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Revision as of 17:57, 7 March 2022
Colonization is the process of moving
Pops via a Colony Ship to a previously uninhabited but habitable planet.
The first time an empire colonizes another world it will gain between 60 and 150
Engineering Research.
Habitability
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 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.
| Tier | Base |
|---|---|
| Gaia World, Ecumenopolis, and Ring World | 100% |
| Exact match | 80% |
| Habitat | 70% |
| Climate category match | 60% |
| Climate mismatch | 20% |
| Tomb World, Machine World, and Hive World | 0% |
- Every 1% reduction of Habitability below 100% increases the Pop Upkeep 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 Amenity 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 events.
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 ![]()
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.
It is also possible to
![]()
Habitability strategies
Genetic Modification
Using genetic modification, one can create a 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
Xenos
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.
Xeno pops can be added to an Empire to use as colonists via
Conquest and
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.
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 Habitability 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 the aforementioned methods, there are also various other methods for improving Habitability:
| Habitability bonuses | ||
|---|---|---|
| Source | DLC | |
| +5% | ||
| +10% | ||
| +10% | ||
| +20% | ||
| +20% | ||
| +20% | ||
| +30% | ||
| +50% | ||
| +5% | ||
| +10% | ||
Colony ships
To colonize a planet, an empire needs first to own the system via a
Shipyard module.
Colony Ships cost a 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
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
Empires with the
Meteorite colony ships
|
|
只可用于 Lithoids DLC 已启用。 |
Colony development
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:
| Boost | |
|---|---|
| +200% | |
| +100% | |
| +50% | |
| +50% | |
| +25% | |
| +25% | |
| +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
Pops.
The
Colonization Fever tradition from the
References
| 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 |
