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=== 开采资源 === {{main|经济}} 资源在 Stellaris 中分为三类: *[[经济#基础资源|基础资源]] *[[经济#战略资源|战略资源]] *[[经济#本土资源|本土资源]] Basic resources are global assets shared throughout the empire and can be viewed at the top of the screen at any time. With the exception of research, all resources have an upper limit on how much the empire can have stockpiled of that resource at a time. The amount of resource will be displayed in {{yellow|yellow}} if it is at capacity, and any further gains to that resource are usually forfeit until the level comes down. A resource will be displayed in {{red|red}} if there is a deficit. There are numerous resources in the game, below are the more common: *{{iconify|Energy credits}} are the currency of choice in the galaxy and are used to recruit [[Leader]]s, operate buildings, maintain ships, establish colonies, clear out tile blockers, negotiate deals and more. Energy production can be increased by constructing [[District#Generator_District|Generator Districts]] on planets and setting up [[Construction#Mining_Stations|mining stations]] in space. *{{iconify|Minerals}} are used primarily to build things - [[Armies]], [[Buildings]], Districts, mining and research stations, and a lot of other things that the empire needs to grow and prosper are paid for in minerals. The empire can also use them as bargaining chips in trade deals and to maintain [[Consumer_goods|standards of living]] for its pops. Minerals can be obtained by building [[District#Mining_District|Mining Districts]] and Mining stations. *{{iconify|Food}} is used to feed [[population]]s and maintain population growth across the empire. Food surpluses can be used to accelerate population growth, while an exhausted food bank will cause shortage and starvation, resulting in extremely harmful effects to the empire's populace overall. Food can be produced in [[District#Agriculture_District|Agriculture Districts]], grown in [[Buildings#Food|hydroponic farms]], and to a limited degree, made on Starbases by installing a Hydroponics Bay building on the starbase. *{{iconify|Consumer goods}} is an advanced resource that represents the various gadgets, luxuries, and goods necessary to give your pops a good life and to perform intellectual jobs such as research. Consumer goods are used to maintain the Living Standards of a population, generate Amenities and perform complex jobs like Research. Only non-{{iconify|Gestalt consciousness|21px}} (except {{iconify|Rogue Servitor|21px}}) empires have access to consumer goods. Consumer goods are made by Industrial Districts, which can have their consumer goods output boosted by building [[Buildings#Consumer_goods|Consumer Goods Buildings]], and Ecumenopolis planets have more specialised Industrial Arcology districts allowing for producing massive amounts of them. *{{iconify|Alloys}} are advanced resources with a military application, which an empire needs to construct Ships and Starbases. Alloys are used for constructing Starbases, Spacefaring Ships, Robot pops, and various Megastructures, and is constantly drained as an upkeep cost of ships and certain jobs. Since they are essential for an empire to survive and expand in space, keep a large stockpile and steady production is strongly advised. Alloys are manufactured by Industrial Districts, which can have their Alloys output boosted by building [[Buildings#Alloys|Alloy Buildings]], and Ecumenopolis planets have more specialised Foundry Arcology districts allowing for producuing massive amounts of them. Alloys can also occasionally be found in deep space in limited quantities and extracted by a Mining Station. *{{iconify|Influence}} is a currency representing the political power of the central government, and in its most basic sense is used to get the empire's citizens to do things. Building outposts, endorsing political candidates in elections, enacting [[edicts]] and [[decisions]], various diplomatic actions and reforming the empire's [[government]] are all done with influence. Influence gain per month can be increased by declaring rivalries, researching Technologies, acquiring certain Traditions and establishing [[Subject Empire#Protectorate|Protectorates]], among others, while block amounts of influence can be acquired by finishing events, investigating anomalies, achieving particular war goals, and fulfilling mandates of {{iconify|democratic}} leaders. *{{iconify|Unity}} represents the cultural progress of the empire as a whole, and is spent on acquiring empire [[Traditions]]. Unity is generated at a flat rate with [[Buildings#Colony_Capital|capital buildings]] and [[Buildings#Unity|monuments]], but production can also be scaled with certain ethics, civics, and [[Buildings#Unique|unique buildings]]. When unity reaches capacity, the empire gets to select a tradition to adopt, with the unity requirement going up for each subsequent tradition. With the [[Utopia]] DLC, this eventually leads to the empire acquiring [[Ascension Perks]] that ultimately define its endgame goals and potential ultimate fate (if going down one of the three ascension paths). *The three branches of [[Technology|research]] - {{iconify|Physics}}, {{iconify|Society}}, and {{iconify|Engineering}} - are each separate resources that are used to research technology for the empire. Raw science output can be increased by constructing [[Buildings#Research|science labs]] and [[Construction#Research_Stations|research stations]], and sometimes blocks of research can be earned as rewards for analyzing anomalies, scanning debris, and completing projects. Additionally, there are multiple Advanced Strategic Resources that can be found, mined, or produced in some way or another. In addition to these basic resources, there are also various {{iconify|strategic resources}} scattered across the galaxy. After researching the technology to identify and locate these resources, empires may acquire them to receive valuable bonuses. Standard strategic resources, such as {{iconify|Rare crystals}} and {{Iconify|Volatile Motes}}, are needed for operating advanced technology. Local strategic resources, such as {{iconify|Betharian stone}}, are specific only to the planet the resource is on. Typically, this allows the planet to construct a special building utilizing the resource, providing multiple benefits to the planet's output and/or its pops. {{iconify|Energy}}, {{iconify|minerals}}, {{iconify|strategic resources}} and all three types of research can be found on uncolonizable celestial bodies and (besides rare {{iconify|strategic resources}}) be produced by pops on colonizable ones. Resources on uncolonizable objects can be harvested through mining stations (for energy credits and minerals) or research stations (for research). Mining stations are required to mine Energy / Minerals. After building and deploying a mining station, the color of the resource value will turn from white to {{green|green}}, indicating that the resource is being extracted. When it comes to producing resources planet-side, this is accomplished by building an appropriate district or constructing a building. Every District and Building generates Jobs which, once filled by an eligible pop, will produce resources. The amount of districts as well as the number of different district types a planet can support depends on what planetary features and modifiers the planet has. One planet might have planetary modifiers that give it the ability to support a large amount of Generator Districts while another planet might have the potential to become a very lucrative Mining Planet. See the [[Planetary management]] article for more details. Most of the player's early game decisions will be limited by the number of resources they have and can produce. A player's citizens on your planets are referred to as "Pops" (i.e. Population units) and are most important in determining the output of your planet(s). Players should prioritize growing Pops and expanding in the early game to maximize Pops thus maximizing resources gathered and gained. Additionally, in the early game, players should make smart decisions as to where to expand their borders with Starbases /outposts, in such a way that will add a net positive to their empire. Additionally, players looking to build tall (i.e. fewer colonies with more pops across them) might consider prioritizing research and unity, as the upkeep of leaders and the cost of technologies and traditions begins to scale up once the player's empire has gone above the "Administrative Capacity." Systems containing {{green|3+}} {{iconify|minerals}} and/or {{iconify|energy}} deposits should be prioritized when it comes to placing mining stations, due to their relative cost compared to base level mining and generator districts on planets. Stations are productive immediately, while jobs need to be filled with Pops, so this is an extra consideration when deciding where to spend precious early game minerals. Once the basic needs of the empire are met, the next goal for the player is to increase their overall production across all basic resources. Some players will find this task is easily handled by specializing their planets in one or two specific resources each. Since {{iconify|food}} is shared across all the empire's planets, the demand for it is often handled by building agriculture districts or building food-related buildings in an available building slot. {{iconify|Energy}} and {{iconify|minerals}} can be improved in much the same way, building and installing Generator Districts/Mining Districts or installing buildings that give Technician/Miner jobs or improve output in various ways. Various technologies can improve the overall output of any resource so players are encouraged to research these when needed. Players should strive to keep their research incomes as balanced as possible across all three fields to ensure no tech research lags behind the others unless the player has a specific goal or playstyle in mind. To achieve this goal, players will construct research labs on planets that will create researcher jobs for pops. Later in the game, the player may decide to specialize in one of the fields to rush appealing technologies for their empire, but for the early and midgame, a balanced load across all fields will keep options open for the late game. {{iconify|Unity}} generation can be maximized by ensuring the appropriate buildings are on each planet in the empire and that there are plenty of pops working Jobs that generate Unity. This will help counteract the higher costs for leader, research, and traditions incurred for going above the Administrative Capacity. Capital buildings, Unity buildings, and a number of unique planetary modifiers all can create jobs that create unity for the empire. Finally, {{iconify|influence}} is not generated by planets at all, but monthly income can be increased by researching specific techs (usually Society), rivalling other empires, and keeping [[faction]]s happy. Factions form from the pops of their empire and will grant influence based on the faction's approval rating of your government. Approval rating can be improved by satisfying the issues of a faction. Note that mutually exclusive issues among competing factions will force you into siding with one faction over another. Consider your goals and circumstances when setting out to curry the approval and influence of a faction.
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