殖民:修订间差异

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2022年3月8日 (二) 17:39的版本

Fleet task colonize 2.png

Colonization is the process of moving Pop.png Pops via a Colony Ship to a previously uninhabited but habitable planet.

The first time an empire colonizes another world it will gain between 60 and 150 Engineering research Engineering Research.

Humanoid empire colonizing a new world

Habitability

Mod habitability.png

Habitability is the measure of how comfortably a species can live on a planet. Most species have a climate preference for one of the primary habitable planet types, although more exotic preferences are possible. A planet's habitability (and Terraforming cost) is determined by its climate. The 9 regular habitable world types are divided into 3 climate categories: dry, frozen and wet. 环形世界 Ring World 环形世界Ring World, 盖亚星球 Gaia World 盖亚星球Gaia World, and 都市星球 Ecumenopolis 都市星球Ecumenopolis worlds have maximum habitability for all species while 死寂星球 Tomb World 死寂星球Tomb Worlds, 机械星球 Machine World 机械星球Machine Worlds, and 蜂巢星球 Hive World 蜂巢星球Hive Worlds (without the 蜂巢思维 Hive-Minded 蜂巢思维Hive-Minded species trait) are normally uninhabitable by biological species.

Tier Base
Gaia World, Ecumenopolis, and Ring World 100%
Exact match 80%
Habitat 70%
Climate category match 60%
Climate mismatch 20%
Tomb World, Machine World, and Hive World 0%
  • Every 1% reduction of Habitability below 100% increases the Pop Upkeep and Amenities.png Amenity Usage by 1% and reduces their job output and species growth by 0.5%. It floors at 0% Habitability, giving +100% Pop Upkeep and Amenity Usage, and -50% Job Output and Pop Growth.
  • Homeworlds have +30% Habitability for the species originating from them.
  • Robot pops have 200% Habitability for each planet type, but empires that aren't 机械智能 Machine Intelligence 机械智能Machine Intelligences require the 智能人 Droids 智能人Droidsnology to build Colony Ships using robots.
  • Low Habitability can trigger events.

Visual cues

Systems containing surveyed or non-surveyed habitable worlds will have one or more planet icons that are either green, yellow, orange, red, or blue, depending on the habitability percentage and/or status of the planet(s) in question. Planets with the Pm planet from space.pngPm frame 1.png 环境改造候选Terraforming Candidate modifier don't create planet icons unless they're being 环境改造 Terraforming 环境改造Terraforminged.

Icon color 宜居性 Habitability 宜居性Habitability
Colonizability green.png Green The world is ≥ 70% habitable for at least one species in the player's empire.
Colonizability yellow.png Yellow The world is 40–69% habitable for at least one species in the player's empire.
Colonizability red.png Red The world is < 40% habitable for all species in the player's empire.
Colonizability orange.png Orange The world is habitable but not surveyed.
Colonizability blue.png Blue The world is currently being terraformed.

Planets cannot be colonized if they house an anomaly or a pre-FTL species.

Since different species can have different world type preferences, it can be better for an empire to populate its worlds with other alien species, genetically-engineered subspecies, or even robots/synthetics.

It is also possible to 环境改造 Terraforming 环境改造Terraforming habitable worlds, though this is a costly and time-consuming process. Only habitable planets and barren worlds with the Pm planet from space.pngPm frame 1.png 环境改造候选Terraforming Candidate modifier can be terraformed.

Habitability strategies

Genetic Modification

Using genetic modification, one can create a subspecies of the empire's primary species that is suitable for the Climate in question. However, this needs either the first-in approach (so they can be changed on the new Planet) or a staging area with increased Habitability regardless of current Climate Preference (Ringworld, Habitat, Homeworld, rare modifiers).

Changing a habitability trait costs the equivalent of adding a trait worth 3 trait-points and requires the 腺体适应 Glandular Acclimation 腺体适应Glandular Acclimation technology.

Xenos

With all the possible habitability types, there are bound to be some aliens that can live comfortably on planets which are unsuitable to your primary species. The main disadvantage is that xeno pops have increased Unity cost per pop and might not have favorable traits. There may also be unwanted Xenophile attraction/Faction interactions from this path.

Xeno pops can be added to an Empire to use as colonists via 战争 War Conquest and 移民协议 Migration Treaty Migration Treaties. If a species has migration access to your empire you can use them in colony ships even if you don't yet have any pops of that species.

表观遗传学机制 Epigenetic Triggers Uplifting, Fleet task technological enlightenment action.png Enlightening, or Fleet task covert infiltration action.png Infiltrating a pre-sapient or pre-FTL species is another way to acquire xeno pops. With the first, it's possible to get a rare Habitability trait like 死寂星球偏好 Tomb World Preference 死寂星球偏好Tomb World Preference. Very rare species native to 死寂星球 Tomb World 死寂星球Tomb Worlds are extremely adaptive and can thrive on any planet - they have 60% habitability on every normal planet class. The usual way to obtain pops of these species is finding them as upliftable pre-sapients on Tomb Worlds and uplifting. The Horizon Signal event chain can also create a subspecies of your main species with this trait. Alternatively, pops of your main species on Tomb Worlds may 自我改造 Self-Modified Self-Modify via the A New Species event and develop into their own species native to Tomb Worlds.

It is also possible to purchase pops with the 死寂星球偏好 Tomb World Preference 死寂星球偏好Tomb World Preference trait from Flag caravaneer 03.png Racket Industrial Enterprise caravaneers.

Improving habitability

Aside from the aforementioned methods, there are also various other methods for improving Habitability:

Habitability bonuses
宜居性 Habitability Source DLC
+5% 生物适应性 Bioadaptability 生物适应性Bioadaptability (from the Orbital Speed Demon event)
+10% 仰望星空 Starborn 仰望星空Starborn (pre-sapient trait)
+10% 善于适应 Adaptive 善于适应Adaptive
+20% 极易适应 Extremely Adaptive 极易适应Extremely Adaptive
+20% 神经机械 Cybernetic 神经机械Cybernetic 乌托邦 Utopia智械黎明故事包 Synthetic Dawn Story Pack
+20% 克隆人士兵先裔 Clone Soldier Ascendant 克隆人士兵先裔Clone Soldier Ascendant (from the 克隆大军 Clone Army 克隆大军Clone Army) 人型生物物种包 Humanoids Species Pack
+30% 强健 Robust 强健Robust (from the 掌控进化 Evolutionary Mastery 掌控进化Evolutionary Mastery ascension perk) 乌托邦 Utopia
+50% 石质 Lithoid 石质Lithoid 石质生物物种包 Lithoids Species Pack
+5% 禁欲主义 Ascetic 禁欲主义Ascetic civic 纵横捭阖 Federations
+10% 适应 Adaptability 适应Adaptability tradition Environmental Diversification / Dynamic Ecomorphism
Linear habitability bonuses
Category 宜居性 Habitability Source DLC
医务工作者 Medical Worker 医务工作者Medical Worker jobs
( +2.5% each)
+5% 基因诊所 Gene Clinics 基因诊所Gene Clinics
+10% 细胞修复中心 Cyto-Revitalization Centers 细胞修复中心Cyto-Revitalization Centers
新世界理论 New Worlds 新世界理论New Worlds technologies
( +20% total)
+5% 大气过滤 Atmospheric Filtering 大气过滤Atmospheric Filtering technology
+5% Tech colonization 3.png Hostile Environment Adaptation technology
+5% 外星土壤肥化 Foreign Soil Enrichment 外星土壤肥化Foreign Soil Enrichment technology
+5% 生态整合研究 Eco-Integration Studies 生态整合研究Eco-Integration Studies technology
生态保护 Ecological Protection 生态保护Ecological Protection
( +15% total)
+5% Resolution 3: Integrated Gardens
+5% Resolution 4: Environmental Control Board 纵横捭阖 Federations
+5% Resolution 5: Paradise Initiative 纵横捭阖 Federations
Building gaiaseeders 4.png Gaia Seeder phases 2 and 3
( +10% each)
+10% Building gaiaseeders 2.png Gaia Seeder phase 2 植物类物种包 Plantoids Species Pack
+20% Building gaiaseeders 3.png Gaia Seeder phase 3 植物类物种包 Plantoids Species Pack
Restricted habitability bonuses
Where 宜居性 Habitability Source DLC
轨道居住站 Orbital Habitat 轨道居住站Orbital Habitats +20% 太空子民 Voidborne 太空子民Voidborne ascension perk 乌托邦 Utopia
死寂星球 Tomb World 死寂星球Tomb Worlds +20% 死寂星球适应 Tomb World Adaptation 死寂星球适应Tomb World Adaptation technology
+20% 辐射合成 Radiotrophic 辐射合成Radiotrophic (botanic trait) 植物类物种包 Plantoids Species Pack
+70% 幸存者 Survivor 幸存者Survivor (from the 后启示录 Post-Apocalyptic 后启示录Post-Apocalyptic origin) 启示录 Apocalypse
+100% 辐照化 Irradiated 辐照化Irradiated (pre-sapient trait)
海洋星球 Ocean World 海洋星球Ocean Worlds +20% 水生 Aquatic 水生Aquatic 水生类物种包 Aquatics Species Pack
Habitability reductions
Category 宜居性 Habitability Source DLC
Species traits −10% 水土不服 Nonadaptive 水土不服Nonadaptive
工业发展 Industrial Development 工业发展Industrial Development
( –25% total)
–2% Resolution 1: Regulatory Facilitation
–3% Resolution 2: Collective Waste Management
–5% Resolution 3: Building a Better Tomorrow
–10% Resolution 4: Environmental Ordinance Waivers 纵横捭阖 Federations
–5% Resolution 5: Project Cornucopia 纵横捭阖 Federations

Colony ships

To colonize a planet, an empire needs first to own the system via a 恒星基地 Starbase 恒星基地Starbase and then to send a colony ship to the planet. Colony ships can be built at any Starbase with a Sb shipyard.png Shipyard module.

Colony Ships cost a base amount of resources and take a year to build. While ordering its construction, you have to choose which species (including robots) will board the colony ship. Species require the 殖民权利 Colonization Rights Colonization Allowed species rights to be selected for Colony Ships.

To colonize a planet, select the colony ship, right click on the planet you want to settle, and choose Colonize Planet.

Private colony ships

Empires with the 企业国度 Corporate Dominion 企业国度Corporate Dominion or 民营勘探者 Private Prospectors 民营勘探者Private Prospectors civic can build Private Colony Ships for 500 能量币 Energy Credits 能量币Energy Credits.

Meteorite colony ships

Meteorite Colony Ship

石质 Lithoid 石质Lithoid Empires with the 降世灾星 Calamitous Birth 降世灾星Calamitous Birth Origin can build Meteorite Colony Ships. Meteorite Colony ships are built twice as fast as regular Colony Ships and cost only 500 矿物 Minerals 矿物Minerals. When they are used to colonize the world gains the Lithoid Crater modifier and two Buried Lithoids blocker.

Colony development

When a Colony Ship lands on a planet it will be converted into a Tier 1 capital building, which can be upgraded as the population grows. After landing a period of initial development will occur. The period lasts about 2 years and 10 months at 0 pops, and grows with increasing number of pops. It can also be reduced by the following:

殖民地发展速度 Colony Development Speed 殖民地发展速度Colony Development Speed bonus source Boost
轨道居住站 Orbital Habitat 轨道居住站Orbital Habitat +200%
法令 Edict Evacuation Protocols edict +100%
人工智能殖民船 AI-Controlled Colony Ships 人工智能殖民船AI-Controlled Colony Ships technology +50%
自我意识殖民船 Self-Aware Colony Ships 自我意识殖民船Self-Aware Colony Ships technology +50%
扩张 Expansion Adopting the 扩张Expansion tradition tree +25%
开拓精神 Frontier Spirit 开拓精神Frontier Spirit ruler trait +25%
扩张主义 Expansionist 扩张主义Expansionist +15%

While the colony is being established, it is extremely vulnerable: just a few days of orbital bombardment will wipe it out completely. During this period the new colony does not produce anything and consumes 能量币 Energy Credits 能量币Energy Credits. Once the colony has been successfully established, a single Pop will appear and take a 殖民者 Colonist 殖民者Colonist job. You can then begin to develop the planet by constructing 区划 District 区划Districts and 建筑 Building 建筑Buildings, clearing 地块障碍 Tile Blocker 地块障碍Tile Blockers, and resettling Pop.png Pops.

The Tradition expansion colonization fever.png Colonization Fever tradition from the 扩张 Expansion 扩张Expansion tradition tree and the 尤特冷冻核心 Yuht Cryo Core 尤特冷冻核心Yuht Cryo Core relic each increase the number of initial pops on a new colony by 1.

References


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