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{{version|3.2}} {{Celestialbodynav}} A '''celestial body''' is a star, planet, moon or asteroid present in a star system. Celestial bodies may have [[resources]] which can be harvested by [[Construction#Mining stations|orbital stations]]. Each start system can have between 2 and 15 celestial bodies. When any owned ship enters a system or passes within its sensor range, any habitable planets in the system will be revealed along with their world type. To see further details about the celestial bodies in a system, it is necessary to survey them with a science ship. This will reveal all of the orbital resources associated with each planet or asteroid. For habitable worlds this will also reveal more detailed world information including: size, available districts, [[Planetary features#Blockers|blockers]] (if any), special features, and the habitability percentage for each species in the player's empire. Additionally, surveying worlds has a chance to reveal [[anomalies]]. == Planet size == The planet size determines the visual size of a planet and the maximum number of districts the planet can support if it's habitable. Planets can have various sizes but habitable ones will always be within the following margins: * Planets have a size between 12 and 25 * Moons have a size between 10 and 15 * Homeworlds have a size between 18 and 21 == Planet capacity == Each colony has a planet capacity, which determines how many '''{{iconify|pop}}s''' can it support before growth starts to slow down. Each unit of free {{iconify|housing}} provides {{green|+1}} planet capacity and each pop provides {{green|+1}} planet capacity. So on a planet with no modifiers to housing usage, the planet capacity will equal total housing while modifiers reducing pop housing usage will have a slightly higher planet capacity. In addition each unblocked district slot will grant additional planet capacity depending on the world type: {| class="mildtable plainlist" ! Type ! {{icon|carrying capacity}} Planet capacity |- | * [[File:Planet nuked.png|24px|link=Celestial body#Tomb]] Tomb World * [[File:planet habitat.png|24px|link=Celestial body#Habitat]] Habitat | {{green|+3}} |- | * [[File:planet nuked.png|24px|link=Celestial body#Relic]] Relic World * [[File:planet ai.png|24px|link=Celestial body#Machine]] Machine World * [[File:planet ringworld.png|24px|link=Celestial body#Ringworld]] Ringworld * All other planets | {{green|+4}} |- | * [[File:planet gaia.png|24px|link=Celestial body#Gaia]] Gaia World * [[File:planet city.png|24px|link=Celestial body#Ecumenopois]] Ecumenopolis * [[File:planet infested.png|24px|link=Celestial body#Hive]] Hive World | {{green|+6}} |} == Habitable planets == Habitable planets are the only planets that can be [[colonization|colonized]] and [[Terraforming|terraformed]], besides some notable exceptions. Their suitability ranges in accordance to a given [[species]]' homeworld, which affects the rate of [[population]] growth. A planet's habitability (and subsequent future terraforming costs) is determined by its climate system. The nine habitable world types are divided equally into three climate categories: dry, frozen and wet. Each class additionally supports a different set of possible [[planetary features]] and blockers. {| class="mildtable" ! ! Type ! Climate ! Description |- id="Arid" | width=2% | [[File:Planet arid.png]] || Arid | Dry | ''Dry, rocky world with a nitrogen-oxygen atmosphere. The dust-covered terrain consists largely of mesas and canyons. Forests can be found in the more temperate polar regions, but vegetation is otherwise scarce.'' |- id="Desert" | [[File:Planet desert.png]] || Desert | Dry | ''Dry, rocky world with a nitrogen-oxygen atmosphere. Precipitation and major bodies of surface water are relatively rare. Significant temperature variations between day and night cycles. Vegetation is scarce, but even moderate precipitation can make the desert bloom.'' |- id="Savanna" id="Savannah" | [[File:Planet savannah.png]] || Savanna | Dry | ''Rocky world dominated by dry, arid plains covered by a nitrogen-oxygen atmosphere. The small hydrosphere allows for brief wet seasons, but aside from a few ubiquitous grasses vegetation is largely concentrated around shallow oases.'' |- id="Alpine" | [[File:Planet alpine.png]] || Alpine | Frozen | ''Mountainous world with a nitrogen-oxygen atmosphere. Snow covers the mountaintops and frozen-over lakes dot the valleys. While the planet experiences the minimal seasonal variations, the still-liquid water beneath the frozen surface of the lakes is enough to sustain some hardy vegetation.'' |- id="Arctic" | [[File:Planet arctic.png]] || Arctic | Frozen | ''Frigid, rocky world with a nitrogen-oxygen atmosphere. The poles are big, and significant water deposits can be found permanently frozen as glacial ice. However, the planet experiences seasonal variations and the equatorial band is covered by vegetation.'' |- id="Tundra" | [[File:Planet tundra.png]] || Tundra | Frozen | ''Cold and rocky world with a nitrogen-oxygen atmosphere. Permafrost covers most of the surface except for the more temperate equatorial regions. A stable biosphere exists but vegetation is mostly limited to mosses and lichens.'' |- id="Continental" | [[File:Planet continental.png]] || Continental | Wet | ''Rocky world with a nitrogen-oxygen atmosphere. Active and stable hydrosphere. Great landmasses are separated by oceans, with large climate variations depending on latitude and precipitation.'' |- id="Ocean" | [[File:Planet ocean.png]] || Ocean | Wet | ''Rocky world with a nitrogen-oxygen atmosphere and a significant hydrosphere. Oceans cover more than 90% of the surface, with scattered islands making up the remaining percentage.'' |- id="Tropical" | [[File:Planet tropical.png]] || Tropical | Wet | ''Humid, rocky world with a thick nitrogen-oxygen atmosphere. Seasons with significant precipitation are interchanged with drier periods. Most landmasses are covered in dense vegetation.'' |} === Special habitable planets === {{SVersion|3.2}} Special habitable worlds can only be spawned in certain systems but any empire that meets the requirements can terraform a regular habitable world into a special one. Some of them can become the empire homeworld if a certain origin is picked for the empire. All of them have either very high or zero Habitability and most of them feature fixed Habitability, meaning that Habitability cannot be reduced by effects such as traits. Some worlds can be created by [[Planetary_management#Decisions|Planetary Decisions]] such as ''Restore Ecumenopolis'' or ''Repair the Shattered Ring''. {| class="mildtable plainlist" ! width=1% | ! Type ! Homeworld origin ! Terraforming methods ! Effects ! width=42% | Notes |- id="Gaia" | [[File:Planet gaia.png]] || Gaia | {{iconify|Life-Seeded}} | * {{iconify|Ap world shaper|text=World Shaper}} ascension perk * {{icon|Idyllic Bloom}} [[Buildings#Gaia_Seeders|Gaia Seeders]] * [[File:Decision resort colony.png|26px]] Nu-Baol Life-Seeding decision | * {{iconify|Habitability||100%|green}} * {{iconify|happiness||+10%|green|Biological pop happiness}} * {{iconify|happiness||+10%|green|Lithoid pop happiness}} * {{iconify|Resources from jobs||+10%|green}} * {{iconify|Planet capacity||+6|green}} per unblocked district slot | * Gaia Worlds tend to have positive modifiers and no negative ones. Most DLCs add at least one system with a Gaia world but a few can be found in all versions: * A system called Wenkwart will always spawn in the galaxy. It contains a size 19 Gaia world called Wankward Artem with a unique planet modifier. * A size 25 Gaia world called Zannam will occasionally spawn in a galaxy. It is defended by the Guardians of Zanaam. * Four Gaia worlds with special names - Prophets Retreat, Walled Garden, Emerald Mausoleum, Pristine Jewel - border the systems of the Holy Guardians. They have the {{iconify|Holy World}} modifier and colonizing them will incur their ire. Destroying them will even awaken the Fallen Empire. |- id="Tomb" | [[File:Planet nuked.png]] || Tomb | {{iconify|Post-Apocalyptic}} | * {{iconify|Armageddon bombardment|30px}} * {{iconify|Javorian Pox|30px}} bombardment | * {{iconify|Habitability||0%|red|Base habitability}} * {{iconify|Planet capacity||+3|green}} per unblocked district slot | * Pre-FTL civilizations in the Atomic or Early Space Age have a small chance of starting a nuclear war and turning the planet into a Tomb World. * Empires with the {{iconify|Determined Exterminator}} civic start on a Tomb World if they don't have the {{iconify|Resource Consolidation}} origin. * Colonizing a Tomb World will displease the [[file:Faction icons traditionalists.png|24px]] Traditionalist faction, unless the empire has the {{iconify|Post-Apocalyptic}} origin. * Each Tomb World has a high chance of triggering one of 8 unique events 2 or 3 years after the planet is colonized. |- id="Ecumenopolis" | [[File:Planet city.png]] || Ecumenopolis | | * [[File:Decision arcology project.png|30px]] Arcology Project decision * [[File:Decision arcology project.png|30px]] Restore Ecumenopolis decision * Cannot be terraformed again | * {{iconify|Habitability||100%|green}} * {{iconify|Resources from jobs||+20%|green}} * {{iconify|Pop growth speed||+50%|green}} * {{iconify|Planet capacity||+6|green}} per unblocked district slot * {{icon|building slots}} All building slots are unlocked * {{icon|yes}} Unique districts | * Ecumenopolises have special [[Districts#Arcology_districts|Districts]]. All normal planetary features are removed. * The Planetary Prospecting decision is disabled. * The only pre-existing Ecumenopolis is the homeworld of the Keepers of Knowledge Fallen Empire. * The city lights of an Ecumenopolis are determined by the ship appearance of the terraforming empire. * Empires that are {{iconify|Gestalt Consciousness}}es (except {{iconify|Rogue Servitor}}s) or have the {{iconify|Agrarian Idyll}} civic cannot take the ascension perk but can still use conquered Ecumenopoleis. |- id="Relic" | [[File:Planet nuked.png]] || Relic | {{iconify|Remnants}} | {{icon|no|30px}} | * {{iconify|habitability||80%|green|Base habitability}} * {{iconify|Planet capacity||+4|green}} per unblocked district slot * [[File:Decision arcology project.png|24px]] Allows the Restore Ecumenopolis decision | * Relic Worlds can be found in the First League Precursors' home system or in various systems added in the {{iconify|Ancient Relics}} DLC. * Relic Worlds contain unique planetary features that grant bonuses to {{iconify|research}} output. However most of the surface is covered by blockers that are expensive to remove. |- id="Hive" | [[File:Planet infested.png]] || Hive | | [[File:ap hive worlds.png|30px]] Hive Worlds ascension perk | {{iconify|Habitability||100%|green}} if authority is {{iconify|Hive Mind}} * {{iconify|Habitability||0%|red}} otherwise * {{iconify|Resources from jobs||+10%|green}} * {{iconify|Spawning Drone||+1|green}} job * {{iconify|Housing||+6|green}} from Hive Districts * {{iconify|Planet capacity||+6|green}} per unblocked district slot * {{icon|building slots}} All building slots are unlocked | * All normal planetary features are removed. Number of resource districts no longer limited by features. Planetary Prospecting decision disabled. * The following planetary modifiers will also be removed: Atmospheric Aphrodisiac, Atmospheric Hallucinogen, Bleak, Hazardous Weather, Hostile Fauna, Irradiated, Lush, Natural Beauty, and Wild Storms. |- id="Machine" | [[File:Planet ai.png]] || Machine | {{iconify|Resource Consolidation}} | [[File:ap machine worlds.png|30px]] Machine Worlds ascension perk | * {{iconify|Habitability||0%|red}}, unless: ** {{iconify|Mechanical}} species ** {{iconify|Machine}} Unit species ** {{iconify|Cybernetic}} species, and owner is {{iconify|Driven Assimilator}} * {{iconify|Resources from jobs||+10%|green}} * {{iconify|Replicator||+1|green}} job * {{iconify|Pop housing usage||−10%|green}} * {{iconify|Planet capacity||+4|green}} per unblocked district slot * {{icon|building slots}} All building slots are unlocked * {{icon|no}} Agriculture disctricts | * All normal planetary features are removed. Number of resource districts no longer limited by features. Planetary Prospecting decision disabled. * The following planetary modifiers will also be removed: Atmospheric Aphrodisiac, Atmospheric Hallucinogen, Bleak, Hazardous Weather, Hostile Fauna, Irradiated, Lush, Natural Beauty, and Wild Storms. * If when terraformed the planet contains organic pops that don't have the {{iconify|Cybernetic}} trait, they are killed and the Machine World gains an [[File:d_bubbling_swamp.png|24px]] Organic Slurry planetary feature ({{iconify|Food||+15|green}}). |} == Uninhabitable celestial bodies == All non-star celestial bodies that cannot harbor advanced organic life are classified as uninhabitable. These worlds can't be colonized or terraformed (unless it has the Terraforming Candidate modifier), but they can have various resource deposits. {| class="mildtable sortable" style="text-align: center; width=100% ! class="unsortable" rowspan=2 width=1% | ! rowspan=2 | Type ! colspan=10 style="text-align: center;" | Deposits |- ! {{iconify|Minerals}} ! {{iconify|Energy}} ! {{iconify|Alloys}} ! {{iconify|Trade Value}} ! {{iconify|Engineering}} Research ! {{iconify|Society}} Research ! {{iconify|Exotic Gases}} ! {{iconify|Rare Crystals}} ! {{iconify|Volatile Motes}} ! {{iconify|Zro}} |- id="Asteroid" | [[File:Planet asteroid.png]] || style="text-align: left;" | Asteroid | {{icon|yes}} | | {{icon|yes}} | {{icon|yes}} | | | | | {{icon|yes}} | |- id="Ice Asteroid" | [[File:Planet asteroid.png]] || style="text-align: left;" | Ice Asteroid | | {{icon|yes}} | | {{icon|yes}} | | | | {{icon|yes}} | | |- id="Crystalline Asteroid" | [[File:Planet asteroid.png]] || style="text-align: left;" | Crystalline Asteroid | | | | {{icon|yes}} | | | | {{icon|yes}} | | |- id="Barren" | [[File:Planet barren.png]] || style="text-align: left;" | Barren World | {{icon|yes}} | | | | | | | | | |- id="Cold Barren" | [[File:Planet barren cold.png]] || style="text-align: left;" | Barren World<br>(Cold) | {{icon|yes}} | | | | | | | | | |- id="Broken" | [[File:Planet barren.png]] || style="text-align: left;" | Broken | {{icon|yes}} | | | | | | | | | |- id="Frozen" | [[File:Planet frozen.png]] || style="text-align: left;" | Frozen World | {{icon|yes}} | | | | {{icon|yes}} | | | {{icon|yes}} | | |- id="Gas Giant" | [[File:Planet gas giant.png]] || style="text-align: left;" | Gas Giant | | {{icon|yes}} | | {{icon|yes}} | {{icon|yes}} | | {{icon|yes}} | | | {{icon|yes}} |- id="Molten" | [[File:Planet molten.png]] || style="text-align: left;" | Molten World | {{icon|yes}} | {{icon|yes}} | {{icon|yes}} | {{icon|yes}} | | | | | {{icon|yes}} | |- id="Toxic" | [[File:Planet toxic.png]] || style="text-align: left;" | Toxic World | {{icon|yes}} | | | {{icon|yes}} | | {{icon|yes}} | {{icon|yes}} | | | {{icon|yes}} |} === Special uninhabitable planets === Special uninhabitable planets can only be created in unique systems or as a result of events. {| class="mildtable plainlist" width=100% ! width=1% | !! width=1% | Type ! Notes ! Description |- id="AI World" | width=2% | [[File:Planet ai.png]] || AI | These planets are created by the Contingency. They are similar in appearance to Machine Worlds, but are not habitable at all. Successful bombardment turns the planet into a broken world. | ''Rocky world covered with artificial structures. The thin atmosphere consists mostly of industrial pollutants. There are strong energy emissions coming from across the entire surface, but no organic life signs.'' |- id="Cracked" | width=2% | [[File:Planet barren.png]] || Cracked | Created by the hatching of the Voidspawn, destroying the existing colony. Has a deposit of {{iconify|Society||20|green}}. | ''The cracked shards of an enormous planet-sized egg.'' |- id="Infested" | [[File:Planet infested.png]] || Infested | Created when habitable worlds are infested by the Prethoryn Swarm. Successful bombardment turns the planet into a barren world that can be terraformed. | ''The surface of this world is covered by some kind of biological contaminant.'' |- id="Nanite" | [[File:Planet toxic.png]] || Nanite | Found in the L-Cluster, with half of the outcomes giving them the Terraforming Candidate modifier once the nanite factory is destroyed. | ''A chaotic and inhospitable world, disfigured according to some mad design.'' |- id="Shattered" | width=2% | [[File:Planet barren.png]] || Shattered | All worlds will have a deposit of {{iconify|Minerals||4–16|green}}. | ''The charred, broken remnants of what was once a planet. A massive energy surge has detonated this world's core, leaving only slabs of rock.'' |- id="Shielded" | [[File:Planet arid.png]] || Shielded | Found through exploration, where the shield can be brought down through a special project with different possible outcomes. They can also be created using the Global Pacifier [[Colossus]] weapon but these worlds cannot then be un-shielded. | ''This entire world is encased in some kind of impenetrable energy barrier. It blocks all scans of the surface.'' |- id="Shrouded" | [[File:Planet shroud.png]] || Shrouded | Created by the [[The Shroud#The Reckoning|End of the Cycle]] or when the Eater of Worlds is ravenous. Cannot be recovered. A few Shrouded Worlds can be found in some special systems. | ''Our sensors are unable to penetrate the thick fog surrounding the planet. Ships that enter it do not return.'' |} == Habitable megastructures == Habitable megastructures are entirely artificial and can be constructed after researching the required technology. They feature the same {{iconify|habitability}} for every species, have unique districts and designations, and have no colonization cost (besides a colony ship). {| class="mildtable" ! Type ! Source ! Habitability ! Notes ! width=25% | Description |- id="Habitat" | [[File:Planet habitat.png]] Habitat | {{iconify|Void Dwellers}} origin<br>{{icon|utp}}{{icon|fed}} Megastructure construction | {{plainlist| * 70% without [[File:ap voidborn.png|Voidborne|21px]] Voidborne * 90% with [[File:ap voidborn.png|Voidborne|21px]] Voidborne }} | * Has 4 types of [[Districts#Habitat districts|districts]], with a fifth one being available if built over a planet with a resource deposit. * Starts at size 4 and can be increased up to size 8 by using decision, with the required technologies. * Habitation Districts does not provide building slots, unlike city disrticts. * {{iconify|Planet capacity||+3|green}} for each available district. * {{iconify|Colony development speed||+200%|green}}. * {{icon|no}} {{iconify|Building slots}} except for Habitat capital unless: ** {{green|2}} with [[File:ap voidborn.png|Voidborne|21px]] Voidborne ascension perk. ** {{green|1}} with [[File:Tradition_adaptability_adaptive ecology.png|21px]] Adaptive Ecology tradition if non-{{iconify|Gestalt Consciousness}}s. ** {{green|1}} with [[File:Tradition_prosperity_public_works.png|21px]] Public Works tradition if {{iconify|Void Dwellers}}. ** {{green|1}} with {{icon|functional architecture}} {{icon|constructobot}} civics. | ''An artificial deep-space arcology offering planet-like, if decidedly urban, living conditions. Hydroponics and advanced filtering technologies make it near-self-sustaining, and station-borne facilities can mine the station's host planet for raw materials.'' |- id="Ring World" | [[File:Planet ringworld.png]] Ring World | {{icon|mega-engineering|24px}} Repaired from broken segments<br>{{icon|unknown}} Sanctuary system<br>[[File:Decision arcology project.png|24px]] Repair the Shattered Ring decision<br>{{icon|snd}} Ancient Caretakers home system<br>{{icon|utp}} Megastructure construction | 100% | * Segments destroyed by a crisis or World Cracker cannot be repaired. * {{iconify|Planet capacity||+4|green}} for each available district. * {{icon|building slots}} All building slots are unlocked | ''An immense band encircling the system's sun. Built to allow for numerous artificial habitation zones along its inner span, freed from the restrictions and mundanity of planet-bound, spherical existence.'' |- id="Shattered Ring World" | [[File:Planet ringworld.png]] Shattered Ring World | {{iconify|Shattered Ring}} origin | 100% | * Enables the [[File:Decision arcology project.png|24px]] Repair the Shattered Ring decision. * {{iconify|Planet capacity||+3|green}} for each available district. | ''An immense band encircling the system's sun. This section of the megastructure has sustained damage - especially to some of its more advanced districts - but it does not appear irreparable.'' |} == Stars == A star is a celestial body that composes the center of a star system and influences the generation of the solar system. They are classified based on their [https://en.wikipedia.org/wiki/Stellar_classification spectral characteristics]. Less common stars also have a negative effect on all ships in the system, making certain tactics less effective in battle. Most systems have only one star but a few have two or three stars, either orbiting each other with the planets around them or far enough from each other that a few planets orbit each star. The effects and chances for habitable planets stack in binary and trinary systems. {| class="mildtable plainlist" width=100% ! width=1% | ! Type ! Potential resources ! Habitable planets chance ! width=70% | Description |- | [[File:B Star.png|40px]] | Class B | * {{iconify|Energy}} * {{iconify|Physics}} | {{red|−40%}} | ''The large class B main-sequence stars are very bright and blue. Although somewhat rare, the luminosity of these stars make them among the most visible to the naked eye.'' |- | [[File:A Star.png|40px]] | Class A | * {{iconify|Energy}} * {{iconify|Physics}} | {{red|−40%}} | ''These relatively young white or bluish-white main-sequence stars are typically among the most visible to the naked eye. They are large and rotate very quickly, but will eventually evolve into slower and cooler red giants.'' |- | [[File:F Star.png|40px]] | Class F | * {{iconify|Energy}} * {{iconify|Physics}} | | ''F-type stars are fairly large and often referred to as yellow-white dwarves. Although they often emit significant amounts of UV radiation, their wide habitable zones have a good chance of supporting life-bearing worlds.'' |- | [[File:G Star.png|40px]] | Class G | * {{iconify|Energy}} * {{iconify|Physics}} | | ''Often referred to as yellow dwarves, G-type stars actually range in color from white to slightly yellow. Main-sequence stars fuse hydrogen for roughly 10 billion years before they expand and become red giants. Although their lifespans are shorter than K-type stars, worlds inside the habitable zone of a G star often enjoy optimal conditions for the development of life.'' |- | [[File:K Star.png|40px]] | Class K | * {{iconify|Energy}} * {{iconify|Physics}} | | ''These main-sequence stars, sometimes referred to as orange dwarves, are a fairly common sight. They are stable on the main-sequence for up to 30 billion years, meaning that worlds orbiting a K-type star have a longer than average window to evolve life.'' |- | [[File:M Star.png|40px]] | Class M | * {{iconify|Energy}} * {{iconify|Physics}} | {{red|−60%}} | ''The most common stars in the universe, often referred to as red dwarves. Their low luminosity means they are difficult to observe with the naked eye from afar. Although they typically have an extremely long lifespan, red dwarves emit almost no UV light resulting in unfavorable conditions for most forms of life.'' |- | [[File:M Red Giant Star.png|40px]] | Class M Red Giant | * {{iconify|Energy}} * {{iconify|Physics}} | {{red|−90%}} | ''With a large radius and comparatively low surface temperature, red giants are stars of moderate mass in a late stage of stellar evolution. Their expanded stellar atmosphere and high luminosity make for distant habitable zone orbits.'' |- | [[File:T Star.png|40px]] | Class T Brown Dwarf | * {{iconify|Energy}} * {{iconify|Physics}} | {{red|−60%}} | ''Brown dwarfs are substellar objects that lack the mass to sustain hydrogen fusion. Roughly the size of large gas giants, they have a much greater density. Their low luminosity and comparatively small heat generation means that planets orbiting them are unlikely to support life.'' |- id="Pulsar" | [[File:Pulsar.png|link=Pulsar|40px]] | Pulsar | * {{iconify|Engineering}} * {{iconify|Physics}} | {{red|−100%}} | ''Pulsars are highly magnetized neutron stars that emit beams of electromagnetic radiation. As the star rotates, the radiation beam is only visible when it is pointing directly at the observer. This results in a very precise interval of pulses, which sometimes is so exact that it can be used to measure the passage of time with extreme accuracy. The radiation emitted by pulsars interferes with deflector technology, rendering ship and station shields inoperable.'' ---- * {{icon|ship shield}} {{red|100%}} Shield Nullification |- id="Black Hole" | [[File:Black Hole.png|link=Black Hole|40px]] | Black Hole | * {{iconify|Engineering}} * {{iconify|Physics}} * {{iconify|Dark Matter}} | {{red|−100%}} | ''Typically formed as a result of the collapse of a very massive star at the end of its life cycle, black holes have extremely strong gravity fields that prevent anything - including light - from escaping once the event horizon has been crossed. The gravitational waves emitted by black holes interfere with FTL drives, making it harder for ships to escape from combat.'' ---- * {{icon|disengagement chance}} {{red|50%}} Disengagement Chance Reduction * {{icon|ship speed}} {{red|+50%}} Emergency FTL Jump Cooldown * [[File:Observatory.png|24px]] Allows [[starbase]]s to construct the '''Black Hole Observatory''' building. |- id="Neutron Star" | [[File:Neutron Star.png|link=Neutron Star|40px]] | Neutron Star | * {{iconify|Engineering}} * {{iconify|Physics}} | {{red|−100%}} | ''These incredibly dense stellar remnants are sometimes created when a massive star suffers a rapid collapse and explodes in a supernova. Although their diameter is typically as little as ten kilometers, their mass is many times greater than an average G-type star. The gravitational waves and radiation emitted by Neutron Stars must be carefully navigated around, slowing the sublight speed of ships.'' ---- * {{icon|sublight speed}} {{red|50%}} Sublight Speed Reduction |} ==References== <references /> {{ConceptsNavbox}} [[Category:游戏概念]] [[Category:殖民]]
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该页面属于1个隐藏分类:
Category:可能过时的段落
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