殖民:修订间差异

本页面适用于最新的版本(3.4)。

 
(2022年4月9日 (六) 11:41‎ Kami-sama)
 
(未显示同一用户的10个中间版本)
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{{Version|3.3}}
{{Version|3.4}}
[[File:Fleet task colonize 2.png|frameless|left]]
[[File:Fleet task colonize 2.png|frameless|left]]
{{Celestialbodynav}}
{{Celestialbodynav}}
'''Colonization''' is the process of moving {{iconify|Pops}} via a Colony Ship to a previously uninhabited but habitable planet.
'''{{ruby| 殖民|Colonization}}'''是使用殖民船控制一个无人居住的宜居星球的过程。


The first time an empire colonizes another world it will gain between 60 and 150 {{iconify|Engineering}} Research.
当一个帝国首次殖民另一个星球时,将会{{reward|eng|res1|gains|between}}
[[File:Humanoid Colonization.png|thumb|320px|Humanoid empire colonizing a new world]]
[[File:Humanoid Colonization.png|thumb|320px| 人族帝国殖民一个新世界]]


== Habitability ==
== 宜居性 ==
{{SVersion|3.3}}
{{SVersion|3.4}}
[[File:Mod habitability.png|frameless|left]]
'''{{iconify|Habitability}}''' 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[[ 天体# 宜居行星| 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。{{iconify|Ring World}} {{iconify|Gaia World}} {{iconify|Ecumenopolis}} 对所有物种都具有最大的宜居性,而{{iconify|Tomb World}} {{iconify|Machine World}} {{iconify|Hive World}} (除{{iconify|Hive-Minded}} 外)通常对生物物种具有{{iconify|habitability||0%|red}}。
'''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 [[Celestial body#Habitable planets|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. {{iconify|Ring World}}, {{iconify|Gaia World}}, and {{iconify|Ecumenopolis}} worlds have maximum habitability for all species while {{iconify|Tomb World}}s, {{iconify|Machine World}}s, and {{iconify|Hive World}}s (without the {{iconify|Hive-Minded}} species trait) are normally uninhabitable by biological species.


{| class="mildtable" cellspacing="2" cellpadding="4" style="float: left; margin-right: 30px;"
{| class="mildtable" cellspacing="2" cellpadding="4" style="float: right; margin-right: 30px;"
|-
|-
! Tier !! Base
! 类型 !! 基础值
|-
|-
| Gaia World, Ecumenopolis, and Ring World || 100%
| 盖亚星球,都市星球和环形世界 || {{green|100%}}
<!--|-
| Habitat (with {{iconify|Voidborne}} ascension perk)   || 90% --><!-- Voidborne isn't base -->
|-
|-
| Exact match || 80%
| 蜂巢星球对{{iconify|Hive-Minded}}物种 || {{green|100%}}
|-
|-
| Habitat || 70%
| 行星类型确切匹配 || {{green|80%}}
|-
|-
| Climate category match || 60%
| 太空居住站 || {{green|70%}}
|-
|-
| Climate mismatch || 20%
| 气候类型匹配 || {{yellow|60%}}
|-
|-
| Tomb World, Machine World, and Hive World || 0%
| 气候类型不匹配 || {{red|20%}}
|-
| 死寂星球、机械星球和蜂巢星球 || {{red|0%}}
|}
|}


* Every 1% reduction of Habitability below 100% increases the Pop Upkeep and {{iconify|Amenity}} Usage by {{red|1%}} and reduces their job output and species growth by {{red|0.5%}}. It floors at 0% Habitability, giving {{red|+100%}} Pop Upkeep and Amenity Usage, and {{red|-50%}} Job Output and Pop Growth.
* 宜居性在{{green|100%}}以下每减少'''1%'''会增加{{red|+1%}} {{iconify|upkeep}} {{iconify|amenity}} 使用,并且减少{{red|-0.5%}} {{iconify|resources from jobs}}和 {{iconify|pop growth speed}}。宜居性最低值为{{red|0%}},此时会产生{{red|+100%}} 人口维护费和舒适度使用,并减少{{red|-50%}} 岗位产出和人口增长速度。
* Homeworlds have {{green|+30%}} Habitability for the species originating from them.
* 母星世界对源自于此的物种具有{{green|+30%}} 宜居性。
* Robot pops have {{green|200%}} Habitability for each planet type, but empires that aren't {{iconify|Machine Intelligence}}s require the {{iconify|Droids tech|24px}}nology to build Colony Ships using robots. <!-- Note: The Robot trait is obsolete -->
* 机器人口对于所有行星类型都具有{{green|200%}} 宜居性,但不具有 {{iconify|Machine Intelligence}} 的帝国需要 {{iconify|Droids tech|24px}} 科技以建造使用机器人的殖民船。
* Low Habitability can trigger events.
* 低宜居性可能引发各种事件。
{{clear}}
{{clear}}


=== 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 {{iconify|Terraforming Candidate}} modifier don't create planet icons unless they're being {{iconify|Terraform}}ed.
=== 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 {{iconify|Terraforming Candidate}} 行星修正的行星不会创建行星图标,除非它们正在被 {{iconify|terraform}}


{| class="mildtable plainlist sortable" cellspacing="2" cellpadding="4"
{| class="mildtable plainlist sortable" cellspacing="2" cellpadding="4"
! Icon color                   !! {{iconify|Habitability}}
! 图标颜色 !! {{iconify|Habitability}}
|-
|-
| [[File:Colonizability green.png|24px]]  Green  || The world is 70% habitable for at least one species in the player's empire.
| [[File:Colonizability green.png|24px]]  绿色 ||  该星球对玩家帝国中至少一个物种有>70% 宜居性。
|-
|-
| [[File:Colonizability yellow.png|24px]] Yellow || The world is 40–69% habitable for at least one species in the player's empire.
| [[File:Colonizability yellow.png|24px]] 黄色 || 该星球对玩家帝国中至少一个物种有40%-60%宜居性。
|-
|-
| [[File:Colonizability red.png|24px]]   Red   || The world is < 40% habitable for all species in the player's empire.
| [[File:Colonizability red.png|24px]] 红色 || 该星球对玩家帝国中所有物种都有<40% 宜居性。
|-
|-
| [[File:Colonizability orange.png|24px]] Orange || The world is habitable but not surveyed.
| [[File:Colonizability orange.png|24px]] 橙色 || 该星球可宜居但未被调查。
|-
|-
| [[File:Colonizability blue.png|24px]]   Blue  || The world is currently being terraformed.
| [[File:Colonizability blue.png|24px]] 蓝色 || 该星球正在被环境改造。
|}
|}


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.
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。


It is also possible to {{iconify|Terraform}} habitable worlds, though this is a costly and time-consuming process. Only habitable planets and barren worlds with the {{iconify|Terraforming Candidate}} modifier can be terraformed.
也有可能 {{iconify|terraform}} 宜居星球,尽管这是一个昂贵且耗时的过程,需要研究 {{iconify|Terrestrial Sculpting|24px}} 科技。只有宜居星球和拥有 {{iconify|Terraforming Candidate}} 行星修正的荒芜星球或纳米星球才能进行环境改造。


=== Habitability strategies ===
==== 基因修饰 ====
==== Genetic Modification ====
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[[ 术语#游戏术语| 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 {{iconify|society}} 的研究。
Using [[genetic modification]], one can create a [[Game Terms|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 {{iconify|Glandular Acclimation|24px}} technology.
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 {{iconify|Glandular Acclimation|24px}} 技术。


==== Xenos ====
==== 外来物种 ====
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.<!-- Do pops actually have a unity upkeep, or is that obsolete info? -->
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 {{iconify|Xenophile}}思潮吸引或派系互动。


Xeno pops can be added to an Empire to use as colonists via {{icon|war}} Conquest and {{icon|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.
外来物种人口可以通过征服、移民条约或通过[[贸易#奴隶市场| 奴隶市场]](需要{{iconify|MegaCorp}} 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。


{{icon|Epigenetic Triggers|24px}} Uplifting, [[File:Fleet task technological enlightenment action.png|24px|link=Pre-FTL_species#Technological Enlightenment]] Enlightening, or [[File:Fleet task covert infiltration action.png|24px|link=Pre-FTL_species#Covert Infiltration]] 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 {{iconify|Tomb World Preference}}. Very rare species native to {{iconify|Tomb World}}s 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 {{icon|Self-Modified}} Self-Modify via the [[A New Species]] event and develop into their own species native to Tomb Worlds.
{{icon|Epigenetic Triggers|24px}} 提升一个[[前超光速物种#未开智物种|未开智物种]],或者对一个[[前超光速物种#土著文明|土著文明]]进行[[File:Fleet task technological enlightenment action.png|24px|link= 前超光速物种# 观察任务]] 科技启蒙或者 [[File:Fleet task covert infiltration action.png|24px|link= 前超光速物种# 观察任务]] 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{{iconify|Tomb World Preference}} 。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{{yellow|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{{iconify|Self-Modified}} ,并发展成为死寂星球特有的自己的物种。


{{expansion|mgc}}
{{expansion|mgc}}
It is also possible to purchase pops with the {{iconify|Tomb World Preference}} trait from {{iconify|Racket Industrial Enterprise}} caravaneers.
也可以从{{icon|Racket Industrial Enterprise}} [[行商#拉奇工业公司|拉奇工业公司]] 行商购买具有{{iconify|Tomb World Preference}} 特质的人口。


==== Improving habitability ====
==== 提升宜居性 ====
Aside from the aforementioned methods, there are also various other methods for improving Habitability:
除了改变气候偏好之外,还有很多方法可以提升宜居性:
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{| class="mildtable plainlist sortable" cellspacing="2" cellpadding="4"
{| class="mildtable plainlist sortable" cellspacing="2" cellpadding="4"
! colspan=3 | Habitability bonuses
|+ '''物种宜居性修正'''
|-
! {{icon|habitability pop}} !! 来源
|-
|-
! {{icon|habitability}} !! Source !! DLC
| {{red|-10%}} || {{iconify|Nonadaptive}}
|-
|-
| {{green|+5%}} || {{iconify|Bioadaptability}} (from the [[Orbital Speed Demon]] event) ||
| {{green|+5%}} || {{iconify|Bioadaptability}}
|-
|-
| {{green|+10%}} || {{iconify|Starborn}} (pre-sapient trait) ||
| {{green|+10%}} || {{iconify|Starborn}}
|-
|-
| {{green|+10%}} || {{iconify|Adaptive}} ||
| {{green|+10%}} || {{iconify|Adaptive}}
|-
|-
| {{green|+20%}} || {{iconify|Extremely Adaptive}} ||
| {{green|+20%}} || {{iconify|Extremely Adaptive}}
|-
|-
| {{green|+20%}} || {{iconify|Cybernetic}} || {{icon|utp}}{{icon|snd}}
| {{green|+20%}} || {{iconify|Cybernetic}}
|-
|-
| {{green|+20%}} || {{iconify|Clone Soldier Ascendant}} (from the {{iconify|Clone Army origin}}) || {{icon|hum}}
| {{green|+20%}} || {{iconify|Clone Soldier Ascendant}}
|-
|-
| {{green|+30%}} || {{iconify|Robust}} (from the {{iconify|Evolutionary Mastery}} ascension perk) || {{icon|utp}}
| {{green|+30%}} || {{iconify|Robust}}
|-
|-
| {{green|+50%}} || {{iconify|Lithoid}} || {{icon|lit}}
| {{green|+50%}} || {{iconify|Lithoid}}
|-
|-
| {{green|+5%}} || {{iconify|Ascetic}} civic || {{icon|fed}}
| {{green|+50%}} || [[File:leader_trait_resilient.png|24px|link=Traits#Nivlac]] 尼瓦拉克
|-
|-
| {{Green|+10%}}||{{Iconify|Adaptability}} tradition Environmental Diversification / Dynamic Ecomorphism ||
| 最小{{yellow|50%}} || {{iconify|Cave Dweller}}
|}
|}


{| class="mildtable plainlist sortable" cellspacing="2" cellpadding="4"
{| class="mildtable plainlist sortable" cellspacing="2" cellpadding="4"
! colspan=4 | Linear habitability bonuses
|+ '''帝国宜居性修正'''
! {{icon|habitability}} !! 来源
|-
| data-sort-value="-2" | {{red|–2%}} || {{iconify|Industrial Development|24px}} 1:规则便利化 星海共同体议案
|-
| data-sort-value="-5" | <!-- –3 individually --> {{red|–5%}} || {{iconify|Industrial Development|24px}} 2:集中废弃物管理 星海共同体议案
|-
|-
! Category !! {{icon|habitability}} !! Source !! DLC
| data-sort-value="-10" | <!-- –5 individually --> {{red|–10%}} || {{iconify|Industrial Development|24px}} 3:建设美好明天 星海共同体议案
|-
|-
| rowspan=2 | {{iconify|Medical Worker}} jobs<br>({{green|+2.5%}} each)
| data-sort-value="-20" | <!-- –10 individually --> {{red| –20%}} || {{iconify|Industrial Development|24px}} 4:环境条例豁免 星海共同体议案
| {{green|+5%}} || {{iconify|Gene Clinic|24px}} ||
|-
|-
| {{green|+10%}} || {{iconify|Cyto-Revitalization Center|24px}} ||
| data-sort-value="-25" | <!-- –5 individually --> {{red| –25%}} || {{iconify|Industrial Development|24px}} 5:丰饶计划 星海共同体议案
|-
|-
| rowspan=4 | {{iconify|New Worlds}} technologies<br>({{green|+20%}} total)
| {{green|+5%}} || {{iconify|Ascetic}} 国民理念
| {{green|+5%}} || {{iconify|Atmospheric Filtering|24px}} technology ||
|-
|-
| {{green|+5%}} || {{iconify|Hostile Environment Adaptation|24px}} technology
| {{green|+10%}}|| {{tradition|Adaptability|Environmental Diversification|iconify}} 传统
|-
|-
| {{green|+5%}} || {{iconify|Foreign Soil Enrichment|24px}} technology
| {{green|+5%}} || {{iconify|Atmospheric Filtering|24px}} 科技
|-
|-
| {{green|+5%}} || {{iconify|Eco-Integration Studies|24px}} technology
| {{green|+5%}} || {{iconify|Hostile Environment Adaptation|24px}} 科技
|-
|-
| rowspan=3 | {{iconify|Ecological Protection}}<br>({{green|+15%}} total)
| {{green|+5%}} || {{iconify|Foreign Soil Enrichment|24px}} 科技
| {{green|+5%}} || Resolution 3: Integrated Gardens ||
|-
|-
| {{green|+5%}} || Resolution 4: Environmental Control Board || {{icon|fed}}
| {{green|+5%}} || {{iconify|Eco-Integration Studies|24px}} 科技
|-
|-
| {{green|+5%}} || Resolution 5: Paradise Initiative || {{icon|fed}}
| {{green|+5%}} || {{iconify|Ecological Protection|24px}} 3:一体化园林 星海共同体议案
|-
|-
| rowspan=2 | [[File:building gaiaseeders 4.png|48px|link=Buildings#Gaia_Seeders]] Gaia Seeder phases 2 and 3<br>({{green|+10%}} each)
| {{green|+10%}} || {{iconify|Ecological Protection|24px}} 4:环境控制委员会 星海共同体议案
| {{green|+10%}} || [[File:building gaiaseeders 2.png|48px|link=Buildings#Gaia_Seeders]] Gaia Seeder phase 2 || {{icon|pln}}
|-
|-
| {{green|+20%}} || [[File:building gaiaseeders 3.png|48px|link=Buildings#Gaia_Seeders]] Gaia Seeder phase 3 || {{icon|pln}}
| {{green|+15%}} || {{iconify|Ecological Protection|24px}} 5:天堂计划 星海共同体议案
|}
|}


{| class="mildtable plainlist sortable" cellspacing="2" cellpadding="4"
{| class="mildtable plainlist sortable" cellspacing="2" cellpadding="4"
! colspan=4 | Restricted habitability bonuses
|+ '''行星宜居性修正'''
! {{icon|habitability}} !! 来源
|-
| data-sort-value="-20" | {{red|-20%}} || [[File:D mining tunnels.png|x24px|link=Planetary_features#Project_Cornucopia]] 丰饶计划 行星特征
|-
|-
! Where     !! {{icon|habitability}} !! Source || DLC
| data-sort-value="-10" | {{red|-10%}} || [[File:D gaseous eruption.png|x24px|link=Planetary_features#Lithoid_Devastation]] 每一 石质燹墟 障碍物
|-
|-
| {{iconify|Habitat}}s || {{green|+20%}} || {{iconify|Voidborne}} ascension perk || {{icon|utp}}
| data-sort-value="0" | {{yellow| 多样}} || [[行星修正]]
|-
|-
| rowspan=4 | {{iconify|Tomb World}}s
| {{green|+2.5%}} || 每一{{iconify|Medical Worker}}
|             {{green|+20%}} || {{iconify|Tomb World Adaptation|24px}} technology ||
|-
|-
|              {{green|+20%}} || {{iconify|Radiotrophic}} (botanic trait) || {{icon|pln}}
| {{green|+10%}} || [[File:Holding_tree_of_life_sapling.png|48px|link=Holdings#Tree of Life Sapling]] 生命之树苗
|-
|-
|              {{green|+70%}} || {{iconify|Survivor}} (from the {{iconify|Post-Apocalyptic}} origin) || {{icon|apc}}
| {{green|+10%}} || [[File:building gaiaseeders 2.png|48px|link=Buildings#Gaia_Seeders]] 盖亚播种器 2阶
|-
|-
|             {{green|+100%}} || {{iconify|Irradiated}} (pre-sapient trait) || 
| {{green|+20%}} || [[File:building gaiaseeders 3.png|48px|link=Buildings#Gaia_Seeders]] 盖亚播种器 3阶
|-
|-
| {{iconify|Ocean World}}s
| {{green|+20%}} || [[File:building gaiaseeders 4.png|48px|link=Holdings#Gaia_Seeder_Outpost]] 盖亚播种器前哨
|             {{green|+20%}} || {{iconify|Aquatic}} || {{icon|aqu}}
|}
|}


{| class="mildtable plainlist sortable" cellspacing="2" cellpadding="4"
{| class="mildtable plainlist sortable" cellspacing="2" cellpadding="4"
! colspan=4 | Habitability reductions
|+ '''限制型宜居性修正'''
|-
|-
! Category    !! {{icon|habitability}} !! Source || DLC
! 类型 !! {{icon|habitability}} !! 来源
|-
|-
| Species traits ||      {{red| −10%}} || {{iconify|Nonadaptive}} ||
| {{iconify|Habitat}} || {{green|+20%}} || {{iconify|Voidborne}} 飞升天赋
|-
|-
| rowspan=5 | {{iconify|Industrial Development}}<br>({{red| –25% total}})
| rowspan=4 | {{iconify|Tomb World}}
|               {{red| –2%}}  || Resolution 1: Regulatory Facilitation ||
| {{green|+10%}} || {{iconify|Radiotrophic}}  特质
|-
|-
|      <!-- –5 total --> {{red| –3%}} || Resolution 2: Collective Waste Management || 
| {{green|+20%}} || {{iconify|Tomb World Adaptation|24px|tech=rare}} 科技
|-
|-
|      <!-- –10 total --> {{red| –5%}} || Resolution 3: Building a Better Tomorrow |
| {{green|+70%}} || {{iconify|Survivor}} 特质
|-
|-
|      <!-- –20 total --> {{red| –10%}} || Resolution 4: Environmental Ordinance Waivers || {{icon|fed}}
| {{green|+100%}} || {{iconify|Irradiated}} 特质
|-
|-
|      <!-- –25 total --> {{red| –5%}} || Resolution 5: Project Cornucopia || {{icon|fed}}
| {{iconify|Ocean World}}
| {{green|+20%}} || {{iconify|Aquatic}}
|-
| 母星世界
| {{green|+30%}} || 起源于该行星的物种
|}
|}
{{end box wrapper}}
{{end box wrapper}}


== Colony ships ==
== 殖民船 ==
To colonize a planet, an empire needs first to own the system via a {{iconify|Starbase}} and then to send a colony ship to the planet. Colony ships can be built at any Starbase with a [[File:Sb shipyard.png|24px|link=Shipyard]] Shipyard module.
{{#lsth: 舰船|Colony ship}}
 
Colony Ships cost a [[Ship#Colony_ship|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 {{icon|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 ===
=== 替代型殖民船 ===
Empires with the {{iconify|Corporate Dominion}} or {{iconify|Private Prospectors}} civic can build Private Colony Ships for 500 {{iconify|Energy}}.
[[File:Meteorite colony ship.png|thumb|320px|陨石殖民船]]
除了常规的殖民地飞船外,拥有 {{iconify|Corporate Dominion}} {{iconify|Private Prospectors}} 国民理念的帝国也可以建造'''{{ruby|私人殖民船|Private Colony Ships}}''',这将花费500 {{iconify|energy|}} 。然而,由私人殖民地飞船建立的新殖民地的起始人口将具有随机思潮,而不是帝国的主流思潮。


=== Meteorite colony ships ===
类似地,拥有 {{iconify|Calamitous Birth}} 起源的帝国也可以建造'''{{ruby|石质生物陨石|Lithoid Meteorites}}''',这将花费500 {{iconify|minerals}} ,不需要维护费且建造时间仅需150天。石质生物陨石的亚光速航速也比普通的殖民船快得多。一颗被石质生物陨石占据的行星将会获得两个石质生物陨石坑障碍物和{{planet modifier|pm_asteroid_impacts|3|巨型陨石坑|w=24px}} 行星修正,这会造成{{iconify|habitability||-50%|red}}
[[File:Meteorite colony ship.png|thumb|320px|Meteorite Colony Ship]]
{{expansion|lit}}
{{iconify|Lithoid}} Empires with the {{iconify|Calamitous Birth}} Origin can build Meteorite Colony Ships. Meteorite Colony ships are built twice as fast as regular Colony Ships and cost only 500 {{iconify|Minerals}}. When they are used to colonize the world gains the [[Lithoid Crater]] modifier and two Buried Lithoids [[Planetary_features#Blockers|blocker]].


== Colony development ==
== 殖民地发展 ==
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:
当一艘殖民船降落在一个星球上时,它将被转换为一级首都建筑,随着人口的增长,它可以进一步升级。着陆后,将出现一段初始发展期。在0个人口情况下,该周期持续约2年零10个月,并随着人口的增加而增长。它也可以通过以下方式减少:
{| class="mildtable sortable"
{| class="mildtable sortable"
! {{iconify|Colony Development Speed}} bonus source
! {{iconify|Colony Development Speed}} 来源 !! 修正
! Boost
|-
| {{iconify|Habitat}} || {{green|+200%}}
|-
| {{icon|edict}} 撤离协议 法令 || {{green|+100%}}
|-
|-
| {{iconify|Habitat}}
| {{iconify|AI-controlled Colony Ships|24px}} 科技 || {{green|+50%}}
| {{green|+200%}}
|-
|-
| {{icon|edict}} Evacuation Protocols edict
| {{iconify|Self-Aware Colony Ships|24px}} 科技 || {{green|+50%}}
| {{green|+100%}}
|-
|-
| {{iconify|AI-controlled Colony Ships|24px}} technology
| {{iconify|Ceramo-Metal Infrastructure|24px}} 科技 || {{green|+25%}}
| {{green|+50%}}
|-
|-
| {{iconify|Self-Aware Colony Ships|24px}} technology
| {{iconify|Durasteel Infrastructure|24px}} 科技 || {{green|+25%}}
| {{green|+50%}}
|-
|-
| {{iconify|Expansion||Adopting the}} tradition tree
| {{iconify|Expansion|| 采纳}} 传统树 || {{green|+25%}}
| {{green|+25%}}
|-
|-
| {{iconify|Frontier Spirit}} ruler trait
| {{iconify|Frontier Spirit}} 统治者特质 || {{green|+25%}}
| {{green|+25%}}
|-
|-
| {{iconify|Expansionist diplomatic stance}}
| {{iconify|Expansionist diplomatic stance}} || {{green|+15%}}
| {{green|+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 {{iconify|Energy}}. Once the colony has been successfully established, a single Pop will appear and take a {{iconify|Colonist}} job. You can then begin to develop the planet by constructing {{iconify|District}}s and {{iconify|Building}}s, clearing {{iconify|Tile Blocker}}s, and resettling {{iconify|Pops}}.
在建立殖民地的过程中,它将极为脆弱:只要几天的轨道轰炸就会将其彻底摧毁。在此期间,新殖民地不生产任何东西,并且会消耗{{iconify|energy||8}} 。在殖民地发展过程中,可以清除{{iconify|Tile Blocker}} ,但在殖民地完全建立之前,不能取消或重新排序它们的清除。一旦成功建立了殖民地,为殖民船选择的单一物种将出现在行星上。然后,可以通过构建{{iconify|district}} {{iconify|building}} 来开发行星。


The [[File:Tradition expansion colonization fever.png|24px|link=Traditions#Expansion]] Colonization Fever tradition from the {{iconify|Expansion}} tradition tree and the {{iconify|Yuht Cryo Core}} relic each increase the number of initial pops on a new colony by 1.
{{tradition|expansion|Colonization Fever|iconify}}传统和 {{iconify|Yuht Cryo Core}}遗珍每一个都将新殖民地的初始人口数量额外增加{{green|+1}} {{iconify|Machine Intelligence}} 帝国的殖民地也将获得{{green|+1}}人口。


== 参考资料 ==
== 参考资料 ==
第230行: 第229行:
[[Category:游戏概念]]
[[Category:游戏概念]]
[[Category:殖民]]
[[Category:殖民]]
[[en:Colonization]]

2022年8月23日 (二) 20:00的最新版本

Fleet task colonize 2.png

殖民Colonization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:Engineering Research.png 12x 工程学研究产出(潜在的产量 250 ~ 10000)。

人族帝国殖民一个新世界

宜居性[编辑 | 编辑源代码]

宜居性 Habitability 宜居性Habitability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 Ring World 环形世界Ring World盖亚星球 Gaia World 盖亚星球Gaia World都市星球 Ecumenopolis 都市星球Ecumenopolis对所有物种都具有最大的宜居性,而死寂星球 Tomb World 死寂星球Tomb World机械星球 Machine World 机械星球Machine World蜂巢星球 Hive World 蜂巢星球Hive World(除蜂巢思维 Hive-Minded 蜂巢思维Hive-Minded外)通常对生物物种具有宜居性 Habitability  0% 宜居性Habitability

类型 基础值
盖亚星球,都市星球和环形世界 100%
蜂巢星球对蜂巢思维 Hive-Minded 蜂巢思维Hive-Minded物种 100%
行星类型确切匹配 80%
太空居住站 70%
气候类型匹配 60%
气候类型不匹配 20%
死寂星球、机械星球和蜂巢星球 0%
  • 宜居性在 100%以下每减少1%会增加 +1% Maintenance.png Amenities.png amenity使用,并且减少 -0.5% 人口资源产出 Pop Resource Production 人口资源产出Pop Resource Production人口增长速度 Pop Growth Speed 人口增长速度Pop Growth Speed。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 Machine Intelligence 机械智能Machine Intelligence 的帝国需要 智能人 Droids 智能人Droids 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[编辑 | 编辑源代码]

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 Pm planet from space.pngPm frame 1.png 环境改造候选Terraforming Candidate 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 Terraforming 环境改造Terraforming

图标颜色 宜居性 Habitability 宜居性Habitability
Colonizability green.png 绿色 该星球对玩家帝国中至少一个物种有>70%宜居性。
Colonizability yellow.png 黄色 该星球对玩家帝国中至少一个物种有40%-60%宜居性。
Colonizability red.png 红色 该星球对玩家帝国中所有物种都有<40%宜居性。
Colonizability orange.png 橙色 该星球可宜居但未被调查。
Colonizability blue.png 蓝色 该星球正在被环境改造。


拥有异常现象前超光速物种的星球无法被殖民。

宜居性策略[编辑 | 编辑源代码]

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 Terraforming 环境改造Terraforming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 Terrestrial Sculpting 地表塑造Terrestrial Sculpting 科技。只有宜居星球和拥有 Pm planet from space.pngPm frame 1.png 环境改造候选Terraforming Candidate 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[编辑 | 编辑源代码]

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 Society Research 社会学研究Society Research 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 Glandular Acclimation 腺体适应Glandular Acclimation 技术。

外来物种[编辑 | 编辑源代码]

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 Xenophile 亲外主义Xenophile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 Megacorp 寰宇企业Megacorp 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。

表观遗传学机制 Epigenetic Triggers 提升一个未开智物种,或者对一个土著文明进行Fleet task technological enlightenment action.png 科技启蒙或者 Fleet task covert infiltration action.png 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 Tomb World Preference 死寂星球偏好Tomb World Preference。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 Self-Modified 自我改造Self-Modified,并发展成为死寂星球特有的自己的物种。

也可以从Flag caravaneer 03.png 拉奇工业公司 行商购买具有死寂星球偏好 Tomb World Preference 死寂星球偏好Tomb World Preference特质的人口。

提升宜居性[编辑 | 编辑源代码]

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
宜居性 Habitability 来源
-10% 水土不服 Nonadaptive 水土不服Nonadaptive
+5% 生物适应性 Bioadaptability 生物适应性Bioadaptability
+10% 仰望星空 Starborn 仰望星空Starborn
+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
+20% 克隆人士兵先裔 Clone Soldier Ascendant 克隆人士兵先裔Clone Soldier Ascendant
+30% 强健 Robust 强健Robust
+50% 石质 Lithoid 石质Lithoid
+50% Leader trait resilient.png 尼瓦拉克
最小50% 穴居者 cave dweller 穴居者cave dweller
帝国宜居性修正
宜居性 Habitability 来源
–2% 工业发展 Industrial Development 工业发展Industrial Development 1:规则便利化 星海共同体议案
–5% 工业发展 Industrial Development 工业发展Industrial Development 2:集中废弃物管理 星海共同体议案
–10% 工业发展 Industrial Development 工业发展Industrial Development 3:建设美好明天 星海共同体议案
–20% 工业发展 Industrial Development 工业发展Industrial Development 4:环境条例豁免 星海共同体议案
–25% 工业发展 Industrial Development 工业发展Industrial Development 5:丰饶计划 星海共同体议案
+5% 禁欲主义 Ascetic 禁欲主义Ascetic 国民理念
+10% Environmental Diversification Environmental Diversification 传统
+5% 大气过滤 Atmospheric Filtering 大气过滤Atmospheric Filtering 科技
+5% Tech colonization 3.png Hostile Environment Adaptation 科技
+5% 外星土壤肥化 Foreign Soil Enrichment 外星土壤肥化Foreign Soil Enrichment 科技
+5% 生态整合研究 Eco-Integration Studies 生态整合研究Eco-Integration Studies 科技
+5% 生态保护 Ecological Protection 生态保护Ecological Protection 3:一体化园林 星海共同体议案
+10% 生态保护 Ecological Protection 生态保护Ecological Protection 4:环境控制委员会 星海共同体议案
+15% 生态保护 Ecological Protection 生态保护Ecological Protection 5:天堂计划 星海共同体议案
行星宜居性修正
宜居性 Habitability 来源
-20% D mining tunnels.png 丰饶计划 行星特征
-10% D gaseous eruption.png 每一 石质燹墟 障碍物
多样 行星修正
+2.5% 每一医务工作者 Medical Worker 医务工作者Medical Worker
+10% File:Holding tree of life sapling.png 生命之树苗
+10% Building gaiaseeders 2.png 盖亚播种器 2阶
+20% Building gaiaseeders 3.png 盖亚播种器 3阶
+20% Building gaiaseeders 4.png 盖亚播种器前哨
限制型宜居性修正
类型 宜居性 Habitability 来源
轨道居住站 Orbital Habitat 轨道居住站Orbital Habitat +20% 太空子民 Voidborne 太空子民Voidborne 飞升天赋
死寂星球 Tomb World 死寂星球Tomb World +10% 辐射合成 Radiotrophic 辐射合成Radiotrophic 特质
+20% 死寂星球适应 Tomb World Adaptation 死寂星球适应Tomb World Adaptation 科技
+70% 幸存者 Survivor 幸存者Survivor 特质
+100% 辐照化 Irradiated 辐照化Irradiated 特质
海洋星球 Ocean World 海洋星球Ocean World +20% 水生 Aquatic 水生Aquatic
母星世界 +30% 起源于该行星的物种

殖民船[编辑 | 编辑源代码]

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 民主制 Democratic寡头制 Oligarchic独裁制 Dictatorial帝制 Imperial企业政府 Corporate 蜂巢思维 Hive Mind 生命之树 Tree of Life
Biological
  • 合金 Alloys 200 Alloys
  • 食物 Food 200 Food
  • 消费品 Consumer Goods 200 Consumer Goods
  • 合金 Alloys 200 Alloys
  • 食物 Food 500 Food
  • 合金 Alloys 50 Alloys
  • 食物 Food 1000 Food
Lithoid
  • 合金 Alloys 200 Alloys
  • 矿物 Minerals 200 Minerals
  • 消费品 Consumer Goods 200 Consumer Goods
  • 合金 Alloys 200 Alloys
  • 矿物 Minerals 500 Minerals
  • 合金 Alloys 50 Alloys
  • 矿物 Minerals 500 Minerals
  • 食物 Food 500 Food
Robot 合金 Alloys 400 Alloys No.png No.png

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 civics can also construct Private Colony Ships, which cost 能量币 Energy Credits 500 能量币Energy Credits instead.

Empires with the 降世灾星 Calamitous Birth 降世灾星Calamitous Birth origin can also construct Lithoid Meteorites, which cost 矿物 Minerals 500 矿物Minerals instead and have no upkeep cost.

The 开拓精神 Frontier Spirit 开拓精神Frontier Spirit ruler trait reduces the cost of colony ships by -35%.


替代型殖民船[编辑 | 编辑源代码]

陨石殖民船

除了常规的殖民地飞船外,拥有 企业国度 Corporate Dominion 企业国度Corporate Dominion民营勘探者 Private Prospectors 民营勘探者Private Prospectors 国民理念的帝国也可以建造 私人殖民船Private Colony Ships,这将花费500 能量币 Energy Credits 能量币Energy Credits。然而,由私人殖民地飞船建立的新殖民地的起始人口将具有随机思潮,而不是帝国的主流思潮。

类似地,拥有 降世灾星 Calamitous Birth 降世灾星Calamitous Birth 起源的帝国也可以建造 石质生物陨石Lithoid Meteorites,这将花费500 矿物 Minerals 矿物Minerals,不需要维护费且建造时间仅需150天。石质生物陨石的亚光速航速也比普通的殖民船快得多。一颗被石质生物陨石占据的行星将会获得两个石质生物陨石坑障碍物和Pm asteroid impacts.pngPm frame 3.png 巨型陨石坑行星修正,这会造成宜居性 Habitability  -50% 宜居性Habitability

殖民地发展[编辑 | 编辑源代码]

当一艘殖民船降落在一个星球上时,它将被转换为一级首都建筑,随着人口的增长,它可以进一步升级。着陆后,将出现一段初始发展期。在0个人口情况下,该周期持续约2年零10个月,并随着人口的增加而增长。它也可以通过以下方式减少:

殖民地发展速度 Colony Development Speed 殖民地发展速度Colony Development Speed 来源 修正
轨道居住站 Orbital Habitat 轨道居住站Orbital Habitat +200%
法令 Edict 撤离协议 法令 +100%
人工智能殖民船 AI-Controlled Colony Ships 人工智能殖民船AI-Controlled Colony Ships 科技 +50%
自我意识殖民船 Self-Aware Colony Ships 自我意识殖民船Self-Aware Colony Ships 科技 +50%
瓷金基础设施 Ceramo-Metal Infrastructure 瓷金基础设施Ceramo-Metal Infrastructure 科技 +25%
耐钢基础设施 Durasteel Infrastructure 耐钢基础设施Durasteel Infrastructure 科技 +25%
扩张 Expansion 采纳 扩张Expansion 传统树 +25%
开拓精神 Frontier Spirit 开拓精神Frontier Spirit 统治者特质 +25%
扩张主义 Expansionist 扩张主义Expansionist +15%

在建立殖民地的过程中,它将极为脆弱:只要几天的轨道轰炸就会将其彻底摧毁。在此期间,新殖民地不生产任何东西,并且会消耗能量币 Energy Credits 8 能量币Energy Credits。在殖民地发展过程中,可以清除地块障碍 Tile Blocker 地块障碍Tile Blocker,但在殖民地完全建立之前,不能取消或重新排序它们的清除。一旦成功建立了殖民地,为殖民船选择的单一物种将出现在行星上。然后,可以通过构建区划 District 区划District建筑 Building 建筑Building来开发行星。

Colonization Fever Colonization Fever传统和 尤特冷冻核心 Yuht Cryo Core 尤特冷冻核心Yuht Cryo Core遗珍每一个都将新殖民地的初始人口数量额外增加 +1机械智能 Machine Intelligence 机械智能Machine Intelligence帝国的殖民地也将获得 +1人口。

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