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| {{ruby|晶态实体|Crystalline Entities}} | | {{ruby|晶态实体|Crystalline Entities}} | ||
| '''花费''':2000 {{iconify|Physics}}点数<br><br>{{icon|energy}} {{green|+5%}} 来自岗位的能量币<br>''' | | '''花费''':2000 {{iconify|Physics}}点数<br><br>{{icon|energy}} {{green|+5%}} 来自岗位的能量币<br>'''OR'''<br>{{iconify|Crystal-Infused Plating tech|24px}} | ||
| {{icon|militarist}}{{icon|fanatic militarist}}<br>{{icon|xenophobe}}{{icon|fanatic xenophobe}}<br>{{icon|Devouring Swarm}}{{icon|Determined Exterminator}} | | {{icon|militarist}}{{icon|fanatic militarist}}<br>{{icon|xenophobe}}{{icon|fanatic xenophobe}}<br>{{icon|Devouring Swarm}}{{icon|Determined Exterminator}} | ||
| {{icon|yes}} | | {{icon|yes}} | ||
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|} | |} | ||
== | == Nomads == | ||
{{SVersion|3.3}} | {{SVersion|3.3}} | ||
[[File:Nomads.png|thumb|250px| | [[File:Nomads.png|thumb|250px|The nomad fleet]] | ||
{{hatnote| | {{hatnote|Nomads are replaced by [[Caravaneers]] if the {{iconify|MegaCorp}} DLC is enabled.}} | ||
The Nomads, or Namarians as they call themselves, are a {{green|passive}} millennia old intergalactic race with no homeworld, forever traveling the void in their starships. Once they establish communications the nomads will help establish communications between any encountered empires that did not discover each other yet. They travel from system to system and their stay in the galaxy is temporary and will eventually set sail for another one. [[Nomad events|Events]] related to them can take place during their stay. | |||
The date when and if the Nomads arrive is rolled at game start, with the following chances: | |||
* 20% | * 20% chance to appear after 20 years ± 500 days | ||
* 25% | * 25% chance to appear after 40 years ± 500 days | ||
* 25% | * 25% chance to appear after 55 years ± 500 days | ||
* 30% | * 30% chance to never appear | ||
When their time is due they will spawn in a random Rim System that has no ship in it and that no empire has an intel level better than low. Upon appearing, they will decide the midpoint and endpoint of their journey. On their journey Nomads will perform an action when entering a system. Those actions depends on if the system has an owner and what the relationship with the owner is. | |||
If the system is owned by an empire that has neither contact nor is hostile to them, they will start orbiting a random planet in the system until contact is established. The player is not capable of deciphering their communications but contact will always be established by them after 100 days. After contact is established they will send the owner a request. If they enter another system owned by the same empire they will roll for a request again. Each interaction has the following chances: | |||
* | * 30% - Ask to leave some pops on an owned planet within your borders | ||
**x0 | ** x0 If the system owner does not have a colonized Dry planet within borders or is a {{iconify|Hive Mind}} | ||
**x0.75 | ** x0.75 if they already left pops before | ||
**x1.5 | ** x1.5 if any form of Xenophile, Egalitarian or Spiritualist Empire and not already left pops before | ||
**x0.3 | ** x0.3 if Slavery policy is set to ''Allowed'' | ||
*** | *** Nomads traits are {{iconify|Desert|24px}} Preference, {{iconify|Nomadic|24px}}, {{iconify|Venerable|24px}} and {{iconify|Natural Engineers|24px}}. | ||
* | * 30% - Ask for a planet to settle on, forming a new empire | ||
**x0 | ** x0 if there is no habitable and uncolonized planet or if the system owner is a {{iconify|Hive Mind}} | ||
**x0.5 | ** x0.5 if they already settled one planet | ||
**x1.75 | ** x1.75 if any form of Xenophile, Egalitarian or Spiritualist Empire and did not already settle a planet | ||
*** | *** Nomads ethics are {{iconify|Egalitarian}}, {{iconify|Spiritualist}} and {{iconify|Xenophile}}. | ||
* | * 30% - Sell 5 or 15 Cruisers | ||
**x0 | ** x0 if the system owner already was offered ships | ||
**x0.25 | ** x0.25 if system owner is {{iconify|Fanatic Militarist}} or {{iconify|Fanatic Xenophobe}} | ||
**x0.5 | ** x0.5 if already sold ships to an empire | ||
**x1.75 | ** x1.75 if any form of Xenophile, Egalitarian or Spiritualist Empire and not already sold ships to anyone | ||
* | * 10% - Move on with no request | ||
If the system has no owner, and neither hostile, mid- or endpoint of their journey, they will perform a peaceful action with the following chances: | |||
* | * 10% - Build new Ships | ||
**x10 | ** x10 if under 3k Fleet Power | ||
**x5 | ** x5 if under 5k Fleet Power | ||
**x0 | ** x0 if over 10k or has the have the ship building lockout | ||
* | * 80% - Pick a random planet and wait in orbit for 30–50 days. Afterwards, they have a 25% chance to move on and 75% chance to pick another planet in the system to repeat it | ||
**x0 | ** x0 if less than 1.5k Fleet Power | ||
* | * 10% - Move on without doing anything | ||
While the Nomads are inherently peaceful, a fight can be picked in order to get access to their technology. Nomads are easy prey but their technology is just average by midgame, making this rarely useful. The nomad fleet consists of the following: | |||
{| class="wikitable plainlist" | {| class="wikitable plainlist" | ||
! 20 | ! 20 Protectors !! 3 Ark Ships | ||
|- | |- | ||
| | | | ||
* {{icon|slot l}} 1 | * {{icon|slot l}} 1 Laser T4 | ||
* {{icon|slot pd}} 2 | * {{icon|slot pd}} 2 Point-Defense T2 | ||
* {{icon|slot m}} 2 | * {{icon|slot m}} 2 Armor T3 | ||
* {{icon|slot m}} 1 | * {{icon|slot m}} 1 Shields T3 | ||
* {{icon|slot c}} | * {{icon|slot c}} Hyperdrive T3 | ||
* {{icon|slot c}} | * {{icon|slot c}} Thrusters T3 | ||
* {{icon|slot c}} | * {{icon|slot c}} Sensors T3 | ||
* {{icon|slot c}} | * {{icon|slot c}} Reactor T4 | ||
* {{icon|slot c}} | * {{icon|slot c}} Combat Computer T3 (Picket) | ||
| | | | ||
* {{icon|slot c}} | * {{icon|slot c}} Hyperdrive T3 | ||
* {{icon|slot c}} | * {{icon|slot c}} Thrusters T3 | ||
* {{icon|slot c}} | * {{icon|slot c}} Sensors T3 | ||
* {{icon|slot c}} | * {{icon|slot c}} Reactor T4 | ||
|} | |} | ||
== | == Enclaves == | ||
{{SVersion|3. | {{SVersion|3.3}} | ||
[[File: | [[File:Enclave_curators.jpg|thumb|200px|Enclave station]] | ||
{{ | Enclaves are neutral NPC spawned factions. They do not own any planets, but consist of large enclave stations. They primarily exist to be interacted with via Diplomacy Menu using the "Others" filter. There are 3 types of enclaves: Artisans, Curators, and Traders. Each of them has two or three basic interactions, and one or two restricted interactions that can only be used after an Opinion of at least {{green|50}} is reached. | ||
Their maximum Opinion is 100, and an empire builds opinion with them by using their services or having starbases in their systems. {{green|+1}} opinion is gained each year. This is not cumulative when owning multiple systems with the same enclave. The enclave Opinion is tracked wholly via the trust mechanic, and no other Diplomacy bonuses or penalties apply. | |||
The primary resource for interacting with enclaves is energy. Most actions are repeatable, but some of the actions also have an increasing cost. The price increases as an empire's population goes past certain thresholds: | |||
{| class = "wikitable" | {| class = "wikitable" | ||
! | ! Pops !! {{iconify|Energy}} cost | ||
|- | |- | ||
| 0-60 || 1000 | | 0-60 || 1000 | ||
第311行: | 第311行: | ||
|} | |} | ||
During the renewal request after a modifier runs out, the player will be able to renew the deal for a sum of {{iconify|energy credits}} which scales with the number of the empire's population. With Trader enclaves you will be asked how many monthly units (of the respective rare resource sold by the enclave) you want to buy. | |||
{| class = "wikitable" | {| class = "wikitable" | ||
! | ! Enclave | ||
! | ! Option | ||
! style="width: | ! style="width:66%" | Effect | ||
! Requirements | |||
! | |||
! DLC | ! DLC | ||
|- id=" | |- id="Curators" | ||
| rowspan= | | rowspan=8 align=center | {{blue|Curators}}<br>[[File:Enclaves flag curator.png|55px]] | ||
| | | Research aid | ||
| {{green|+10%}} {{iconify|Research Speed}} | | | ||
* Gain the ''Curator Insight'' modifier for 10 years ({{green|+10%}} {{iconify|Research Speed}}) | |||
| {{icon|energy}} | * {{green|+20}} {{iconify|Opinion}} | ||
| rowspan= | | {{icon|energy}} scales with population | ||
| rowspan=8 | {{icon|lev}}<br>{{icon|dst}} | |||
|- | |- | ||
| | | Mysteries of the Universe - not known | ||
| | | | ||
* Adds a Leviathan point of interest to the situation log | |||
* {{green|+10}} {{iconify|Opinion}} | |||
| {{icon|energy}} 300 | | {{icon|energy}} 300 | ||
|- | |- | ||
| | | Mysteries of the Universe - how to defeat | ||
| | | | ||
* Adds a permanent {{green|+25%}} {{iconify|Damage}} modifier against the chosen [[Guardians|Guardian]] | |||
* {{green|+20}} {{iconify|Opinion}} | |||
| {{icon|energy}} 2000 for Hives<br>{{icon|energy}} 600 for Infinity Machine<br>{{icon|energy}} 1000 for other Guardians | |||
|- | |- | ||
| | | L-Gates | ||
| | | | ||
* Gain an L-Gate Insight | |||
* | * {{green|+20}} {{iconify|Opinion}} | ||
* | | {{icon|energy}} 5000<br>{{icon|time}} Once per 10 years | ||
|- | |- | ||
| | | Establish Think Tank | ||
| | | Allow the construction of [[File:Sb curator think tank.png|24px|link=Starbase#Curator Think Tank]] Curator Think Tank starbase buildings in enclave system {{iconify|starbase}}s ({{green|+5}} {{iconify|Research}}) | ||
| | |||
| {{icon|opinion}} 50 | | {{icon|opinion}} 50 | ||
|- | |- | ||
| | | Recruit scientist | ||
| | | Gain a level 5 {{iconify|Scientist}} with the {{iconify|Curator}} trait | ||
| {{icon|opinion}} 50<br>{{icon|energy}} 1000<br>No {{iconify|Curator}} scientist owned | |||
| {{icon|opinion}} 50<br>{{icon|energy}} 1000<br> | |||
|- | |- | ||
| | | Buy Intelligence | ||
| | | | ||
* Gain {{green|+20}} {{iconify|Intel}} on target empire | |||
* {{green|+10}} {{iconify|Opinion}} | |||
| {{icon|opinion}} 50<br>{{icon|energy}} 1000 | | {{icon|opinion}} 50<br>{{icon|energy}} 1000 | ||
|- | |- | ||
| | | Infinity mystery | ||
| | | Gain 1000-10000 {{iconify|Engineering}} research (can only be done once, though the modifier is kept) | ||
| {{icon|lev}} ''Mirror of Knowledge'' modifier | |||
| {{icon|lev}} '' | |||
|- id="Artisan Troupe" | |- id="Artisan Troupe" | ||
| rowspan=4 align=center | | | rowspan=4 align=center | {{tech|rare|Artisan Troupe}}<br>[[File:Enclaves flag artist.png|55px]] | ||
| | | Become patron | ||
| | | Gain the ''Patron of the Arts'' modifier for 10 years ({{green|+10%}} {{icon|unity}} Monthly Unity). Becoming a patron also allows Patron Events to trigger: | ||
* | * Newsletter events give the option to convert 500 {{iconify|Energy}} into 50 {{iconify|Influence}}. It can only happen up to 4 times. | ||
* | * Equipment malfunction events give the option to get 500 {{iconify|Minerals}} or 50 {{iconify|Influence}}. | ||
* | * The more important one grants access to the Planet Unique {{iconify|Ministry of Culture|24 px}} building for 500 {{iconify|Energy}}. | ||
| {{icon|energy}} scales with population | |||
| {{icon|energy}} | |||
| rowspan=4 | {{icon|lev}} | | rowspan=4 | {{icon|lev}} | ||
|- | |- | ||
| | | Commission art piece | ||
| | | | ||
* Gain the [[File:Decision art monument.png|24px|link=Planetary_management#Exhibit Art Monument]] Exhibit Art Monument decision ({{green|+15%}} {{iconify|Amenities}}, {{green|+50}} {{icon|migration attraction}} Immigration Pull) | |||
| {{icon|energy}} 600<br>{{icon|no}} | * {{green|+10}} {{iconify|Opinion}} | ||
| {{icon|energy}} 600<br>{{icon|no}} Does ''not'' own 5 | |||
|- | |- | ||
| | | Found Art College | ||
| | | Allow the construction of [[File:Sb artist college.png|24px|link=Starbase#Art College]] Art College starbase buildings in enclave system {{iconify|starbase}}s ({{green|+10}} {{iconify|Unity}}) | ||
| | |||
| {{icon|opinion}} 50 | | {{icon|opinion}} 50 | ||
|- | |- | ||
| | | Organize festival | ||
| | | | ||
* | * {{green|+15}} {{iconify|Opinion}} | ||
* | * Gain the ''Festival of Worlds'' modifier for 10 years ({{green|+15%}} {{iconify|Happiness}} and {{green|+10%}} {{icon|growth speed}} Pop Growth Speed). There is also a chance for one of the following to happen within the next year: | ||
* | ** 10% chance: A stampede kills a pop. You can either divert the media's attention for 100 {{iconify|Influence}} or suffer a negative modifier for two years ({{red|-20%}} {{iconify|Happiness}}, {{red|-10%}} {{iconify|Energy}} from Jobs). Increased chance for {{iconify|Materialist}} or {{iconify|Fanatic Materialist}} empires. | ||
** 10% chance: Some artisans wish to settle. Accepting will add 2 artisan pops to one of your worlds. The climate preference will always match. Increased chance for {{iconify|Xenophile}}, {{iconify|Fanatic Xenophile}}, {{iconify|Pacifist}}, or {{iconify|Fanatic Pacifist}} empires. | |||
** 5% chance: The artisans steal {{red|1000 {{icon|energy credits}}}}, end the festival modifier, and refuse to communicate for 10 years. Increased chance for {{iconify|Xenophobe}}, {{iconify|Fanatic Xenophobe}}, {{iconify|Materialist}}, or {{iconify|Fanatic Materialist}} empires. | |||
| {{icon|opinion}} 50<br>{{icon|energy}} 1000 | | {{icon|opinion}} 50<br>{{icon|energy}} 1000 | ||
|- id="Traders" | |- id="Traders" | ||
| rowspan=2 align=center | | | rowspan=2 align=center | {{green|Traders}}<br>[[File:Enclaves flag trader.png|55px]] | ||
| | | Strategic Resource deal | ||
| | | Provides a unit of a rare resource for 10 years. The resource amount can be scaled up to 5 times. The higher the volume, the faster {{iconify|Opinion}} increases. Resources vary based on which specific trader Enclave is encountered: | ||
* XuraCorp sells {{iconify|Exotic Gases}} | |||
* | * Muutagan Merchant Guild sells {{iconify|Rare Crystals}} | ||
* | * Riggan Commerce Exchange sells {{iconify|Volatile Motes}} | ||
| {{icon|energy}} 500 per unit<br>{{icon|energy}} 10 monthly per unit | |||
| {{icon|energy}} 500 | |||
| rowspan=2 | {{icon|lev}} | | rowspan=2 | {{icon|lev}} | ||
|- | |- | ||
| | | Seek expertise | ||
| | | Gain an immortal level 5 {{iconify|Governor}} with the {{iconify|Enclave Trader}} trait (once per enclave) | ||
| {{icon|opinion}} 50<br>{{icon|energy}} 500 | |||
| | |||
|} | |} | ||
; Curator strength opinion | |||
Curator enclaves can be asked how the player's fleets would fare against [[Guardians]]. Depending on the total fleet power they will give one of the following replies: | |||
* Below 5k: ''Poorly. Very poorly. Wait a second, you're not actually thinking of...? My goodness, with the ships you have? It... it would be a slaughter!'' | |||
* Between 5k and 15k: ''I would strongly advise against it. Your attacks would likely be more of an annoyance than a threat.'' | |||
* Between 15k and 30k: ''Hmmm... yes... yes, I suppose you might actually stand a chance. If you combined your entire fleet... it would not be an easy victory, mind you, but one that is at least within the realm of possibility.'' | |||
* Over 30k: ''Yours is a mighty fleet, comparable to some of the greatest armadas recorded in the annals of the Curator Order. Victory is certainly within your reach.'' | |||
Note that their advice is inaccurate on the highest difficulties, which require an even stronger fleet. | |||
=== Attacking enclaves === | |||
While enclaves will never become hostile to any empire except in retaliation, they can be attacked like any neutral entity. With around 7k fleet power and highest level weapons they are no easy prey. Various rewards can be salvaged from their remnants, depending on the type of enclave destroyed. | |||
{| class="wikitable plainlist" | {| class="wikitable plainlist" | ||
! | ! | ||
! [[File:Enclaves flag curator.png|24px]] | ! [[File:Enclaves flag curator.png|24px]] Curator station | ||
! [[File:Enclaves flag artist.png|24px]] | ! [[File:Enclaves flag artist.png|24px]] Artisan station | ||
! [[File:Enclaves flag trader.png|24px]] | ! [[File:Enclaves flag trader.png|24px]] Trader enclave | ||
|- | |- | ||
! style="text-align: left;" | | ! style="text-align: left;" | Loadout | ||
| | | | ||
* {{icon|slot xl}} 1 | * {{icon|slot xl}} 1 Lance T2 | ||
* {{icon|slot g}} 4 | * {{icon|slot g}} 4 Torpedo T3 | ||
* {{icon|slot l}} 6 | * {{icon|slot l}} 6 Energy Torpedo T2 | ||
* {{icon|slot m}} 6 | * {{icon|slot m}} 6 Disruptor T3 | ||
* {{icon|slot s}} 6 | * {{icon|slot s}} 6 Disruptor T3 | ||
* {{icon|slot pd}} 4 | * {{icon|slot pd}} 4 Point-Defense T3 | ||
* {{icon|slot l}} 10 | * {{icon|slot l}} 10 Armor T5 | ||
* {{icon|slot l}} 10 | * {{icon|slot l}} 10 Shield T5 | ||
* {{icon|slot a}} 2 | * {{icon|slot a}} 2 Shield Capacitor | ||
* [[File:Ship part sensor 4.png|24px]] | * [[File:Ship part sensor 4.png|24px]] Tachyon Sensors | ||
| | | | ||
* {{icon|slot xl}} 1 | * {{icon|slot xl}} 1 Arc Emitter T2 | ||
* {{icon|slot g}} 4 | * {{icon|slot g}} 4 Missile T5 | ||
* {{icon|slot l}} 6 | * {{icon|slot l}} 6 Laser T5 | ||
* {{icon|slot m}} 6 | * {{icon|slot m}} 6 Plasma Cannon T3 | ||
* {{icon|slot s}} 6 | * {{icon|slot s}} 6 Autocannon T3 | ||
* {{icon|slot pd}} 4 | * {{icon|slot pd}} 4 Point-Defense T3 | ||
* {{icon|slot l}} 10 | * {{icon|slot l}} 10 Armor T5 | ||
* {{icon|slot l}} 10 | * {{icon|slot l}} 10 Shield T5 | ||
* {{icon|slot a}} 2 | * {{icon|slot a}} 2 Shield Capacitor | ||
* [[File:Ship part sensor 4.png|24px]] | * [[File:Ship part sensor 4.png|24px]] Tachyon Sensors | ||
| | | | ||
* {{icon|slot xl}} 1 | * {{icon|slot xl}} 1 Cannon T2 | ||
* {{icon|slot | * {{icon|slot g}} 4 Multi-Missiles T2 | ||
* {{icon|slot | * {{icon|slot l}} 6 Artillery T2 | ||
* {{icon|slot | * {{icon|slot m}} 6 Kinetic T5 | ||
* {{icon|slot s}} | * {{icon|slot s}} 6 Autocannon T3 | ||
* {{icon|slot | * {{icon|slot pd}} 4 Flak T2 | ||
* {{icon|slot l}} | * {{icon|slot l}} 10 Armor T5 | ||
* {{icon|slot l}} | * {{icon|slot l}} 10 Shield T5 | ||
* {{icon|slot a}} 2 | * {{icon|slot a}} 2 Shield Capacitor | ||
* | * [[File:Ship part sensor 4.png|24px]] Tachyon Sensors | ||
|- | |- | ||
! style="text-align: left;" | | ! style="text-align: left;" | Reward | ||
| | | | ||
* {{icon|engineering}} 1000 | * {{icon|engineering}} 1000 Engineering Research | ||
* {{icon|physics}} 1000 | * {{icon|physics}} 1000 Physics Research | ||
* {{icon|society}} 1000 | * {{icon|society}} 1000 Society Research | ||
| | | | ||
* {{icon|energy}} 2000 | * {{icon|energy}} 2000 Energy Credits | ||
* {{icon|minerals}} 2000 | * {{icon|minerals}} 2000 Minerals | ||
| | | | ||
* {{icon|energy}} 2000 | * {{icon|energy}} 2000 Energy Credits | ||
* {{icon|minerals}} 2000 | * {{icon|minerals}} 2000 Minerals | ||
|- | |- | ||
! AI | ! AI Opinion change | ||
| align=center | {{red|-15}} | | align=center | {{red|-15}} | ||
| align=center | '''0''' | | align=center | '''0''' | ||
| align=center | {{red|-15}} | | align=center | {{red|-15}} | ||
|} | |} | ||
Enclave stations do not drop debris for salvage. Attacking a curator or artisan enclave will make every enclave station of the same type unavailable for trade. | |||
=== | === Crystalline Empire === | ||
{{expansion|fed}} | {{expansion|fed}} | ||
If playing with the {{iconify|Void Dwellers}} origin (AI empires can't trigger it) then there is a 1% chance that during the mid-game a unique enclave known as the Crystalline Empire will spawn near the galactic core. Its system does not have hyperlane connections but will have a wormhole to a random system in the galaxy. Empires that are not {{icon|fanatic purifiers}}{{icon|devouring swarm}}{{icon|determined exterminator}} Genocidal and did not attack them can offer to help them every 20 years to receive one of the following: | |||
* 1 | * 1 use of the [[File:Decision_deal.png|24px]] Settle Crystalline Refugees decision on a {{iconify|Habitat}} for 10 years (10 {{iconify|Influence}} for 5 {{icon|Habitat preference}}{{icon|Void Dweller}}{{icon|Intelligent}}{{icon|Docile}}{{iconify|Pops}}) | ||
* 1 | * 1 use the the [[File:Decision_deal.png|24px]] Crystalline Construction decision on a {{iconify|Habitat}} for 10 years (10 {{iconify|Influence}} for {{green|+8}} {{iconify|Housing}} and {{green|-10%}} {{iconify|Building Cost}}) | ||
* | * A level 7 {{iconify|Scientist}} | ||
Destroying the Crystalline Empire enclave grants no rewards. | |||
== | == Enigmatic Cache == | ||
{{SVersion|3. | {{SVersion|3.3}} | ||
{{expansion|dst}} <!-- events/distant_stars?events_2.txt: starts with distar.2050 --> | {{expansion|dst}} <!-- events/distant_stars?events_2.txt: starts with distar.2050 --> | ||
[[File:Evt enigmatic cache.png|right|frame| | [[File:Evt enigmatic cache.png|right|frame|Enigmatic Cache]] | ||
The Enigmatic Cache, or BALDOR as it calls itself, is a tubular entity that will emerge from any [[Gateway]] or [[L-Gate]] once the mid-game year is reached if any player empire is at peace and set course for the nearest empire that is not at war. Upon taking damage to its hull it will instantly teleport away to the closest system with a Gateway or L-Gate. | |||
Once the Enigmatic Cache enters an empire's borders it will start orbiting each one of the empire's colonies for a decade. As long as it orbits a colony it gives it a {{green|+30%}} {{iconify|Research}} Output modifier but also {{red|-10%}} {{iconify|Happiness}} to any pops with the {{iconify|Xenophobe}} ethic. The first time it happens the empire will get the option of issuing a special project to study it or leave it alone for 50 {{iconify|Influence}}. The special project costs 2500 {{iconify|Engineering}} research and finishing it refunds 90-250 {{iconify|Engineering}} research and grants an L-Gate insight. Once all colonies have been scanned the Enigmatic Cache will set course for the nearest empire and repeat the process. | |||
''' | '''Enigmatic Uplifting'''<br> | ||
<!-- common/special_projects/00_projects_distant_stars.txt: ENIGMATIC_UPLIFTING --> | <!-- common/special_projects/00_projects_distant_stars.txt: ENIGMATIC_UPLIFTING --> | ||
After all colonies in the galaxy have been scanned, the Enigmatic Cache will go to the capital of a biological empire that did not attack it and request to uplift the main species via a special project that takes 2 years. In multiplayer the human player with the lowest {{iconify|Relative Power}} is chosen, random if tied. In singleplayer the player empire is always chosen. | |||
''' | '''Enigmatic Dreams'''<br> | ||
If main species doesn't have intelligent or quick learners, 60 to 80 days into the project there's a 50% chance to be given the choice between aborted the uplift or inflicting the ''Fatigued'' modifier ({{red|-30%}} resources from jobs) on 60 random non-robotic main species pops that have one of the following jobs: | |||
{| class="mildtable mw-collapsible mw-collapsed sortable" | {| class="mildtable mw-collapsible mw-collapsed sortable" | ||
<!-- Probable bug: all swaps for these jobs are ignored --> | <!-- Probable bug: all swaps for these jobs are ignored --> | ||
! {{iconify|Job}} !! {{iconify|Gestalt Consciousness}} | ! {{iconify|Job}} !! {{iconify|Gestalt Consciousness}} Job{{0}} | ||
|- | |- | ||
| {{iconify|Unemployed}} || | | {{iconify|Unemployed}} || | ||
第775行: | 第534行: | ||
| {{iconify|Mote Harvester}} || {{iconify|Mote Harvesting Drone}} | | {{iconify|Mote Harvester}} || {{iconify|Mote Harvesting Drone}} | ||
|} | |} | ||
The modifier lasts until the uplift process is completed or aborted. | |||
''' | '''Alert'''<br> | ||
<!-- distar.5071 --> | <!-- distar.5071 --> | ||
130 to 170 days into the project the empire will be notified that the Enigmatic Cache is deteriorating. 4 random non-robotic main species pops (with the same job restrictions as Enigmatic Dreams) gain the ''Vegetable'' modifier ({{red|-80%}} resources from jobs) until the uplift is completed or aborted, and the player is offered the following options: | |||
* | * Abort the uplift, causing the Enigmatic Cache to teleport away and never return. | ||
*<!-- distar.5074 --> | * <!-- distar.5074 -->Ignore it. Once the project is complete, the 4 pops with the ''Vegetable'' modifier gain the {{iconify|Unlifted}} trait ({{red|−60%}} {{iconify|Research}}), all other non-robotic main species pops gain the {{iconify|Somewhat Uplifted}} trait ({{green|+10%}} {{iconify|Research}}), and all of them will gain the PTSD modifier ({{red|−20%}} {{iconify|Happiness}}) for 10 years. The Enigmatic Cache will remain in orbit above the capital and permanently give its {{iconify|Research}} Output modifier. | ||
* | * Issue a special project to repair the Enigmatic Cache with a construction ship. Once the uplift is complete, if the repair project was finished the main species will gain the {{iconify|Uplifted}} trait ({{green|+10%}} {{iconify|Researcher}} output and {{green|+25%}} {{iconify|Leader Experience Gain}}) and lose the {{iconify|Slow Learners}} trait. The Enigmatic Cache will also remain in orbit above the capital and permanently give its {{iconify|Research}} Output modifier. If any pops from the main species didn't have the {{iconify|Intelligent}} or {{iconify|Quick Learners}} trait, there's a 75% chance they gain the ''Ignorance is Bliss'' modifier ({{red|−10%}} {{iconify|Happiness}}) for 10 years. | ||
Note: The traits do not give unique bonuses to leaders despite the tooltips saying they do. | |||
{{ConceptsNavbox}} | {{ConceptsNavbox}} | ||
[[Category:游戏概念]] | [[Category:游戏概念]] | ||
[[Category:探索]] | [[Category:探索]] | ||
[[en:Spaceborne_aliens]] | [[en:Spaceborne_aliens]] |