殖民:修订间差异

本页面适用于最新的版本(3.4)。

 
(2022年4月9日 (六) 11:41‎ Kami-sama)
(更新至3.4)
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{{Version|3.3}}
{{Version|3.4}}
[[File:Fleet task colonize 2.png|frameless|left]]
[[File:Fleet task colonize 2.png|frameless|left]]
{{Celestialbodynav}}
{{Celestialbodynav}}
'''Colonization''' is the process of moving {{iconify|Pops}} via a Colony Ship to a previously uninhabited but habitable planet.
'''Colonization''' is the process of establishing control over an uninhabited, habitable planet with a Colony Ship.


The first time an empire colonizes another world it will gain between 60 and 150 {{iconify|Engineering}} Research.
The first time an empire colonizes another world, it {{reward|eng|res1|gains|between}}
[[File:Humanoid Colonization.png|thumb|320px|Humanoid empire colonizing a new world]]
[[File:Humanoid Colonization.png|thumb|320px|Humanoid empire colonizing a new world]]


== Habitability ==
== Habitability ==
{{SVersion|3.3}}
{{SVersion|3.4}}
[[File:Mod habitability.png|frameless|left]]
'''{{iconify|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 [[Celestial body#Habitable planets|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. {{iconify|Ring World}}s, {{iconify|Gaia World}}s, and {{iconify|Ecumenopolis}}es have maximum habitability for all species, while {{iconify|Tomb World}}s, {{iconify|Machine World}}s, and {{iconify|Hive World}}s (except for {{iconify|Hive-Minded}} species) normally have {{iconify|habitability||0%|red}} for biological species.
'''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 [[Celestial body#Habitable planets|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. {{iconify|Ring World}}, {{iconify|Gaia World}}, and {{iconify|Ecumenopolis}} worlds have maximum habitability for all species while {{iconify|Tomb World}}s, {{iconify|Machine World}}s, and {{iconify|Hive World}}s (without the {{iconify|Hive-Minded}} species trait) are normally uninhabitable by biological species.


{| class="mildtable" cellspacing="2" cellpadding="4" style="float: left; margin-right: 30px;"
{| class="mildtable" cellspacing="2" cellpadding="4" style="float: right; margin-right: 30px;"
|-
|-
! Tier !! Base
! Tier !! Base
|-
|-
| Gaia World, Ecumenopolis, and Ring World || 100%
| Gaia World, Ecumenopolis, and Ring World || {{green|100%}}
<!--|-
| Habitat (with {{iconify|Voidborne}} ascension perk)   || 90% --><!-- Voidborne isn't base -->
|-
|-
| Exact match || 80%
| Hive World for {{iconify|Hive-Minded}} species || {{green|100%}}
|-
|-
| Habitat || 70%
| Exact match || {{green|80%}}
|-
|-
| Climate category match || 60%
| Habitat || {{green|70%}}
|-
|-
| Climate mismatch || 20%
| Climate category match || {{yellow|60%}}
|-
|-
| Tomb World, Machine World, and Hive World || 0%
| Climate category mismatch || {{red|20%}}
|-
| Tomb World, Machine World, and Hive World || {{red|0%}}
|}
|}


* Every 1% reduction of Habitability below 100% increases the Pop Upkeep and {{iconify|Amenity}} Usage by {{red|1%}} and reduces their job output and species growth by {{red|0.5%}}. It floors at 0% Habitability, giving {{red|+100%}} Pop Upkeep and Amenity Usage, and {{red|-50%}} Job Output and Pop Growth.
* Every '''1%''' reduction of habitability below {{green|100%}} increases pops' {{iconify|upkeep}} and {{iconify|amenity}} usage by {{red|+1%}} and reduces their {{icon|resources from jobs}} job output and {{icon|pop growth speed}} species growth by {{red|-0.5%}}. It floors at {{red|0%}} Habitability, giving {{red|+100%}} pop upkeep and amenities usage, and {{red|-50%}} job output and pop growth.
* Homeworlds have {{green|+30%}} Habitability for the species originating from them.
* Homeworlds have {{green|+30%}} habitability for the species originating from them.
* Robot pops have {{green|200%}} Habitability for each planet type, but empires that aren't {{iconify|Machine Intelligence}}s require the {{iconify|Droids tech|24px}}nology to build Colony Ships using robots. <!-- Note: The Robot trait is obsolete -->
* Robot pops have {{green|200%}} habitability for each planet type, but empires that aren't {{iconify|Machine Intelligence}}s require the {{iconify|Droids tech|24px}}nology to build colony ships using robots.
* Low Habitability can trigger events.
* Low Habitability can trigger various events.
{{clear}}
{{clear}}


=== Visual cues ===
=== 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 {{iconify|Terraforming Candidate}} modifier don't create planet icons unless they're being {{iconify|Terraform}}ed.
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 ''{{iconify|Terraforming Candidate}}'' modifier don't create planet icons unless they are being {{iconify|terraform}}ed.


{| class="mildtable plainlist sortable" cellspacing="2" cellpadding="4"
{| class="mildtable plainlist sortable" cellspacing="2" cellpadding="4"
! Icon color                    !! {{iconify|Habitability}}
! Icon color !! {{iconify|Habitability}}
|-
|-
| [[File:Colonizability green.png|24px]] Green || The world is ≥ 70% habitable for at least one species in the player's empire.
| [[File:Colonizability green.png|24px]] Green || The world is ≥ 70% habitable for at least one species in the player's empire.
|-
|-
| [[File:Colonizability yellow.png|24px]] Yellow || The world is 40–69% habitable for at least one species in the player's empire.
| [[File:Colonizability yellow.png|24px]] Yellow || The world is 40–69% habitable for at least one species in the player's empire.
|-
|-
| [[File:Colonizability red.png|24px]]   Red   || The world is < 40% habitable for all species in the player's empire.
| [[File:Colonizability red.png|24px]] Red || The world is < 40% habitable for all species in the player's empire.
|-
|-
| [[File:Colonizability orange.png|24px]] Orange || The world is habitable but not surveyed.
| [[File:Colonizability orange.png|24px]] Orange || The world is habitable but not surveyed.
|-
|-
| [[File:Colonizability blue.png|24px]]   Blue   || The world is currently being terraformed.
| [[File:Colonizability blue.png|24px]] Blue || The world is currently being terraformed.
|}
|}


Planets cannot be colonized if they house an [[anomaly]] or a [[pre-FTL species]].
Planets with an [[anomaly]] or a [[pre-FTL species]] cannot be colonized.


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.
=== 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 {{iconify|Terraform}} habitable worlds, though this is a costly and time-consuming process. Only habitable planets and barren worlds with the {{iconify|Terraforming Candidate}} modifier can be terraformed.
It is also possible to ''{{iconify|terraform}}'' habitable worlds, though this is a costly and time-consuming process and requires the {{iconify|Terrestrial Sculpting|24px}} technology to be researched. Only habitable planets and barren worlds with the ''{{iconify|Terraforming Candidate}}'' modifier can be terraformed.


=== Habitability strategies ===
==== Genetic Modification ====
==== Genetic Modification ====
Using [[genetic modification]], one can create a [[Game Terms|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).
Using [[genetic modification]], it is possible to create a [[Game Terms|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 {{iconify|society}} technologies.


Changing a habitability trait costs the equivalent of adding a trait worth 3 trait-points and requires the {{iconify|Glandular Acclimation|24px}} technology.
Changing a habitability trait costs the equivalent of adding a trait worth 3 trait-points and requires the {{iconify|Glandular Acclimation|24px}} technology.


==== Xenos ====
==== 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.<!-- Do pops actually have a unity upkeep, or is that obsolete info? -->
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 {{iconify|Xenophile}} attraction or faction interactions from this path.


Xeno pops can be added to an Empire to use as colonists via {{icon|war}} Conquest and {{icon|Migration Treaty}} 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.
Xeno pops can be added to an empire to use as colonists via {{icon|war}} conquest, {{icon|Migration Treaty}} migration treaties, or – with the {{iconify|MegaCorp}} DLC – the [[market|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.


{{icon|Epigenetic Triggers|24px}} Uplifting, [[File:Fleet task technological enlightenment action.png|24px|link=Pre-FTL_species#Technological Enlightenment]] Enlightening, or [[File:Fleet task covert infiltration action.png|24px|link=Pre-FTL_species#Covert Infiltration]] 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 {{iconify|Tomb World Preference}}. Very rare species native to {{iconify|Tomb World}}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 finding them as upliftable pre-sapients on Tomb Worlds and uplifting. The [[Horizon Signal]] event chain can also create a subspecies of your main species with this trait. Alternatively, pops of your main species on Tomb Worlds may {{icon|Self-Modified}} Self-Modify via the [[A New Species]] event and develop into their own species native to Tomb Worlds.
{{icon|Epigenetic Triggers|24px}} Uplifting, [[File:Fleet task technological enlightenment action.png|24px|link=Pre-FTL_species#Technological Enlightenment]] Enlightening, or [[File:Fleet task covert infiltration action.png|24px|link=Pre-FTL_species#Covert Infiltration]] 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 {{iconify|Tomb World Preference}}. Species native to {{iconify|Tomb World}}s are extremely adaptive and can thrive on any planet they have {{yellow|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 {{icon|Self-Modified}} Self-Modify via the ''[[A New Species]]'' event and develop into their own species native to Tomb Worlds.


{{expansion|mgc}}
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==== Improving habitability ====
==== Improving habitability ====
Aside from the aforementioned methods, there are also various other methods for improving Habitability:
Aside from changing climate preference, there are also various other methods for improving habitability:
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{| class="mildtable plainlist sortable" cellspacing="2" cellpadding="4"
{| class="mildtable plainlist sortable" cellspacing="2" cellpadding="4"
! colspan=3 | Habitability bonuses
|+ '''Species habitability modifiers'''
|-
|-
! {{icon|habitability}} !! Source !! DLC
! {{icon|habitability pop}} !! Source
|-
|-
| {{green|+5%}} || {{iconify|Bioadaptability}} (from the [[Orbital Speed Demon]] event) ||
| {{red|-10%}} || {{iconify|Nonadaptive}}
|-
|-
| {{green|+10%}} || {{iconify|Starborn}} (pre-sapient trait) ||
| {{green|+5%}} || {{iconify|Bioadaptability}}
|-
|-
| {{green|+10%}} || {{iconify|Adaptive}} ||
| {{green|+10%}} || {{iconify|Starborn}}
|-
|-
| {{green|+20%}} || {{iconify|Extremely Adaptive}} ||
| {{green|+10%}} || {{iconify|Adaptive}}
|-
|-
| {{green|+20%}} || {{iconify|Cybernetic}} || {{icon|utp}}{{icon|snd}}
| {{green|+20%}} || {{iconify|Extremely Adaptive}}
|-
|-
| {{green|+20%}} || {{iconify|Clone Soldier Ascendant}} (from the {{iconify|Clone Army origin}}) || {{icon|hum}}
| {{green|+20%}} || {{iconify|Cybernetic}}
|-
|-
| {{green|+30%}} || {{iconify|Robust}} (from the {{iconify|Evolutionary Mastery}} ascension perk) || {{icon|utp}}
| {{green|+20%}} || {{iconify|Clone Soldier Ascendant}}
|-
|-
| {{green|+50%}} || {{iconify|Lithoid}} || {{icon|lit}}
| {{green|+30%}} || {{iconify|Robust}}
|-
|-
| {{green|+5%}} || {{iconify|Ascetic}} civic || {{icon|fed}}
| {{green|+50%}} || {{iconify|Lithoid}}
|-
|-
| {{Green|+10%}}||{{Iconify|Adaptability}} tradition Environmental Diversification / Dynamic Ecomorphism ||
| {{green|+50%}} || [[File:leader_trait_resilient.png|24px|link=Traits#Nivlac]] Nivlac
|-
| Min {{yellow|50%}} || {{iconify|Cave Dweller}}
|}
|}


{| class="mildtable plainlist sortable" cellspacing="2" cellpadding="4"
{| class="mildtable plainlist sortable" cellspacing="2" cellpadding="4"
! colspan=4 | Linear habitability bonuses
|+ '''Empire habitability modifiers'''
! {{icon|habitability}} !! Source
|-
|-
! Category !! {{icon|habitability}} !! Source !! DLC
| data-sort-value="-2" | {{red|–2%}} || {{iconify|Industrial Development|24px}} 1: Regulatory Facilitation
|-
|-
| rowspan=2 | {{iconify|Medical Worker}} jobs<br>({{green|+2.5%}} each)
| data-sort-value="-5" | <!-- –3 individually --> {{red| –5%}} || {{iconify|Industrial Development|24px}} 2: Collective Waste Management
| {{green|+5%}} || {{iconify|Gene Clinic|24px}} ||
|-
|-
| {{green|+10%}} || {{iconify|Cyto-Revitalization Center|24px}} ||
| data-sort-value="-10" | <!-- –5 individually --> {{red| –10%}} || {{iconify|Industrial Development|24px}} 3: Building a Better Tomorrow
|-
|-
| rowspan=4 | {{iconify|New Worlds}} technologies<br>({{green|+20%}} total)
| data-sort-value="-20" | <!-- –10 individually --> {{red|–20%}} || {{iconify|Industrial Development|24px}} 4: Environmental Ordinance Waivers
| {{green|+5%}} || {{iconify|Atmospheric Filtering|24px}} technology ||
|-
| data-sort-value="-25" | <!-- –5 individually --> {{red|–25%}} || {{iconify|Industrial Development|24px}} 5: Project Cornucopia
|-
| {{green|+5%}} || {{iconify|Ascetic}} civic
|-
| {{green|+10%}}|| {{tradition|Adaptability|Environmental Diversification|iconify}} tradition
|-
| {{green|+5%}} || {{iconify|Atmospheric Filtering|24px}} technology
|-
|-
| {{green|+5%}} || {{iconify|Hostile Environment Adaptation|24px}} technology
| {{green|+5%}} || {{iconify|Hostile Environment Adaptation|24px}} technology
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| {{green|+5%}} || {{iconify|Eco-Integration Studies|24px}} technology
| {{green|+5%}} || {{iconify|Eco-Integration Studies|24px}} technology
|-
|-
| rowspan=3 | {{iconify|Ecological Protection}}<br>({{green|+15%}} total)
| {{green|+5%}} || {{iconify|Ecological Protection|24px}} 3: Integrated Gardens
| {{green|+5%}} || Resolution 3: Integrated Gardens ||
|-
| {{green|+5%}} || Resolution 4: Environmental Control Board || {{icon|fed}}
|-
| {{green|+5%}} || Resolution 5: Paradise Initiative || {{icon|fed}}
|-
|-
| rowspan=2 | [[File:building gaiaseeders 4.png|48px|link=Buildings#Gaia_Seeders]] Gaia Seeder phases 2 and 3<br>({{green|+10%}} each)
| {{green|+10%}} || {{iconify|Ecological Protection|24px}} 4: Environmental Control Board
| {{green|+10%}} || [[File:building gaiaseeders 2.png|48px|link=Buildings#Gaia_Seeders]] Gaia Seeder phase 2 || {{icon|pln}}
|-
|-
| {{green|+20%}} || [[File:building gaiaseeders 3.png|48px|link=Buildings#Gaia_Seeders]] Gaia Seeder phase 3 || {{icon|pln}}
| {{green|+15%}} || {{iconify|Ecological Protection|24px}} 5: Paradise Initiative
|}
|}


{| class="mildtable plainlist sortable" cellspacing="2" cellpadding="4"
{| class="mildtable plainlist sortable" cellspacing="2" cellpadding="4"
! colspan=4 | Restricted habitability bonuses
|+ '''Planet habitability modifiers'''
! {{icon|habitability}} !! Source
|-
| data-sort-value="-20" | {{red|-20%}} || [[File:D mining tunnels.png|x24px|link=Planetary_features#Project_Cornucopia]] Project Cornucopia feature
|-
|-
! Where     !! {{icon|habitability}} !! Source || DLC
| data-sort-value="-10" | {{red|-10%}} || [[File:D gaseous eruption.png|x24px|link=Planetary_features#Lithoid_Devastation]] Lithoid Devastation blocker, each
|-
|-
| {{iconify|Habitat}}s || {{green|+20%}} || {{iconify|Voidborne}} ascension perk || {{icon|utp}}
| data-sort-value="0" | {{yellow|Varies}} || [[Planet modifiers]]
|-
|-
| rowspan=4 | {{iconify|Tomb World}}s
| {{green|+2.5%}} || {{iconify|Medical Worker}}, each
|             {{green|+20%}} || {{iconify|Tomb World Adaptation|24px}} technology ||
|-
|-
|              {{green|+20%}} || {{iconify|Radiotrophic}} (botanic trait) || {{icon|pln}}
| {{green|+10%}} || [[File:Holding_tree_of_life_sapling.png|48px|link=Holdings#Tree of Life Sapling]] Tree of Life Sapling
|-
|-
|              {{green|+70%}} || {{iconify|Survivor}} (from the {{iconify|Post-Apocalyptic}} origin) || {{icon|apc}}
| {{green|+10%}} || [[File:building gaiaseeders 2.png|48px|link=Buildings#Gaia_Seeders]] Gaia Seeder phase 2
|-
|-
|             {{green|+100%}} || {{iconify|Irradiated}} (pre-sapient trait) || 
| {{green|+20%}} || [[File:building gaiaseeders 3.png|48px|link=Buildings#Gaia_Seeders]] Gaia Seeder phase 3
|-
|-
| {{iconify|Ocean World}}s
| {{green|+20%}} || [[File:building gaiaseeders 4.png|48px|link=Holdings#Gaia_Seeder_Outpost]] Gaia Seeder Outpost
|             {{green|+20%}} || {{iconify|Aquatic}} || {{icon|aqu}}
|}
|}


{| class="mildtable plainlist sortable" cellspacing="2" cellpadding="4"
{| class="mildtable plainlist sortable" cellspacing="2" cellpadding="4"
! colspan=4 | Habitability reductions
|+ '''Restricted habitability modifiers'''
|-
|-
! Category    !! {{icon|habitability}} !! Source || DLC
! Where !! {{icon|habitability}} !! Source
|-
|-
| Species traits ||      {{red| −10%}} || {{iconify|Nonadaptive}} ||
| {{iconify|Habitat}}s || {{green|+20%}} || {{iconify|Voidborne}} ascension perk
|-
|-
| rowspan=5 | {{iconify|Industrial Development}}<br>({{red| –25% total}})
| rowspan=4 | {{iconify|Tomb World}}s
|               {{red| –2%}} || Resolution 1: Regulatory Facilitation ||
| {{green|+10%}} || {{iconify|Radiotrophic}} trait
|-
|-
|      <!-- –5 total --> {{red| –3%}} || Resolution 2: Collective Waste Management || 
| {{green|+20%}} || {{iconify|Tomb World Adaptation|24px|tech=rare}} technology
|-
|-
|      <!-- –10 total --> {{red| –5%}} || Resolution 3: Building a Better Tomorrow |
| {{green|+70%}} || {{iconify|Survivor}} trait
|-
|-
|      <!-- –20 total --> {{red| –10%}} || Resolution 4: Environmental Ordinance Waivers || {{icon|fed}}
| {{green|+100%}} || {{iconify|Irradiated}} trait
|-
| {{iconify|Ocean World}}s
| {{green|+20%}} || {{iconify|Aquatic}}
|-
|-
|      <!-- –25 total --> {{red| –5%}} || Resolution 5: Project Cornucopia || {{icon|fed}}
| Homeword
| {{green|+30%}} || Species originating on planet
|}
|}
{{end box wrapper}}
{{end box wrapper}}


== Colony ships ==
== Colony ships ==
To colonize a planet, an empire needs first to own the system via a {{iconify|Starbase}} and then to send a colony ship to the planet. Colony ships can be built at any Starbase with a [[File:Sb shipyard.png|24px|link=Shipyard]] Shipyard module.
<!-- Copied from [[Ships]] in preparation to transclude from this page to that one -->
Colony ships allow an empire to settle [[Planets#Habitable planets|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 {{iconify|pop}}(s) that will be sent to the new colony. Species require the {{icon|colonization rights}} ''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 [[Planet_interface|interface]] of the planet to be colonized, which automatically queues the colonization order as long as the path is not blocked.


Colony Ships cost a [[Ship#Colony_ship|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 {{icon|colonization rights}} ''Colonization Allowed'' species rights to be selected for Colony Ships.
The cost of a colony ship depends mainly on the empire's primary species class and governing authority.
{| class="wikitable plainlist"
! Primary species
! {{icon|democratic}}{{icon|oligarchic}}{{icon|dictatorial}}{{icon|imperial}}{{icon|corporate}}
! {{icon|hive mind}}
! {{icon|tree of life}}
|-
| Biological
|
* {{iconify|Alloys||200}}
* {{iconify|Food||200}}
* {{iconify|Consumer Goods||200}}
|
* {{iconify|Alloys||200}}
* {{iconify|Food||500}}
|
* {{iconify|Alloys||50}}
* {{iconify|Food||1000}}
|-
| {{iconify|Lithoid}}
|
* {{iconify|Alloys||200}}
* {{iconify|Minerals||200}}
* {{iconify|Consumer Goods||200}}
|
* {{iconify|Alloys||200}}
* {{iconify|Minerals||500}}
|
* {{iconify|Alloys||50}}
* {{iconify|Minerals||500}}
* {{iconify|Food||500}}
|-
| {{iconify|Mechanical|icon2=Machine|text=Robot}}
| {{iconify|Alloys||400}}
| {{icon|no}}
| {{icon|no}}
|}
The {{iconify|Frontier Spirit}} ruler trait reduces the cost of colony ships by {{green|-35%}}.


To colonize a planet, select the colony ship, right click on the planet you want to settle, and choose Colonize Planet.
=== Alternate colony ships ===
 
[[File:Meteorite colony ship.png|thumb|320px|Meteorite Colony Ship]]
=== Private colony ships ===
In addition to regular colony ships, empires with the {{iconify|Corporate Dominion}} or {{iconify|Private Prospectors}} civics can also construct '''Private Colony Ships''', which cost {{iconify|energy||500}} 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.
Empires with the {{iconify|Corporate Dominion}} or {{iconify|Private Prospectors}} civic can build Private Colony Ships for 500 {{iconify|Energy}}.


=== Meteorite colony ships ===
Similarly, empires with the {{iconify|Calamitous Birth}} origin can also construct '''Lithoid Meteorites''', which cost {{iconify|minerals||500}} 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 [[Planetary_features#Blockers|blockers]] and the {{planet modifier|pm_asteroid_impacts|3|Lithoid Crater|w=24px}} modifier, which adds {{iconify|habitability||-50%|red}}.
[[File:Meteorite colony ship.png|thumb|320px|Meteorite Colony Ship]]
{{expansion|lit}}
{{iconify|Lithoid}} Empires with the {{iconify|Calamitous Birth}} Origin can build Meteorite Colony Ships. Meteorite Colony ships are built twice as fast as regular Colony Ships and cost only 500 {{iconify|Minerals}}. When they are used to colonize the world gains the [[Lithoid Crater]] modifier and two Buried Lithoids [[Planetary_features#Blockers|blocker]].


== Colony development ==
== 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:
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:
{| class="mildtable sortable"
{| class="mildtable sortable"
! {{iconify|Colony Development Speed}} bonus source
! {{iconify|Colony Development Speed}} Source !! Modifier
!  Boost
|-
| {{iconify|Habitat}} || {{green|+200%}}
|-
| {{icon|edict}} Evacuation Protocols edict || {{green|+100%}}
|-
|-
| {{iconify|Habitat}}
| {{iconify|AI-controlled Colony Ships|24px}} technology || {{green|+50%}}
| {{green|+200%}}
|-
|-
| {{icon|edict}} Evacuation Protocols edict
| {{iconify|Self-Aware Colony Ships|24px}} technology || {{green|+50%}}
| {{green|+100%}}
|-
|-
| {{iconify|AI-controlled Colony Ships|24px}} technology
| {{iconify|Ceramo-Metal Infrastructure|24px}} technology || {{green|+25%}}
| {{green|+50%}}
|-
|-
| {{iconify|Self-Aware Colony Ships|24px}} technology
| {{iconify|Durasteel Infrastructure|24px}} technology || {{green|+25%}}
| {{green|+50%}}
|-
|-
| {{iconify|Expansion||Adopting the}} tradition tree
| {{iconify|Expansion||Adopting the}} tradition tree || {{green|+25%}}
| {{green|+25%}}
|-
|-
| {{iconify|Frontier Spirit}} ruler trait
| {{iconify|Frontier Spirit}} ruler trait || {{green|+25%}}
| {{green|+25%}}
|-
|-
| {{iconify|Expansionist diplomatic stance}}
| {{iconify|Expansionist diplomatic stance}} || {{green|+15%}}
| {{green|+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 {{iconify|Energy}}. Once the colony has been successfully established, a single Pop will appear and take a {{iconify|Colonist}} job. You can then begin to develop the planet by constructing {{iconify|District}}s and {{iconify|Building}}s, clearing {{iconify|Tile Blocker}}s, and resettling {{iconify|Pops}}.
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 {{iconify|energy||8}}. It is possible to remove {{iconify|Tile Blocker}}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 {{iconify|district}}s and {{iconify|building}}s.


The [[File:Tradition expansion colonization fever.png|24px|link=Traditions#Expansion]] Colonization Fever tradition from the {{iconify|Expansion}} tradition tree and the {{iconify|Yuht Cryo Core}} relic each increase the number of initial pops on a new colony by 1.
The {{tradition|expansion|Colonization Fever|iconify}} tradition and the {{iconify|Yuht Cryo Core}} relic each increase the number of initial pops on a new colony by {{green|+1}}. {{iconify|Machine Intelligence}} empires' colonies also start with {{green|+1}} initial pop.


== 参考资料 ==
== 参考资料 ==
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[[Category:游戏概念]]
[[Category:游戏概念]]
[[Category:殖民]]
[[Category:殖民]]
[[en:Colonization]]

2022年8月23日 (二) 15:42的版本

Fleet task colonize 2.png

Colonization is the process of establishing control over an uninhabited, habitable planet with a Colony Ship.

The first time an empire colonizes another world, it 获得:Engineering Research.png 12x 工程学研究产出(潜在的产量 250 ~ 10000)

Humanoid empire colonizing a new world

Habitability

宜居性 Habitability 宜居性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 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 Ring World 环形世界Ring Worlds, 盖亚星球 Gaia World 盖亚星球Gaia Worlds, and 都市星球 Ecumenopolis 都市星球Ecumenopolises have maximum habitability for all species, while 死寂星球 Tomb World 死寂星球Tomb Worlds, 机械星球 Machine World 机械星球Machine Worlds, and 蜂巢星球 Hive World 蜂巢星球Hive Worlds (except for 蜂巢思维 Hive-Minded 蜂巢思维Hive-Minded species) normally have 宜居性 Habitability  0% 宜居性Habitability for biological species.

Tier Base
Gaia World, Ecumenopolis, and Ring World 100%
Hive World for 蜂巢思维 Hive-Minded 蜂巢思维Hive-Minded species 100%
Exact match 80%
Habitat 70%
Climate category match 60%
Climate category mismatch 20%
Tomb World, Machine World, and Hive World 0%
  • Every 1% reduction of habitability below 100% increases pops' Maintenance.png  and Amenities.png amenity usage by +1% and reduces their 人口资源产出 Pop Resource Production job output and 人口增长速度 Pop Growth Speed 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 Machine Intelligence 机械智能Machine Intelligences require the 智能人 Droids 智能人Droidsnology 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 Pm planet from space.pngPm frame 1.png 环境改造候选Terraforming Candidate modifier don't create planet icons unless they are being 环境改造 Terraforming 环境改造Terraforminged.

Icon color 宜居性 Habitability 宜居性Habitability
Colonizability green.png Green The world is ≥ 70% habitable for at least one species in the player's empire.
Colonizability yellow.png Yellow The world is 40–69% habitable for at least one species in the player's empire.
Colonizability red.png Red The world is < 40% habitable for all species in the player's empire.
Colonizability orange.png Orange The world is habitable but not surveyed.
Colonizability blue.png Blue The world is currently being terraformed.

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 Terraforming 环境改造Terraforming habitable worlds, though this is a costly and time-consuming process and requires the 地表塑造 Terrestrial Sculpting 地表塑造Terrestrial Sculpting technology to be researched. Only habitable planets and barren worlds with the Pm planet from space.pngPm frame 1.png 环境改造候选Terraforming Candidate 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 Society Research 社会学研究Society Research technologies.

Changing a habitability trait costs the equivalent of adding a trait worth 3 trait-points and requires the 腺体适应 Glandular Acclimation 腺体适应Glandular Acclimation 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 Xenophile 亲外主义Xenophile attraction or faction interactions from this path.

Xeno pops can be added to an empire to use as colonists via 战争 War conquest, 移民协议 Migration Treaty migration treaties, or – with the 寰宇企业 Megacorp 寰宇企业Megacorp 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.

表观遗传学机制 Epigenetic Triggers Uplifting, Fleet task technological enlightenment action.png Enlightening, or Fleet task covert infiltration action.png 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 Tomb World Preference 死寂星球偏好Tomb World Preference. Species native to 死寂星球 Tomb World 死寂星球Tomb Worlds 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 自我改造 Self-Modified 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 Tomb World Preference 死寂星球偏好Tomb World Preference trait from Flag caravaneer 03.png Racket Industrial Enterprise caravaneers.

Improving habitability

Aside from changing climate preference, there are also various other methods for improving habitability:

Species habitability modifiers
宜居性 Habitability Source
-10% 水土不服 Nonadaptive 水土不服Nonadaptive
+5% 生物适应性 Bioadaptability 生物适应性Bioadaptability
+10% 仰望星空 Starborn 仰望星空Starborn
+10% 善于适应 Adaptive 善于适应Adaptive
+20% 极易适应 Extremely Adaptive 极易适应Extremely Adaptive
+20% 神经机械 Cybernetic 神经机械Cybernetic
+20% 克隆人士兵先裔 Clone Soldier Ascendant 克隆人士兵先裔Clone Soldier Ascendant
+30% 强健 Robust 强健Robust
+50% 石质 Lithoid 石质Lithoid
+50% Leader trait resilient.png Nivlac
Min 50% 穴居者 cave dweller 穴居者cave dweller
Empire habitability modifiers
宜居性 Habitability Source
–2% 工业发展 Industrial Development 工业发展Industrial Development 1: Regulatory Facilitation
–5% 工业发展 Industrial Development 工业发展Industrial Development 2: Collective Waste Management
–10% 工业发展 Industrial Development 工业发展Industrial Development 3: Building a Better Tomorrow
–20% 工业发展 Industrial Development 工业发展Industrial Development 4: Environmental Ordinance Waivers
–25% 工业发展 Industrial Development 工业发展Industrial Development 5: Project Cornucopia
+5% 禁欲主义 Ascetic 禁欲主义Ascetic civic
+10% Environmental Diversification Environmental Diversification tradition
+5% 大气过滤 Atmospheric Filtering 大气过滤Atmospheric Filtering technology
+5% Tech colonization 3.png Hostile Environment Adaptation technology
+5% 外星土壤肥化 Foreign Soil Enrichment 外星土壤肥化Foreign Soil Enrichment technology
+5% 生态整合研究 Eco-Integration Studies 生态整合研究Eco-Integration Studies technology
+5% 生态保护 Ecological Protection 生态保护Ecological Protection 3: Integrated Gardens
+10% 生态保护 Ecological Protection 生态保护Ecological Protection 4: Environmental Control Board
+15% 生态保护 Ecological Protection 生态保护Ecological Protection 5: Paradise Initiative
Planet habitability modifiers
宜居性 Habitability Source
-20% D mining tunnels.png Project Cornucopia feature
-10% D gaseous eruption.png Lithoid Devastation blocker, each
Varies Planet modifiers
+2.5% 医务工作者 Medical Worker 医务工作者Medical Worker, each
+10% File:Holding tree of life sapling.png Tree of Life Sapling
+10% Building gaiaseeders 2.png Gaia Seeder phase 2
+20% Building gaiaseeders 3.png Gaia Seeder phase 3
+20% Building gaiaseeders 4.png Gaia Seeder Outpost
Restricted habitability modifiers
Where 宜居性 Habitability Source
轨道居住站 Orbital Habitat 轨道居住站Orbital Habitats +20% 太空子民 Voidborne 太空子民Voidborne ascension perk
死寂星球 Tomb World 死寂星球Tomb Worlds +10% 辐射合成 Radiotrophic 辐射合成Radiotrophic trait
+20% 死寂星球适应 Tomb World Adaptation 死寂星球适应Tomb World Adaptation technology
+70% 幸存者 Survivor 幸存者Survivor trait
+100% 辐照化 Irradiated 辐照化Irradiated trait
海洋星球 Ocean World 海洋星球Ocean Worlds +20% 水生 Aquatic 水生Aquatic
Homeword +30% Species originating on planet

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 Pop 人口Pop(s) that will be sent to the new colony. Species require the 殖民权利 Colonization Rights 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 民主制 Democratic寡头制 Oligarchic独裁制 Dictatorial帝制 Imperial企业政府 Corporate 蜂巢思维 Hive Mind 生命之树 Tree of Life
Biological
  • 合金 Alloys 200 合金Alloys
  • 食物 Food 200 食物Food
  • 消费品 Consumer Goods 200 消费品Consumer Goods
  • 合金 Alloys 200 合金Alloys
  • 食物 Food 500 食物Food
  • 合金 Alloys 50 合金Alloys
  • 食物 Food 1000 食物Food
石质 Lithoid 石质Lithoid
  • 合金 Alloys 200 合金Alloys
  • 矿物 Minerals 200 矿物Minerals
  • 消费品 Consumer Goods 200 消费品Consumer Goods
  • 合金 Alloys 200 合金Alloys
  • 矿物 Minerals 500 矿物Minerals
  • 合金 Alloys 50 合金Alloys
  • 矿物 Minerals 500 矿物Minerals
  • 食物 Food 500 食物Food
机械体 Mechanical Robot 合金 Alloys 400 合金Alloys No.png No.png

The 开拓精神 Frontier Spirit 开拓精神Frontier Spirit ruler trait reduces the cost of colony ships by -35%.

Alternate colony ships

Meteorite Colony Ship

In addition to regular colony ships, empires with the 企业国度 Corporate Dominion 企业国度Corporate Dominion or 民营勘探者 Private Prospectors 民营勘探者Private Prospectors civics can also construct Private Colony Ships, which cost 能量币 Energy Credits 500 能量币Energy Credits 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 Calamitous Birth 降世灾星Calamitous Birth origin can also construct Lithoid Meteorites, which cost 矿物 Minerals 500 矿物Minerals 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 Pm asteroid impacts.pngPm frame 3.png Lithoid Crater modifier, which adds 宜居性 Habitability  -50% 宜居性Habitability.

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 Colony Development Speed 殖民地发展速度Colony Development Speed Source Modifier
轨道居住站 Orbital Habitat 轨道居住站Orbital Habitat +200%
法令 Edict Evacuation Protocols edict +100%
人工智能殖民船 AI-Controlled Colony Ships 人工智能殖民船AI-Controlled Colony Ships technology +50%
自我意识殖民船 Self-Aware Colony Ships 自我意识殖民船Self-Aware Colony Ships technology +50%
瓷金基础设施 Ceramo-Metal Infrastructure 瓷金基础设施Ceramo-Metal Infrastructure technology +25%
耐钢基础设施 Durasteel Infrastructure 耐钢基础设施Durasteel Infrastructure technology +25%
扩张 Expansion Adopting the 扩张Expansion tradition tree +25%
开拓精神 Frontier Spirit 开拓精神Frontier Spirit ruler trait +25%
扩张主义 Expansionist 扩张主义Expansionist +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 能量币 Energy Credits 8 能量币Energy Credits. It is possible to remove 地块障碍 Tile Blocker 地块障碍Tile Blockers 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 District 区划Districts and 建筑 Building 建筑Buildings.

The Colonization Fever Colonization Fever tradition and the 尤特冷冻核心 Yuht Cryo Core 尤特冷冻核心Yuht Cryo Core relic each increase the number of initial pops on a new colony by +1. 机械智能 Machine Intelligence 机械智能Machine Intelligence empires' colonies also start with +1 initial pop.

参考资料


游戏概念