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| == Colony ships == | | == 殖民船 == |
| <!-- Copied from [[Ships]] in preparation to transclude from this page to that one -->
| | {{#lsth:舰船|Colony ship}} |
| 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 {{iconify|pop}}(s) that will be sent to the new colony. Species require the {{icon|colonization rights}} ''Colonization Allowed'' species rights to be selected for new colony ships. 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.
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| The cost of a colony ship depends mainly on the empire's primary species class and governing authority.
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| {| class="wikitable plainlist"
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| ! Primary species
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| ! {{icon|democratic}}{{icon|oligarchic}}{{icon|dictatorial}}{{icon|imperial}}{{icon|corporate}}
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| ! {{icon|hive mind}}
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| ! {{icon|tree of life}}
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| |-
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| | Biological
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| * {{iconify|Alloys||200}}
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| * {{iconify|Food||200}}
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| * {{iconify|Consumer Goods||200}}
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| * {{iconify|Alloys||200}}
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| * {{iconify|Food||500}}
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| * {{iconify|Alloys||50}}
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| * {{iconify|Food||1000}}
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| |-
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| | {{iconify|Lithoid}}
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| * {{iconify|Alloys||200}}
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| * {{iconify|Minerals||200}}
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| * {{iconify|Consumer Goods||200}}
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| * {{iconify|Alloys||200}}
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| * {{iconify|Minerals||500}}
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| * {{iconify|Alloys||50}}
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| * {{iconify|Minerals||500}}
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| * {{iconify|Food||500}}
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| |-
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| | {{iconify|Mechanical|icon2=Machine|text=Robot}}
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| | {{iconify|Alloys||400}}
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| | {{icon|no}}
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| | {{icon|no}}
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| |}
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| The {{iconify|Frontier Spirit}} ruler trait reduces the cost of colony ships by {{green|-35%}}.
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| === Alternate colony ships === | | === Alternate colony ships === |
殖民是使用殖民船控制一个无人居住的宜居星球的过程。
当一个帝国首次殖民另一个星球时,将会获得: 12x 工程学研究产出(潜在的产量 250 ~ 10000)。
宜居性
宜居性是衡量一个物种在行星上生活的舒适程度的标准。大多数物种对一种主要的宜居行星类型拥有气候偏好,尽管有些偏好可能比较奇特。一颗行星对某一物种的宜居性取决于其气候与该物种偏好的匹配程度。9种常见的宜居世界类型分为3种气候类型:干燥、寒冷和潮湿。 环形世界、 盖亚星球和 都市星球对所有物种都具有最大的宜居性,而 死寂星球、 机械星球和 蜂巢星球(除 蜂巢思维外)通常对生物物种具有 0% 宜居性。
类型 |
基础值
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盖亚星球,都市星球和环形世界 |
100%
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蜂巢星球对 蜂巢思维物种 |
100%
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行星类型确切匹配 |
80%
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太空居住站 |
70%
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气候类型匹配 |
60%
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气候类型不匹配 |
20%
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死寂星球、机械星球和蜂巢星球 |
0%
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- 宜居性在 100%以下每减少1%会增加 +1% 和 amenity使用,并且减少 -0.5% 人口资源产出和 人口增长速度。宜居性最低值为 0%,此时会产生 +100%人口维护费和舒适度使用,并减少 -50%岗位产出和人口增长速度。
- 母星世界对源自于此的物种具有 +30%宜居性。
- 机器人口对于所有行星类型都具有 200%宜居性,但不具有 机械智能 的帝国需要 智能人 科技以建造使用机器人的殖民船。
- 低宜居性可能引发各种事件。
视觉提示
包含宜居星球的星系将会在银河系地图上显示一个或多个行星图标,这些图标可以是绿色、黄色、橙色、红色或蓝色,具体取决于该行星的宜居性百分比和(或)状态。具有 环境改造候选 行星修正的行星不会创建行星图标,除非它们正在被 环境改造。
图标颜色 |
宜居性
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绿色 |
该星球对玩家帝国中至少一个物种有>70%宜居性。
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黄色 |
该星球对玩家帝国中至少一个物种有40%-60%宜居性。
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红色 |
该星球对玩家帝国中所有物种都有<40%宜居性。
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橙色 |
该星球可宜居但未被调查。
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蓝色 |
该星球正在被环境改造。
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拥有异常现象或前超光速物种的星球无法被殖民。
宜居性策略
一般只有约三分之一的行星将与主要物种偏好的气候类别相匹配,为了充分有效地利用其自身星系中的所有宜居星球,一个帝国可能希望在其星球中填充外来物种、基因工程亚种,甚至机器人。
也有可能 环境改造宜居星球,尽管这是一个昂贵且耗时的过程,需要研究 地表塑造 科技。只有宜居星球和拥有 环境改造候选 行星修正的荒芜星球或纳米星球才能进行环境改造。
基因修饰
使用种群修饰,可以创建具有不同气候偏好的帝国主要物种的亚种。然而,由于基因修饰的目标是一个星球上同一亚种的所有人口,因此,在项目完成之前,需要忍受低宜居性的痛苦,或者在现有的种群上改造人口,最好是一个无论当前气候如何都具有更高宜居性(环形世界、居住站、母星世界、有益修饰)的偏好。在任何一种情况下,修饰人口的成本都将推迟对 社会学研究 的研究。
改变宜居性特质的成本相当于增加一个价值3个特质点数的特质,并且需要 腺体适应 技术。
外来物种
考虑到所有可能的气候偏好,一些外来物种很可能可以舒适地生活在不适合帝国主要物种的行星上。但外来物种人口可能没有有利的特性,也可能导致不想要的 亲外主义思潮吸引或派系互动。
外来物种人口可以通过征服、移民条约或通过奴隶市场(需要 寰宇企业 DLC)添加到帝国中作为殖民者使用。帝国使用任何通过移民条约进入帝国的物种进行殖民,即使帝国的星球上先前并没有该物种的人口。
提升一个未开智物种,或者对一个土著文明进行 科技启蒙或者 秘密渗透,都可以获得外来物种人口。首先,这有可能获得一种罕见的气候偏好特征,如 死寂星球偏好。土生土长于死寂星球的物种具有极强的适应性,可以在任何行星上繁衍生息——它们在每一个正常的行星类别上都有60%的宜居性。获取这些物种人口的通常方法是提升死寂星球中发现的未开智物种。“视界信号”事件链也可以创造出具有这种特征的帝国主要物种的亚种。或者,死寂星球上的主要物种的人口可以通过“新种群”事件以进行 自我改造,并发展成为死寂星球特有的自己的物种。
也可以从 拉奇工业公司 行商购买具有 死寂星球偏好特质的人口。
提升宜居性
除了改变气候偏好之外,还有很多方法可以提升宜居性:
物种宜居性修正
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来源
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-10% |
水土不服
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+5% |
生物适应性
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+10% |
仰望星空
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+10% |
善于适应
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+20% |
极易适应
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+20% |
神经机械
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+20% |
克隆人士兵先裔
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+30% |
强健
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+50% |
石质
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+50% |
尼瓦拉克
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最小50% |
穴居者
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帝国宜居性修正
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来源
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–2% |
工业发展 1:规则便利化 星海共同体议案
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–5% |
工业发展 2:集中废弃物管理 星海共同体议案
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–10% |
工业发展 3:建设美好明天 星海共同体议案
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–20% |
工业发展 4:环境条例豁免 星海共同体议案
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–25% |
工业发展 5:丰饶计划 星海共同体议案
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+5% |
禁欲主义 国民理念
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+10% |
Environmental Diversification 传统
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+5% |
大气过滤 科技
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+5% |
Hostile Environment Adaptation 科技
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+5% |
外星土壤肥化 科技
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+5% |
生态整合研究 科技
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+5% |
生态保护 3:一体化园林 星海共同体议案
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+10% |
生态保护 4:环境控制委员会 星海共同体议案
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+15% |
生态保护 5:天堂计划 星海共同体议案
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限制型宜居性修正
类型 |
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来源
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轨道居住站 |
+20% |
太空子民 飞升天赋
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死寂星球
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+10% |
辐射合成 特质
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+20% |
死寂星球适应 科技
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+70% |
幸存者 特质
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+100% |
辐照化 特质
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海洋星球
|
+20% |
水生
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母星世界
|
+30% |
起源于该行星的物种
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殖民船
- See also: Colonization
Colony ships allow an empire to settle 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 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.
Primary species
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Biological
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- 200 Alloys
- 200 Food
- 200 Consumer Goods
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- 200 Alloys
- 500 Food
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- 50 Alloys
- 1000 Food
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Lithoid
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- 200 Alloys
- 200 Minerals
- 200 Consumer Goods
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- 200 Alloys
- 500 Minerals
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- 50 Alloys
- 500 Minerals
- 500 Food
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Robot
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400 Alloys
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Empires with the 企业国度 or 民营勘探者 civics can also construct Private Colony Ships, which cost 500 能量币 instead.
Empires with the 降世灾星 origin can also construct Lithoid Meteorites, which cost 500 矿物 instead and have no upkeep cost.
The 开拓精神 ruler trait reduces the cost of colony ships by -35%.
Alternate colony ships
In addition to regular colony ships, empires with the 企业国度 or 民营勘探者 civics can also construct Private Colony Ships, which cost 500 能量币 instead. However, the starting pops on a new colony founded by a private colony ship will have random ethics, rather than one of the empire's governing ethics.
Similarly, empires with the 降世灾星 origin can also construct Lithoid Meteorites, which cost 500 矿物 instead, have no upkeep cost, and take only 150 days to build. Lithoid Meteorites also have a much faster sublight speed than regular colony ships. A planet colonized by a lithoid meteorite gains and two Buried Lithoids blockers and the Lithoid Crater modifier, which adds -50% 宜居性.
Colony development
When a Colony Ship lands on a planet, it will be converted into a tier 1 capital building, which can be upgraded further 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 Source |
Modifier
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轨道居住站 |
+200%
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Evacuation Protocols edict |
+100%
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人工智能殖民船 technology |
+50%
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自我意识殖民船 technology |
+50%
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瓷金基础设施 technology |
+25%
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耐钢基础设施 technology |
+25%
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Adopting the 扩张 tradition tree |
+25%
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开拓精神 ruler trait |
+25%
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扩张主义 |
+15%
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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 8 能量币. It is possible to remove 地块障碍s while the colony is developing, however their clearance cannot be cancelled or reordered until the colony is fully established. Once the colony has been successfully established, a single pop of the species selected for the colony ship will appear on the planet. It is then possible to develop the planet by constructing 区划s and 建筑s.
The Colonization Fever tradition and the 尤特冷冻核心 relic each increase the number of initial pops on a new colony by +1. 机械智能 empires' colonies also start with +1 initial pop.
参考资料