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==== 殖民 ==== {{main|殖民}} Colonizing a planet takes quite a bit of resources to do and all subsequent development even more so. Each planet in the galaxy has a specific climate determining the [[habitability]] of an empire's species and a size value anywhere between 10 and 25 which, along with planetary features, dictates the maximum number of districts it can support. Planets can also occasionally have modifiers on them that can affect the colonists and their productivity. To colonize a planet, empires must first construct a [[Fleet#Colony_ship|colony ship]] at a Starbase that has a Shipyard. Depending on the empire's government type Colony ships will have a differing build cost and typically take a year to build. Once built, the colony ship then needs to fly to a habitable planet in a star system with (at least) an outpost, land, and then take another year establishing a foothold on the planet. {| class="mildtable" ! Type ! Cost ! Requirements |- | Colony Ship | {{icon|alloys}} {{red|200}} Alloys<br>{{icon|food}} {{red|200}} Food<br>{{icon|consumer goods}} {{red|200}} Consumer goods | Not {{iconify|Gestalt Consciousness}} |- | Colony Ship | {{icon|alloys}} {{red|200}} Alloys<br>{{icon|food}} {{red|500}} Food | {{iconify|Hive Mind}} |- | Colony Ship | {{icon|alloys}} {{red|50}} Alloys<br>{{icon|food}} {{red|1000}} Food | {{iconify|Hive Mind}} with {{iconify|Tree of Life}} origin |- | Colony Ship | {{icon|alloys}} {{red|300}} Alloys | {{iconify|Machine Intelligence}} |- | Private Colony Ship | {{icon|energy}} {{red|500}} Energy Credits | {{iconify|Corporate Dominion}} if {{iconify|MegaCorp}} is not installed<br>{{iconify|Private Prospectors}} if {{iconify|MegaCorp}} is installed |- | Meteorite Colony Ships | {{icon|Minerals}} {{red|500}} Minerals | {{iconify|Calamitous Birth}} |- | Colony Ship | {{icon|minerals}} {{red|200}} Minerals<br>{{icon|alloys}} {{red|200}} Alloys<br>{{icon|consumer goods}} {{red|200}} Consumer goods | {{iconify|Lithoid}} and not {{iconify|Hive Mind}} |- | Colony Ship | {{icon|alloys}} {{red|200}} Alloys<br>{{icon|minerals}} {{red|500}} Minerals | {{iconify|Lithoid}} and {{iconify|Hive Mind}} |- | Colony Ship | {{icon|alloys}} {{red|50}} Alloys<br>{{icon|minerals}} {{red|500}} Minerals<br>{{icon|food}} {{red|500}} Food | {{iconify|Lithoid}} and {{iconify|Hive Mind}} with {{iconify|Tree of Life}} origin |} Colonization is expensive on multiple fronts and thus players should plan ahead on when and where to expand their empire. After habitability and availability, planets with a size of at least 16 are typically good colony candidates, although strategic considerations should also be taken into account -- ''e.g.'' resource richness, proximity to other empires and what planetary features the planet has. Since starbases can be built up to serve as powerful defensive emplacements in the early game, warmongering players could build an outpost near a potential enemy's borders, set up a colony, build up the system's starbase and then use said starbase and the colony as a forward base for their operations. Although on average only a third of the available planets will have high enough habitability as to not suffer large penalties in amenity and housing usage (least 60-70% habitability for the empire's main species), to maintain game-balance all empires in the galaxy start the game with a number of habitable planets near their borders. While this ensures that no empire gets doomed out of the gate with their spawn location, if multiple empires with similar homeworlds happen to spawn in the same cluster as each other, losing the opening "land grab" can severely hamper an empire's midgame performance (and conversely, stealing another empire's starting habitable worlds will make them much weaker). Scouting early and building the first outpost in a timely manner will usually suffice to keep players from losing out too much in this respect (unless, of course, they plan to take planets by force).
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