无编辑摘要 |
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[[File:Humanoid Colonization.png|thumb|320px|人族帝国殖民一个新世界]] | [[File:Humanoid Colonization.png|thumb|320px|人族帝国殖民一个新世界]] | ||
== | == 宜居性 == | ||
{{SVersion|3.4}} | {{SVersion|3.4}} | ||
'''{{iconify|Habitability}}''' | '''{{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}} 和{{iconify|Ecumenopolis}} 对所有物种都具有最大的宜居性,而{{iconify|Tomb World}} 、{{iconify|Machine World}} 和{{iconify|Hive World}} (除{{iconify|Hive-Minded}} 外)通常对生物物种具有{{iconify|habitability||0%|red}} 。 | ||
{| class="mildtable" cellspacing="2" cellpadding="4" style="float: right; margin-right: 30px;" | {| class="mildtable" cellspacing="2" cellpadding="4" style="float: right; margin-right: 30px;" | ||
|- | |- | ||
! | ! 类型 !! 基础值 | ||
|- | |- | ||
| | | 盖亚星球,都市星球和环形世界 || {{green|100%}} | ||
|- | |- | ||
| | | 蜂巢星球对{{iconify|Hive-Minded}} 物种 || {{green|100%}} | ||
|- | |- | ||
| | | 行星类型确切匹配 || {{green|80%}} | ||
|- | |- | ||
| | | 太空居住站 || {{green|70%}} | ||
|- | |- | ||
| | | 气候类型匹配 || {{yellow|60%}} | ||
|- | |- | ||
| | | 气候类型不匹配 || {{red|20%}} | ||
|- | |- | ||
| | | 死寂星球、机械星球和蜂巢星球 || {{red|0%}} | ||
|} | |} | ||
* | * 宜居性在{{green|100%}}以下每减少'''1%''' 会增加{{red|+1%}} {{iconify|upkeep}} 和 {{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。 | ||
* | * 母星世界对源自于此的物种具有{{green|+30%}} 宜居性。 | ||
* | * 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。 | ||
* | * 低宜居性可能引发各种事件。 | ||
{{clear}} | {{clear}} | ||
=== Visual cues === | === Visual cues === |
2022年8月23日 (二) 16:05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)。
宜居性
0%
类型 | 基础值 |
---|---|
盖亚星球,都市星球和环形世界 | 100% |
蜂巢星球对![]() |
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%
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。
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.
![]() |
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:
![]() |
Source |
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-10% | ![]() |
+5% | ![]() |
+10% | ![]() |
+10% | ![]() |
+20% | ![]() |
+20% | ![]() |
+20% | ![]() |
+30% | ![]() |
+50% | ![]() |
+50% | ![]() |
Min 50% | ![]() |
![]() |
Source |
---|---|
-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 |