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[[File:Evt circuitry modification.png|450px|right|frame|Every species can be radically changed through genetic or cybernetic modification]] | [[File:Evt circuitry modification.png|450px|right|frame|Every species can be radically changed through genetic or cybernetic modification]] | ||
{{see also|Traits}} | {{see also|Traits}} | ||
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== Trait points and Picks == | == Trait points and Picks == | ||
{{SVersion|3. | {{SVersion|3.3}} | ||
The two primary limiters to how many traits in what combination one can have are the Trait Points and Trait Picks. The first contact with both is on the species creation screen. Various technologies add additional Trait Points but Trait Picks are always capped at 5, except for hybrid species which have 6. In Utopia traits given by ascension paths do not count towards either limit. | The two primary limiters to how many traits in what combination one can have are the Trait Points and Trait Picks. The first contact with both is on the species creation screen. Various technologies add additional Trait Points but Trait Picks are always capped at 5, except for hybrid species which have 6. In Utopia traits given by ascension paths do not count towards either limit. | ||
== Species templates == | == Species templates == | ||
{{SVersion|3. | {{SVersion|3.3}} | ||
[[File:UI genetic modification.png|thumbnail|right|The genetic modification menu.]] | [[File:UI genetic modification.png|thumbnail|right|The genetic modification menu.]] | ||
Population modification is done via templates. Templates can be applied to pops residing on a planet or to the entire species, previously modified or not. Modified pops are considered part of the same species as the original even if the name and portraits have been changed. However, it is possible to set different rights for templates and its parent species. | Population modification is done via templates. Templates can be applied to pops residing on a planet or to the entire species, previously modified or not. Modified pops are considered part of the same species as the original even if the name and portraits have been changed. However, it is possible to set different rights for templates and its parent species. | ||
Templates with zero current pops can be freely modified or deleted | Templates with zero current pops can be freely modified or deleted. However, the ones with at least one pop cannot be changed, and the template modification window presents only the option to create a new one. | ||
After a template has been applied a special project to start modifying the selected pops will appear in the situation log. The project will timeout in 30 days if not started. Depending on the kind of modification, how severe the modification (total amount of trait point differences) and how many pops were picked, this special project can be very expensive in science. The system is currently designed towards favoring bulk modification of many traits over specific via a high base cost. | After a template has been applied a special project to start modifying the selected pops will appear in the situation log. The project will timeout in 30 days if not started. Depending on the kind of modification, how severe the modification (total amount of trait point differences), and how many pops were picked, this special project can be very expensive in science. | ||
The system is currently designed towards favoring bulk modification of many traits over specific via a high base cost. | |||
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== Uplifting == | == Uplifting == | ||
{{SVersion|3. | {{SVersion|3.3}} | ||
For pre-sapient species the option to create templates is replaced with the option to uplift and bring them to sapience. It requires the {{iconify|Epigenetic Triggers|24px}} technology and costs 3000 {{iconify|Society}} research. Upon completion the empire will instantly integrate the uplifted species and gain 500 {{iconify|Influence}}. In addition the uplifted species will gain {{green|+10%}} {{iconify|Happiness}} when living within the borders of the empire that uplifted it. The initial ethics of the uplifted species will be determined by a series of initial events | For pre-sapient species the option to create templates is replaced with the option to uplift and bring them to sapience. It requires the {{iconify|Epigenetic Triggers|24px}} technology and costs 3000 {{iconify|Society}} research. Upon completion, the empire will instantly integrate the uplifted species and gain 500 {{iconify|Influence}}. In addition, the uplifted species will gain {{green|+10%}} {{iconify|Happiness}} when living within the borders of the empire that uplifted it. The initial ethics of the uplifted species will be determined by a series of initial events. Afterwards, the species fully susceptible to Ethics divergence. | ||
== Assimilation == | == Assimilation == | ||
{{expansion|utp|snd}} | {{expansion|utp|snd}} | ||
This special Citizenship with associated Living Standards allows the conversion of pops to better fit the existing empire, without the hassle of regular modification. Each year 3, 6 or 12 pops will be assimilated, chosen from among all assimilating pops. The type of assimilation depends on the empire and the pop in question. | This special Citizenship with associated Living Standards allows the conversion of pops to better fit the existing empire, without the hassle of regular modification. Each year 3, 6, or 12 pops will be assimilated, chosen from among all assimilating pops. The type of assimilation depends on the empire and the pop in question. | ||
{{iconify|Fanatic Purifiers}}, {{iconify|Devouring Swarm}}s and {{iconify|Terravore}}s can't perform any kind of assimilation. {{iconify|Hive-Minded}} pops can't be assimilated into an empire that isn't a {{iconify|Hive Mind}}, except with Hive Dissociation. | {{iconify|Fanatic Purifiers}}, {{iconify|Devouring Swarm}}s, and {{iconify|Terravore}}s can't perform any kind of assimilation. {{iconify|Hive-Minded}} pops can't be assimilated into an empire that isn't a {{iconify|Hive Mind}}, except with Hive Dissociation. | ||
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== Ascension paths == | == Ascension paths == | ||
{{SVersion|3. | {{SVersion|3.3}} | ||
{{expansion|utp}} | {{expansion|utp}} | ||
Genetic modification can be used in conjunction with some of the [[ascension perk]]s. | Genetic modification can be used in conjunction with some of the [[ascension perk]]s. | ||
* The biological ascension path focuses entirely on genetic modification. Each of the two ascension perks grants 3 additional trait points and reduces the cost of genetic modification projects by 25% as well as unlocking early the {{iconify|Gene Seed Purification|21px}} and {{iconify|Genetic Resequencing|21px}} technologies | * The '''biological''' ascension path focuses entirely on genetic modification. Each of the two ascension perks grants 3 additional trait points and reduces the cost of genetic modification projects by 25%, as well as unlocking early the {{iconify|Gene Seed Purification|21px}} and {{iconify|Genetic Resequencing|21px}} technologies. | ||
* The psionic ascension path adds the {{iconify|Psionic}} trait | * The '''psionic''' ascension path adds the {{iconify|Psionic}} trait, which cannot be acquired or removed through genetic modification. At first, only the founding species will get it, but other species living in the empire can get it through assimilation. | ||
* Choosing the synthetic ascension path will first enhance | * Choosing the '''synthetic''' ascension path will first enhance all empire species with the {{iconify|Cybernetic}} trait. Cybernetic species are still organic enough to be genetically modified. Completing the synthetic ascension path will upload all {{iconify|Cybernetic}} pops into Robotic bodies, replacing genetic modification with cybernetic. | ||
== Hybrid species == | == Hybrid species == | ||
{{expansion|mgc}} | {{expansion|mgc}} | ||
{{icon|Xenophile}}{{icon|Fanatic Xenophile}} Xenophile empires can pick the [[File:Ap xeno compatibility.png|24px|link=Traditions#Xeno-Compatibility]] Xeno-Compatibility Ascension Perk to allow the reproduction of two organic species into hybrid species. Hybrid species take a portrait from one of the parent species and a mix of traits from both parent species, with at least one trait being inherited from each. They also get 1 | {{icon|Xenophile}}{{icon|Fanatic Xenophile}} Xenophile empires can pick the [[File:Ap xeno compatibility.png|24px|link=Traditions#Xeno-Compatibility]] Xeno-Compatibility Ascension Perk to allow the reproduction of two organic species into hybrid species. Hybrid species take a portrait from one of the parent species and a mix of traits from both parent species, with at least one trait being inherited from each. They also get {{green|+1}} trait point and {{green|+1}} trait pick. Two species are 3× more likely to create a hybrid species if they are part of the same species group. | ||
A Caravan event unique to {{icon|Xenophile}}{{icon|Fanatic Xenophile}} Xenophile empires also has a 33% chance of creating a hybrid species. | A Caravan event unique to {{icon|Xenophile}}{{icon|Fanatic Xenophile}} Xenophile empires also has a 33% chance of creating a hybrid species. | ||
== | == 参考资料 == | ||
<references /> | <references /> | ||
{{ConceptsNavbox}} | {{ConceptsNavbox}} | ||
[[Category:游戏概念]] | [[Category:游戏概念]] | ||
[[en:Population_modification]] | [[en:Population_modification]] |
2022年5月10日 (二) 23:07的最新版本
- See also: Traits
Population modification refers to the process of altering a population's traits either to change its habitability, create subspecies suited for different tasks or improving it after unlocking more trait points through research. Both organic and robotic pops can be modified and each has its own set of traits. In addition, a small number of events can modify the population of a colony.
Species with the
Trait points and Picks[编辑 | 编辑源代码]
The two primary limiters to how many traits in what combination one can have are the Trait Points and Trait Picks. The first contact with both is on the species creation screen. Various technologies add additional Trait Points but Trait Picks are always capped at 5, except for hybrid species which have 6. In Utopia traits given by ascension paths do not count towards either limit.
Species templates[编辑 | 编辑源代码]
Population modification is done via templates. Templates can be applied to pops residing on a planet or to the entire species, previously modified or not. Modified pops are considered part of the same species as the original even if the name and portraits have been changed. However, it is possible to set different rights for templates and its parent species.
Templates with zero current pops can be freely modified or deleted. However, the ones with at least one pop cannot be changed, and the template modification window presents only the option to create a new one.
After a template has been applied a special project to start modifying the selected pops will appear in the situation log. The project will timeout in 30 days if not started. Depending on the kind of modification, how severe the modification (total amount of trait point differences), and how many pops were picked, this special project can be very expensive in science.
The system is currently designed towards favoring bulk modification of many traits over specific via a high base cost.
Type | Genetic | Cybernetic |
---|---|---|
Unlocked by | |
|
Cost | ||
Trait Points |
Uplifting[编辑 | 编辑源代码]
For pre-sapient species the option to create templates is replaced with the option to uplift and bring them to sapience. It requires the
Assimilation[编辑 | 编辑源代码]
只可用于 Utopia DLC 或者 Synthetic Dawn DLC 已启用。 |
This special Citizenship with associated Living Standards allows the conversion of pops to better fit the existing empire, without the hassle of regular modification. Each year 3, 6, or 12 pops will be assimilated, chosen from among all assimilating pops. The type of assimilation depends on the empire and the pop in question.
Assimilating a pop from an invaded primitive species into a
Ascension paths[编辑 | 编辑源代码]
只可用于 Utopia DLC 已启用。 |
Genetic modification can be used in conjunction with some of the ascension perks.
- The biological ascension path focuses entirely on genetic modification. Each of the two ascension perks grants 3 additional trait points and reduces the cost of genetic modification projects by 25%, as well as unlocking early the
基因种子纯化 and基因重组 technologies. - The psionic ascension path adds the
灵能 trait, which cannot be acquired or removed through genetic modification. At first, only the founding species will get it, but other species living in the empire can get it through assimilation. - Choosing the synthetic ascension path will first enhance all empire species with the
神经机械 trait. Cybernetic species are still organic enough to be genetically modified. Completing the synthetic ascension path will upload all神经机械 pops into Robotic bodies, replacing genetic modification with cybernetic.
Hybrid species[编辑 | 编辑源代码]
只可用于 MegaCorp DLC 已启用。 |
Xenophile empires can pick the Xeno-Compatibility Ascension Perk to allow the reproduction of two organic species into hybrid species. Hybrid species take a portrait from one of the parent species and a mix of traits from both parent species, with at least one trait being inherited from each. They also get +1 trait point and +1 trait pick. Two species are 3× more likely to create a hybrid species if they are part of the same species group.
A Caravan event unique to Xenophile empires also has a 33% chance of creating a hybrid species.
参考资料[编辑 | 编辑源代码]
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 |