. ===Colony ship=== {{see also|Colonization}} Colony ships allow an empire to settle [[Planets#Habitable planets|habitable]] planets or megastructures in owned systems. When ordering the construction of a colony ship, the player is given the option of choosing the species or sub-species of the [[pop]] that is to be sent to the new colony, inheriting all of its [[traits]]. Pops are neither consumed nor transported in this process. Once constructed, the colony ship may be sent to any habitable world within an owned system to start a colony. Colony ships take one year to build and their upkeep cost is maintained throughout the whole colonization process. Colony ships can also be built through the [[Planet_interface|interface]] of the planet to be colonized, which automatically queues the colonization order as long as the path is not blocked. The cost of a colony ship in an organic empire depends on the government and the empire's primary species class. {| class="wikitable plainlist" ! Primary species ! {{icon|democratic}}{{icon|oligarchic}}{{icon|dictatorial}}{{icon|imperial}}{{icon|corporate}} ! {{icon|hive mind}} ! {{icon|tree of life}} |- | Biological | * {{icon|alloys}} 200 Alloys * {{icon|food}} 200 Food * {{icon|consumer goods}} 200 Consumer Goods | * {{icon|alloys}} 200 Alloys * {{icon|food}} 500 Food | * {{icon|alloys}} 50 Alloys * {{icon|food}} 1000 Food |- | Lithoid | * {{icon|alloys}} 200 Alloys * {{icon|minerals}} 200 Minerals * {{icon|consumer goods}} 200 Consumer Goods | * {{icon|alloys}} 200 Alloys * {{icon|minerals}} 500 Minerals | * {{icon|alloys}} 50 Alloys * {{icon|minerals}} 500 Minerals * {{icon|food}} 500 Food |- | Robot | {{icon|alloys}} 400 Alloys | {{icon|no}} | {{icon|no}} |} Empires with the {{iconify|Corporate Dominion}} or {{iconify|Private Prospectors}} civics can also construct Private Colony Ships, which cost {{Iconify|Energy|3=500}} instead. Empires with the {{iconify|Calamitous Birth}} origin can also construct Lithoid Meteorites, which cost {{Iconify|Minerals|3=500}} instead and have no upkeep cost. The {{Iconify|Frontier Spirit}} ruler trait reduces the cost of colony ships by {{Green|-35%}}. ===Transport ship === {{see also|Land warfare}} Transport ships are the space based form of [[assault armies]]. After an army has been recruited, it is automatically embarked in a transport ship which will be orbiting the planet where they were created. Therefore, transport ships cannot be built manually. While armies have an upkeep cost, transport ships cost no additional {{iconify|energy}} to maintain. After a battle, transport ships will heal the embarked armies. Transport ships are collected in fleets like military ships, but cannot be combined with military ships and are not listed in the fleet manager. During war, transport ships must be carefully escorted by a military fleet since they are unarmed. Their only purpose is to carry assault armies into enemy planets so that they can occupy them. Additionally, some special projects require a transport ship to be completed. ==Military ships== {{SVersion|3.3}} ''See also: [[Space warfare]]'' Military ships represent all armed vessels of an empire and unlike civilian ships they can be grouped together into fleets and led by an [[File:Admiral.png]] [[Leader#Leader_classes|admiral]]. Military ships require both {{iconify|Energy}} and {{iconify|Alloys}} as monthly maintenance. They are designed via the '''[[ship designer]]'''. Military ships are classified by their hull size, which influences their combat stats, cost, available sections and components and Command Point cost. Each ship takes twice as much time to be built compared to the previous one in the category. There are four hull sizes available: Corvette, Destroyer, Cruiser, and Battleship, plus the Titan and Colossus with the {{iconify|Apocalypse}} expansion, and the Juggernaut with the {{iconify|Federations}} expansion. Each ship size has two technologies that increase its hull points and (up to battleships) one technology that decreases its build cost and increases its build speed. ===Upgrading ships=== Military ships must be upgraded manually when an upgraded design is created. The cost for upgrading each ship is simply the difference in construction cost between the new design and the old one. Each ship upgrades individually, with multiple ships being upgraded simultaneously if the starbase contains multiple shipyards. When upgrading a ship, the system will attempt to use the most recent version of the same class name. If no design of the same class name is available, then the upgrade process will retrofit them to the most-recently saved design of the same size instead. If a ship obtained via an event contains components not yet researched the ship should not be allowed to upgrade. Upgrading it will replace the components with the latest researched ones, even if those are inferior. === Naval capacity=== Naval capacity represents the number of military ships that an empire can effectively support. Going beyond this limit will increase ship maintenance costs by a percentage proportional to the exceeded capacity. For example, if an empire exceeded its naval capacity by 50%, it would increase the maintenance cost of each ship by 50%. Every 200 naval capacity increases an empire's Titan cap by 1, up to a maximum of 20 Titans at 3800 naval capacity. An empire's base naval capacity is 20, and is modified by: {| class="wikitable" |+Flat Modifiers !Source !Amount !Notes |- |[[File:resolution custodian reforms.png|link=https://stellaris.paradoxwikis.com/File:Resolution_custodian_reforms.png|alt=|26x26px]] Galactic Mobilization Custodian Reform resolution |{{green|+150}} | |- |{{Iconify|Galactic Force Projection}} ascension perk |{{green|+80}} | |- |Per stage of Strategic Coordination Center megastructure |{{green|+50}} |3 stages, total: {{green|+150}} |- |{{Iconify|Doctrine: Fleet Support|24px}} tech line |{{green|+30}} | 4 technologies, total: {{green|+120}} |- |{{Iconify|Fleet Management Procedures|24px|tech=repeat}} tech |{{green|+20}} | Max 5 times, total: {{green|+100}} |- |Per[[File:Building military contractors.png|36px]] Mercenary Liaison Office corporate building | rowspan="3" |{{green|+10}} | |- |Per[[File:Building pirate haven.png|36px]] Pirate Free Haven corporate building | |- |Per level of {{Iconify|Mutual Defense}} resolution |5 levels, total: {{green|+50}} |- |Per [[File:Sb anchorage.png|24px]] Anchorage starbase module | rowspan="2" |{{green|+4}} |Additional {{green|+2}} with [[File:Sb naval logistics.png|24px]] Naval Logistics Office building on the starbase |- |Per {{Iconify|Soldier}}/{{Iconify|Warrior Drone}} job | rowspan="2" |Additional {{green|+2}} with {{iconify|Ground Defense Planning|24px}} technology |- |Per {{Iconify|Necromancer}} job | rowspan="2" |{{green|+2}} |- |Per {{Iconify|Duelist}} job | |} {| class="wikitable" |+Percentage Modifiers !Source !Amount !Notes |- |[[File:Mod shroud unavailable.png|24px]] Covenant: End of the Cycle |{{green|+100%}} | |- |{{iconify|Fanatic Purifiers|5=Genocidal civics|icon2=Devouring Swarm|icon3=Determined Exterminator}} |{{green|+33%}} | |- |{{Iconify|Supremacist}} diplomatic stance | rowspan="3" |{{green|+20%}} | |- |{{Tradition|Prosperity|Fleet Logistical Corps|iconify}}/Automated Underway Replenishment/Nutrient Arks tradition | |- |{{icon|edict}} A Grand Fleet ambition edict | |- |{{iconify|Citizen Service}} civic | rowspan="4" |{{green|+15%}} | |- |{{iconify|Subspace Ephapse}} civic | |- |{{iconify|Naval Contractors}} civic | |- |{{iconify|Fleet Organizer}} ruler trait | |- |{{iconify|Brain Slug Host}} | rowspan="3" |{{green|+10%}} | |- |{{Iconify|Belligerent}} diplomatic stance | |- |{{icon|edict}} Master's Teachings: Warring States edict | |- |Level 2 or 3 of [[File:resolution galactic commerce.png|link=https://stellaris.paradoxwikis.com/File:Resolution_galactic_commerce.png|alt=|26x26px]] Galactic Commerce resolution | rowspan="3" |{{red|-10%}} | |- |Per level of [[File:resolution military sanctions.png|link=https://stellaris.paradoxwikis.com/File:Resolution_military_sanctions.png|alt=|26x26px]] military sanctions (if denounced or in breach of galactic law) | rowspan="2" |Max {{red|-30%}} |- |Per {{iconify|Federation}} Fleet Contribution law level |- |Level 4 or 5 of [[File:resolution galactic commerce.png|link=https://stellaris.paradoxwikis.com/File:Resolution_galactic_commerce.png|alt=|26x26px]] Galactic Commerce resolution |{{red|-15%}} | |- |Level 5 of {{iconify|Rules of War|24px}} resolution (Demobilization Initiative) |{{red|-25%}} | |- |Being a {{iconify|Satrapy}} of the Great Khan |{{red|-30%}} | |} Maximum Naval Capacity may never exceed 9999. This is not a hard cap on the number of ships an empire can support; it is fully possible to exceed this limit as long as an empire can afford the increased maintenance fees for all of its ships. In fact, the AI will frequently build over its naval capacity if it has the resources to maintain its fleets. Because of this, it may likewise be necessary for a player to build over naval capacity, especially when preparing to go to war against an AI with equivalent or better fleet power. === Command limit=== Command limit is a limit on how large any one individual fleet in an empire can be. An empire's base command limit is 20, increased by the following (the hardcoded maximum is 500 but cannot be reached without mods): *{{green|+10}} per hull type technology (Total: {{green|+40}}; {{green|+30}} without {{icon|apocalypse}} Apocalypse DLC) *{{green|+20}} per fleet doctrine technology (Total: {{green|+100}}) *{{green|+10}} per Admiralty Support Staff technology (repeatable, but only 5 times) *{{green|+10}} {{iconify|Distinguished Admiralty}} civic *{{green|+20}} [[File:Tradition supremacy war games.png|21px]] War Games / Three-Dimensional Awareness / Combat Variable Mitigation supremacy tradition *{{green|+20}} [[File:ap galactic force projection.png|21px]] Galactic Force Projection ascension perk Maximum attainable Command Limit without mods: 260 (250 without {{icon|apocalypse}} Apocalypse DLC) Outliner format: <current command usage>/<fleet command limit> (<template's planned usage>) ===Ship rank === As ships partake in battle they will increase their rank. Ships, when built, start off with zero experience. Ships get {{green|+1}} experience every day they are in combat and {{green|+0.1}} experience every day they are suppressing piracy. Ranks are classified as follows: {| class="mildtable" !Rank !Exp Points !{{icon|weapons damage}} Damage !{{icon|health}} Hull Points !{{iconify|Evasion}} |- id="Ship Exp Regular" |Regular |{{hover|Points set as default|0}}-99 |'''0''' |'''0''' |'''0''' |- id="Ship Exp Experienced" |Experienced |{{hover|3 months, and 10 days in combat; 0 days|100}}-999 |{{green|+10%}} |'''0''' |'''0''' |- id="Ship Exp Veteran" |Veteran |{{hover|2 years, 9 months, and 10 days in combat; 2 years, and 6 months|1000}}-9999 |{{green|+20%}} |{{green|+5%}} |{{green|+5%}} |- id="Ship Exp Elite" |Elite |{{hover|27 years, 9 months, and 10 days in combat; 27 years, and 6 months|10000}} |{{green|+40%}} |{{green|+10%}} |{{green|+10%}} |} Ship starting experience can be increased by the following factors. {| class="mildtable" !Factor !Effect |- |{{icon|edict}} Fleet Supremacy edict |{{green|+100}} |- |[[File:Federation military.png|24px]] Martial Alliance federation |{{green|+100}} |- |[[File:Fleet Academy.png|24px]] Built from a Starbase with a Fleet Academy building |{{green|+100}} |- |{{icon|fed}} Built from a Mega Shipyard |{{green|+100}} |} ===Colossal ships=== Colossal ships are the largest ships that can be built. There are three classes of colossal ships, the Colossus, the Juggernaut and the Star-Eater. Each require the starbase to have the [[File:sb colossus assembly yard.png|24px]] Colossal Assembly Yards building before they can be constructed, and aside from the Star-Eater, each can only be constructed once. They can be reconstructed when they are destroyed. Colossal ships cannot be merged with regular fleets. ====Colossus ==== [[File:Apc Loading Screen.png|thumb|300px|Humanoid empire using a World Cracker]] The Colossus is a colossal ship that has a single weapon slot which can be equipped with a weapon of mass destruction capable of affecting an entire planet or habitable megastructure. Each Fallen Empire has a 10% chance to start the game with a Colossus and can build more if they have awakened. For player empires, constructing them requires the {{Iconify|Colossus Project}} ascension perk, which needs the {{iconify|Apocalypse}} DLC. Colossi are unable to attack enemy fleets, as they lack the weaponry to do so. During space battles, a Colossus will follow direct orders and will maneuver straight to its designated target. This means that the Colossus will do things such as going straight through an ongoing space battle to fire upon an enemy planet, unless its stance is set to Evasive. An Empire that owns a Colossus gains the ability to declare Total Wars on other Empires. Similarly, any Empire can declare Total Wars on the Colossus owner. During a Total War, any systems captured by either side will be immediately annexed and the war can only end in the total destruction of either side or a status quo. *If a Colossus is destroyed during a Total War, nothing happens. The war is still a Total War. *If a Colossus is built during a regular war, nothing happens and the Colossus can be used as normal. If one side is totally destroyed by the Colossus, the war ends and the war goal is not enforced. The same is true if an Empire that owns a Colossus is dragged into a regular war, usually because of {{iconify|Federation}} or {{iconify|Defensive Pact}}. Using a Colossus causes large amounts of War Exhaustion on the targeted empire, and gives it +50% Ethics Attraction towards {{iconify|Militarist}} and {{iconify|Xenophobe}}, which can cause the diplomatic and political climate in the region to grow even more hostile over time. The {{Iconify|Colossus Project}} ascension perk does not directly unlock the Colossus hull or its weapons; rather, the perk grants access to an associated special project which, once finished, will unlock both the ship and its weapon. After the special project is halfway completed the empire will be prompted to choose a starting Colossus weapon. The empire can later research other types of Colossus weapons and retrofit it into their Colossus via the ship designer. A Colossus can carry the following weapons, which can only target planets, ringworlds and habitats: A Colossus equipped with neutron sweep and pacification cannot target Hive Worlds as the game believes they are not habitable planets (bug?) {| class="mildtable plainlist" !Weapon !Effects !Opinion when used !Requirements for research !Notes |- id="Global Pacifier" |[[File:Ship part global pacifier.png|25px]] Global Pacifier | *The celestial body is irreversibly turned into a Shielded variant *It gains a deposit of 10 {{iconify|Society}} Research | *{{red|−200}} Victim *{{red|−20}} Victim's Federation | |If used on a Holy World the Holy Guardians will awaken and declare a Total War on the perpetrator |- id="World Cracker" |[[File:Ship part world cracker.png|25px]] World Cracker | *The celestial body is irreversibly destroyed. *If it was a habitable planet, it gains a deposit of 4–16 {{iconify|Minerals}}. | *{{red|−1000}} Victim *{{red|−100}} Victim's Federation |{{icon|no}}{{icon|Pacifist}}{{icon|Fanatic Pacifist}} Pacifist | *{{icon|fanatic purifiers}}{{icon|determined exterminator}} empires gain 600–3000 {{iconify|Unity}} on first use *If used on a Holy World the Holy Guardians will awaken and declare a Total War on the perpetrator *If Earth is shattered there is a 50% chance of creating a wormhole with another system *Can be test fired on uninhabited planets |- id="Neutron Sweep" |[[File:Ship part neutron sweep.png|25px]] Neutron Sweep | *All Pops on the planet are killed. *The planet gets {{red|−30%}} {{iconify|Habitability}} for 10 years. | *{{red|−800}} Victim *{{red|−80}} Victim's Federation | *{{icon|no}}{{icon|Spiritualist}}{{icon|Fanatic Spiritualist}} Spiritualist *{{icon|no}}{{icon|Pacifist}}{{icon|Fanatic Pacifist}} Pacifist | *{{icon|fanatic purifiers}}{{icon|determined exterminator}} empires gain 600–3000 {{iconify|Unity}} on first use *Infested worlds can be targeted and turned into barren worlds |- id="Divine Enforcer" |[[File:Ship part divine enforcer.png|25px]] Divine Enforcer | *All Pops on the planet become {{iconify|Spiritualist}}. *{{iconify|Mechanical}}, {{icon|machine intelligence}} Machine Unit and {{iconify|Hive-Minded}} Pops are killed instead *The planet gets {{green|+999%}} {{iconify|Spiritualist}} ethic attraction for 10 years *Owned planets can be targeted but will also gain {{red|−20%}} {{iconify|Happiness}} for 10 years | *{{red|−400}} Victim *{{red|−40}} Victim's Federation | *{{icon|Spiritualist}}{{icon|Fanatic Spiritualist}} Spiritualist *{{iconify|Telepathy|24px}} |AI worlds can be targeted and turned into broken worlds |- id="Nanobot Diffuser" |[[File:Ship part nanobot diffuser.png|25px]] Nanobot Diffuser | * All biological Pops on the planet are assimilated and gain the {{iconify|Cybernetic}} trait. *{{iconify|Mechanical}}, {{icon|machine intelligence}} Machine Unit and {{iconify|Hive-Minded}} Pops are killed instead *Owned planets can be targeted if there is any Pop that can be assimilated *Perpetrator gains ownership of the planet if not already owned | *{{red|−600}} Victim *{{red|−60}} Victim's Federation |{{iconify|Driven Assimilator}} |Can be used on pre-FTL worlds but will give {{red|-40}} {{iconify|Opinion}} with every empire |- id="Deluge Machine" |[[File:Ship part deluge.png|25px]] Deluge Machine | *All pops without the {{iconify|Aquatic}} trait are killed *Planet is terraformed into an Ocean World *Owned planet can be targeted *Perpetrator gains ownership of the planet if not already owned | *{{red|−600}} Victim *{{red|−60}} Victim's Federation |{{iconify|Hydrocentric}} ascension perk |Ringworlds, Habitats and Ocean Worlds cannot be targeted |} ====Juggernaut==== [[File:Fed Loading Screen.png|thumb|300px|Real scale of a humanoid Juggernaut]] {{expansion|fed}} The Juggernaut is a colossal ship which can construct, repair and upgrade ships the same way a Starbase can. It has 10 times the hull points of a Titan and feature six {{iconify|Hangar}} slots and two turreted {{iconify|Extra Large}} slots. It also has its own set of [[Core_components#Aura|aura components]], which are significantly more powerful than the Titan's own. Juggernauts have two shipyards and can build or upgrade up to two ships at a time. It cannot build Titans or Colossi but it can upgrade or repair them. The Juggernaut can also upgrade itself and will automatically start repairing itself after a battle. It cannot be repaired or upgraded at a starbase. Juggernauts can retreat and go Missing in Action to reappear at the nearest friendly starbase like all regular fleets. Fleets can set a Juggernaut as their homebase. Fallen Empires cannot build Juggernauts. Federations, Galactic Defense Force and Imperial Armada can all have a juggernaut as well. ====Star-Eater==== [[File:Crisis Star-Eater.png|thumb|300px|Real scale of a Star-Eater]] {{expansion|nem}} The Star-Eater is a colossal ship equipped with a Star Cracker, a weapon that can destroy stars. Constructing Star-Eaters requires the [[File:ap become the crisis.png|21px]] Become the Crisis ascension perk as well as reaching the final crisis level. When the Star-Eater finishes firing the star will become a black hole and all planets and megastructures are permanently destroyed. All fleets present except the Star-Eater will go MIA. When the star is destroyed the empire owning the Star-Eater will gain {{iconify|Dark Matter}} based on galaxy size: {| class="mildtable" style="text-align: center;" ! Galaxy size !{{iconify|Dark matter}} |- |Tiny||3000 |- | Small||2500 |- | Medium|| 2000 |- | Large||1500 |- | Huge||1000 |} [[Category:游戏概念]] [[Category:殖民]] [[en:Ship]]
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