(更新至3.4) |
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[[File:Fleet task colonize 2.png|frameless|left]] | [[File:Fleet task colonize 2.png|frameless|left]] | ||
{{Celestialbodynav}} | {{Celestialbodynav}} | ||
'''Colonization''' | '''{{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。 | ||
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| | [[File:Humanoid Colonization.png|thumb|320px| 人族帝国殖民一个新世界]] | ||
== Habitability == | == Habitability == |
2022年8月23日 (二) 15:46的版本
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
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
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
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
Changing a habitability trait costs the equivalent of adding a trait worth 3 trait-points and requires the
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
Xeno pops can be added to an empire to use as colonists via conquest,
migration treaties, or – with the
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
Self-Modify via the A New Species event and develop into their own species native to Tomb Worlds.
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只可用于 MegaCorp DLC 已启用。 |
It is also possible to purchase pops with the
Racket Industrial Enterprise caravaneers.
Improving habitability
Aside from changing climate preference, there are also various other methods for improving habitability:
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Source |
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-10% | ![]() |
+5% | ![]() |
+10% | ![]() |
+10% | ![]() |
+20% | ![]() |
+20% | ![]() |
+20% | ![]() |
+30% | ![]() |
+50% | ![]() |
+50% | ![]() |
Min 50% | ![]() |
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Source |
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-20% | ![]() |
-10% | ![]() |
Varies | Planet modifiers |
+2.5% | ![]() |
+10% | File:Holding tree of life sapling.png Tree of Life Sapling |
+10% | ![]() |
+20% | ![]() |
+20% | ![]() |
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
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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The
Alternate colony ships
In addition to regular colony ships, empires with the
500
Similarly, empires with the
500
Lithoid Crater modifier, which adds
-50%
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:
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
The Colonization Fever tradition and the
参考资料
治理 | 帝国 • 思潮 • 政府 • 国民理念 • 政策 • 法令 • 领袖 • 派系 • 人口 • 物种权利 • 经济 • 科技 • 传统 • 犯罪率 |
探索 | 探索 • 地图 • 物种 • 异常现象 • 事件 • FTL • 失落帝国 • 前超光速物种 • 先驱者 • 太空生命体 |
殖民 | 殖民 • 天体 • 行星特征 • 行星管理 • 区划 • 建筑 • 舰船 • 恒星基地 • 巨型结构 |
外交 | 外交 • 贸易 • 附属国 • 联邦 • 星海共同体 • AI 性格 • 情报 |
战争 | 战争 • 太空战 • 地面战 • 舰船设计器 |
其它 | 特质 • 环境改造 • 种群修饰 • 奴役 • 危机 • 预设帝国 • AI 玩家 • 彩蛋 |