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| [[File:Fleet task colonize 2.png|frameless|left]] | | [[File:Fleet task colonize 2.png|frameless|left]] |
| {{Celestialbodynav}} | | {{Celestialbodynav}} |
| '''Colonization''' is the process of establishing control over an uninhabited, habitable planet with a Colony Ship. | | '''{{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。 |
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| The first time an empire colonizes another world, it {{reward|eng|res1|gains|between}}
| | 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]] |
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| == Habitability == | | == Habitability == |
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)。
Habitability
宜居性 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 for a given species is determined by how closely its climate matches that species' preference. The 9 regular habitable world types are divided into 3 climate categories: dry, frozen, and wet. 环形世界s, 盖亚星球s, and 都市星球es have maximum habitability for all species, while 死寂星球s, 机械星球s, and 蜂巢星球s (except for 蜂巢思维 species) normally have 0% 宜居性 for biological species.
Tier |
Base
|
Gaia World, Ecumenopolis, and Ring World |
100%
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Hive World for 蜂巢思维 species |
100%
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Exact match |
80%
|
Habitat |
70%
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Climate category match |
60%
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Climate category mismatch |
20%
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Tomb World, Machine World, and Hive World |
0%
|
- Every 1% reduction of habitability below 100% increases pops' and 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 amenities 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s require the 智能人nology to build colony ships using robots.
- Low Habitability can trigger various events.
Visual cues
Systems containing 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 环境改造候选 modifier don't create planet icons unless they are being 环境改造ed.
Icon color |
宜居性
|
Green |
The world is ≥ 70% habitable for at least one species in the player's empire.
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Yellow |
The world is 40–69% habitable for at least one species in the player's empire.
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Red |
The world is < 40% habitable for all species in the player's empire.
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Orange |
The world is habitable but not surveyed.
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Blue |
The world is currently being terraformed.
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Planets with an anomaly or a pre-FTL species cannot be colonized.
Habitability strategies
As only about ⅓ of planets will match the primary species preferred climate category, to fully and efficiently utilize all habitable planets in their own systems, an empire may want to populate its worlds with alien species, genetically-engineered subspecies, or even robots.
It is also possible to 环境改造 habitable worlds, though this is a costly and time-consuming process and requires the 地表塑造 technology to be researched. Only habitable planets and barren worlds with the 环境改造候选 modifier can be terraformed.
Genetic Modification
Using genetic modification, it is possible to create a subspecies of the empire's primary species with a different climate preference. However, as genetic modification targets all pops of the same subspecies on a planet, this needs either a first-in approach, requiring suffering through low habitability until the project is completed, or modifiying the pops on an existing colony, preferably one with increased habitability regardless of current climate preference (Ringworld, Habitat, Homeworld, beneficial modifiers). In either case, the cost of modifying pops will delay researching 社会学研究 technologies.
Changing a habitability trait costs the equivalent of adding a trait worth 3 trait-points and requires the 腺体适应 technology.
Xenos
With all the possible climate preferences, it is likely that some alien species can live comfortably on planets which are unsuitable to the empire's primary species. The main disadvantage is that xeno pops might not have favorable traits. There may also be unwanted 亲外主义 attraction or faction interactions from this path.
Xeno pops can be added to an empire to use as colonists via conquest, migration treaties, or – with the 寰宇企业 DLC – the slave market. Empires can colonize with any species that has migration access to the empire, even if no pops of that species live on the empire's worlds.
Uplifting, Enlightening, or 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 climate preference trait like 死寂星球偏好. Species native to 死寂星球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 uplifting pre-sapients found on Tomb Worlds. The Horizon Signal event chain can also create a subspecies of the empire's main species with this trait. Alternatively, pops of the main species on Tomb Worlds may 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 trait from Racket Industrial Enterprise caravaneers.
Improving habitability
Aside from changing climate preference, there are also various other methods for improving habitability:
Species habitability modifiers
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Source
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-10% |
水土不服
|
+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
|
+50% |
石质
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+50% |
Nivlac
|
Min 50% |
穴居者
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Empire habitability modifiers
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Source
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–2% |
工业发展 1: Regulatory Facilitation
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–5% |
工业发展 2: Collective Waste Management
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–10% |
工业发展 3: Building a Better Tomorrow
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–20% |
工业发展 4: Environmental Ordinance Waivers
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–25% |
工业发展 5: Project Cornucopia
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+5% |
禁欲主义 civic
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+10% |
Environmental Diversification tradition
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+5% |
大气过滤 technology
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+5% |
Hostile Environment Adaptation technology
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+5% |
外星土壤肥化 technology
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+5% |
生态整合研究 technology
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+5% |
生态保护 3: Integrated Gardens
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+10% |
生态保护 4: Environmental Control Board
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+15% |
生态保护 5: Paradise Initiative
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Planet habitability modifiers
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Source
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-20% |
Project Cornucopia feature
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-10% |
Lithoid Devastation blocker, each
|
Varies |
Planet modifiers
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+2.5% |
医务工作者, each
|
+10% |
File:Holding tree of life sapling.png Tree of Life Sapling
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+10% |
Gaia Seeder phase 2
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+20% |
Gaia Seeder phase 3
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+20% |
Gaia Seeder Outpost
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Restricted habitability modifiers
Where |
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Source
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轨道居住站s |
+20% |
太空子民 ascension perk
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死寂星球s
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+10% |
辐射合成 trait
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+20% |
死寂星球适应 technology
|
+70% |
幸存者 trait
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+100% |
辐照化 trait
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海洋星球s
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+20% |
水生
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Homeword
|
+30% |
Species originating on planet
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Colony ships
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 人口(s) that will be sent to the new colony. Species require the 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 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 depends mainly on the empire's primary species class and governing authority.
Primary species
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Biological
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- 200 合金
- 200 食物
- 200 消费品
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- 200 合金
- 500 食物
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- 50 合金
- 1000 食物
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石质
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- 200 合金
- 200 矿物
- 200 消费品
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- 200 合金
- 500 矿物
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- 50 合金
- 500 矿物
- 500 食物
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Robot
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400 合金
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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%
|
Adopting the 扩张 tradition tree |
+25%
|
开拓精神 ruler trait |
+25%
|
扩张主义 |
+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 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