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{{Version|3.2}}
{{Version|3.2}}
{{desc|stellaris|'''“群星玩个啥?”'''
From Paradox Development Studios, known for the Crusader Kings, Hearts of Iron, Europa Universalis and Victoria series of grand strategy games, comes [[Stellaris]], an evolution of the grand strategy genre with science fiction and space exploration as its core premises. As with all grand strategy games from Paradox, Stellaris features a large number of mechanics and systems, which can feel overwhelming for those new to Paradox games or grand strategy in general. In conjunction with the in-game tutorial, this beginner's guide serves to help new players on the basic mechanics of the game and provide them with some tips as they venture out into the great unknown.
相信很多初次接触这款游戏的玩家都有这个疑问。在此试图给出一种尽可能简单的概括:


'''“玩家操作自定义的太空帝国,在随机生成的银河系里,应对各种同样随机的事件和挑战,生存到游戏的胜利日期。”'''
==Using this guide==
''Stellaris'' contains a lot of content for players to explore and as a result of that, this page contains a lot of information and is therefore rather lengthy, despite its intention of being a beginner's guide.


太空科幻,随机沙盒,大战略……总之,这是一款“集太空歌剧之大成”的游戏。
In order to avoid being overwhelmed by the amount of information found on this page, it is advised for new players to read through this guide step by step as they enter the game. The below schema contains a basic order for how to do so.
}}


来自以十字军之王、钢铁雄心、欧陆风云和维多利亚系列大战略游戏闻名的 [[Paradox]] Development Studios,《{{ruby|[[Stellaris|群星]]|Stellaris}}》是大战略游戏的一场进化,以科幻文学和太空探索作为其核心命题。和所有来自 Paradox 的大战略游戏一样,Stellaris 拥有大量的机制和系统,对于那些新接触 Paradox 游戏或者大战略类型的人可能感到无法应付。结合游戏内教程,这篇初学者指南旨在帮助新玩家了解游戏的基本机制,并在他们冒险进入未知宇宙时提供一些提示。
===Basic plan for entry===
When first starting out a game of Stellaris, the player has the option to either pick one of the preset empires to start with, make one of their own, or use the 'random' button to create a completely randomized empire.
For beginners, it is recommended to '''avoid''' using the 'random' button as its unpredictability can make the game harder to play. That leaves us with two options: preset empires and a self-made one.
*If you decide to pick one of the preset empires, you may choose one and create a new game. Brand new players may want to avoid choosing overtly aggressive empires, as provoking an early game war can be overwhelming.
*If you decide to create a self-made empire or want to gain some general information into how the empire structure works, proceed to '''Section 2.1 (Empire creation)''' of this article and read through all of its subsections until you get to the header "User interface". Once you reach that, return here.


==使用这篇指南==
Once in-game, keep the game paused and invest some time into exploring the user interface; what the different buttons do and where they lead. '''Section 3 (User interface)''' of this article can provide some basic information about the UI but for an optimal experience, it is recommended that the player themselves figure out how the UI works and how to use it.
''Stellaris'' 包含大量的内容给玩家探究,因而这个页面包含大量的信息并且是相当的长,尽管它的目的是一篇初学者的指南。


为了避免被这个页面上的大量信息淹没,建议新玩家在进入游戏时逐步阅读这篇指南。下面的提纲包含如何着手的基本顺序。
If one wants to create a safe environment for figuring out the most basic game functions before taking to the stars for real, it is possible to do so by creating a galaxy and removing all AI empires, Fallen Empires, Primitive Civilizations, Marauder Empires, Gateways and disabling Endgame Crises by setting all the appropriate sliders to zero in the game settings when starting a new game. This creates a reasonably safe play environment for a beginner player to use in figuring out the basics of how an empire works, how colonization and expansion works and how certain technologies work before moving on to actual gameplay. '''This is purely optional''', but beginners can certainly benefit from having a safer learning environment.
Sections '''4 (Basic gameplay concepts)''' and '''5 (The early game)''' contain useful information regarding an empire's internal functions and colonization/expansion in the early stages of the game.


===基本的上手计划===
Once the aspiring player has figured out how their empire functions internally and are ready to start taking on other empires, the aforementioned sliders can be slowly raised to allow AI Empires, Fallen Empires and other entities to spawn in controlled amounts. This can allow a new player to gradually begin to learn the basics of warfare (both offensive and defensive) and expanding and interacting with other empires through non-peaceful means. Sections '''4.4 (Extermination)''' and '''5.5 (Maintaining a strong military)''' contain helpful information regarding fleet construction, composition etc.
当第一次开始一局 Stellaris 游戏时,玩家可以选择要么挑一个预设帝国开始,要么自制一个帝国,或者使用“随机”按钮创造一个完全随机化的帝国。
对于初学者,建议 ''' 避免''' 使用“随机”按钮因为其不可预测性能使得游戏更难玩。那留给我们两个选项:预设帝国和自制一个帝国。
*如果你决定游玩预设帝国,需要选择其中之一后再开始一局新游戏。新手玩家可能想要避免选择过于进攻性的帝国,因为进行早战是高难度的操作。
*如果你决定创建一个自制的帝国,或者想获得一些有关于自建帝国如何创建与其创建机制的信息,请移步到本文 '''2.1 节(帝国创建)''' 从该节开头阅读到你看到标题“用户界面”。然后返回这里继续读下面的内容


当第一次进入游戏的时候,不要急着去进行你的游戏。先暂停,然后跟随提示去熟悉你的界面。''' 3 节 (用户界面)''' 提供了一些关于UI的基本信息,但为了获得最佳体验,在这里建议玩家自己弄清楚UI是如何工作的以及如何使用UI
Given the amount of control the "safe environment" mentioned above provides over the map setup when starting a new game, is highly recommended for aspiring players. They can use these settings to tailor their starting setup to their liking, and to experiment their way forward when learning how to play: find out what works and what doesn't work, and try to have the most amount of fun while doing so as you learn how the game works, deepen your knowledge, and sharpen your skills.


如果新手想要创造一个安全的环境,以便在真正开始游戏之前了解最基本的游戏功能,那么可以通过开局创造星系时修改适当的滑块至零来使所有的AI帝国、堕落帝国、原始文明、掠夺者帝国 ,星门和禁用终局危机不会出现后再开始一局新游戏。这能为新手玩家创造一个相当安全的游戏环境,让他们能够在进入真正的游戏玩法前了解帝国的基本运作方式、殖民和扩展的运作方式以及某些技术的运作方式。'' 这充满开放性'', 初学者肯定能从一个安全的学习环境中受益。
Aside from the information provided by this guide article, it is highly recommended for beginners to also explore the rest of the '''Stellaris Wiki''' and all of its articles, according to their needs, as they explore ''Stellaris'' itself. The knowledge contained within the articles will be far more detailed and comprehensive than the basics provided here.
一部分 '''4 (Basic gameplay concepts)''' 和 '''5 (The early game)''' 包含关于帝国内部机制和游戏早期殖民/扩张的有用信息。


一旦有抱负的玩家弄清楚自己的帝国内部是如何运作的,并准备好开始对抗其他帝国,上述的滑块就可以慢慢增加,以允许AI帝国、堕落帝国和其他实体在控制数量下生成。这可以让新玩家逐渐开始学习战争的基本知识( 包括进攻和防御) ,并通过对抗性的方式扩张和与其他帝国互动。
== Choosing an empire ==
{{SVersion|3.2}}
{{hatnote|Note: Nothing about an empire is permanent and everything can eventually be changed, except the following: empire flag, city and ship appearance, and origin.}}
Before the game begins, players are instructed to select or create an empire to play as. By default, a small list of [[preset empires]] is available, each of which represents a common (real-life or science fiction) stereotype that players can also encounter in-game. The characteristics of preset empires indicate their ''preferred'' strategies such as peaceful expansion, technological superiority, and endless conquest to name a few.


部分 '''4.4 (Extermination)''' 和 '''5.5 (Maintaining a strong military)''' 包含有关军队结构、组成等有用的信息。
Finally, the random button will create a completely random empire for the player. The player will not be able to change any of the random empire's settings before the start of the game. This is not recommended for new players, as odd combinations of traits, civics, and ethics can often occur.


  考虑到上面提到的“安全环境”。强烈推荐给有目标的玩家要在开始一局新游戏前对开局进行设置。他们可以使用这些设置来定制他们喜欢的初始局面, 并从中学习如何玩这款游戏:找出什么可行, 什么不可行, 并探求有最有趣的玩法, 同时了解游戏作品, 增长你的知识, 提高你的技能。
=== Empire creation ===
Creating a new empire involves selecting all of the component characteristics of an empire by hand, resulting in a fully-fledged custom civilization that can be saved and played alongside the existing preset empires. Players are recommended to create a few empires of their own to get familiar with how each major part of an empire – traits, ethics, homeworld, government, civics, and starting tech – affects their gameplay. For example, [[Xenophile|xenophilic]] empires will always be more inclined towards constructive diplomacy and trade relative to other ethics, while the combination of [[Militarist]] and [[Xenophobe]] generally implies some degree of inevitable confrontation with other empires.


  除了这篇指南文章提供的信息外,强烈建议初学者也去探索 '''群星 Wiki''' 以及所有的文章,根据他们的需要,去探索 ''Stellaris'' 本身。文章中包含的知识将比这里提供的基础知识更加详细和全面。
The following section will skim through each section of the empire creation process. Species Traits, Government & Ethics, and Ships are the three sections that will impact gameplay the most and should be the sections the player puts the most time into consideration. In all sections below, players are free to mix and match categories of names, cities, and other cosmetic effects that do not match their species classification – in other words, players are free to create a humanoid race with humanoid names who utilize humanoid architecture and pilot humanoid/mammalian ships or they can just as freely mix things up and create a reptilian race with mammalian names who adopt avian architecture and pilot fungoid ships.


== 选择帝国 ==
==== Species ====
{{SVersion|3.2}}
{{Main|Species}}
{{hatnote|注:关于帝国,没有什么是永久的,一切最终都可以改变,除了以下几点:帝国旗帜,城市和船的外观,以及起源。}}在游戏开始前,玩家将根据指示选择或创建一个帝国。默认情况下,一个小列表[[预设帝国]] 它们都代表着玩家在游戏中可能遇到的常见(现实生活或科幻小说)刻板印象。预设帝国的特点表明了他们偏好的战略,如和平扩张、技术优势和无止境的征服等等。
Species appearance is the visual depiction of the empire's main species and has little to no effect on gameplay, aside from some of the DLC. Species name, plural, and adjective form for the empire species to be referred to by the in-game text. The game can suggest adjectives for the species once the singular form of its name has been entered. Optionally, a space for custom biography is available for flavor.


最后,随机按钮将为玩家创造一个完全随机的帝国。在游戏开始前,玩家将不能改变任何随机的帝国设置。这并不推荐给新玩家,因为特性、公民和道德经常会出现奇怪的组合。
The name list determines the default ship name prefix and random names for Ships, Leaders, Fleets and Colonies. Each of them can be freely renamed in-game.


=== 帝国创建 ===
===== Traits =====
创建一个新的帝国需要手动选择一个帝国的所有组件特征,从而创造出一个成熟的自定义文明,并能够与现有的预设帝国一起保存和玩。建议玩家创建一些自己的帝国,以熟悉帝国的每个主要部分——特性、思潮、母星、政府、物种和起源——如何影响他们的游戏。例如,[[Xenophile|亲外]] 与其他思潮相比,帝国总是更倾向于建设性的外交和贸易,而两者的结合 [[Militarist| 军国]] 和 [[Xenophobe| 排外]] 通常意味着一定程度上不可避免的与其他帝国的对抗。
[[Traits]] are passive effects that can change the behavior of your Populations, Leaders, and Armies. Each species has 2 points to spend on traits. Choosing a {{green|positive}} trait costs trait points while choosing a {{red|negative}} trait provide additional trait points, allowing more positive traits to be picked. No more than five traits may be selected, and you cannot select traits that cancel each other out or have the same effect of different degrees. (e.g., can only choose up to one between {{iconify|Enduring}}, {{iconify|Venerable}}, and {{iconify|Fleeting}})


下一节将浏览帝国创建过程的每个部分。物种特性、政府与思潮和船只是影响游戏玩法最大的三个部分,也是玩家应该花最多时间考虑的三个部分。在下面的所有部分中,玩家可以自由地混合和匹配与他们的物种分类不匹配的名称、城市和其他装饰效果类别——换句话说,玩家可以自由创造一个带有类人名称的类人种族,使用类人建筑和驾驶类人/哺乳动物船只,或者他们也可以自由混合,创造一个带有哺乳动物名称的爬行动物种族,使用鸟类建筑和驾驶真菌船只。
You can pick the traits by their sheer power, but remember that you can always pick based on the role-play needs, since species traits doesn't affect that much to the game and bad choices here don't result in the game being unplayable.
 
==== 物种 ====
{{Main|物种}}
物种外观是帝国主要物种的外貌,除了一些DLC之外,对游戏玩法几乎没有影响。物种名称,复数和形容词形式是用于游戏中上文所指代的帝国物种。一旦输入了物种名称的单数形式,游戏就可以为该物种自动生成形容词形式。此外,还可以自定义此物种的起源。


名称列表确定默认的船名前缀和舰船、领袖、舰队和殖民地的随机名称。它们中的每一个都可以在游戏中自由重命名
====== Recommended traits ======
There are traits that increases the production yield of valuable resources, such as {{iconify|Industrious}} and {{iconify|Intelligent}}. Note that not all resources have the same value, such as {{iconify|Food}} being one of the least used resources and have little use aside from maintaining organic populations and constructing colony ships.


===== 特质 =====
{{iconify|Adaptive}}, like the other resource-based traits, is strong because it makes your species operate more efficiently on other worlds—requiring fewer resources in upkeep while producing more at their jobs. It also broadens the available planets your species will tolerate colonizing. However, the trait is moot if a planet is at 100% habitability already, such as your homeworld or a Gaian world. It may also be redundant if your empire relies heavily on robot populations (who don't have habitability concerns).
[[Traits|特质]] 是被动效果,可以改变你的人口,领导人和军队的行为。每个物种有2点数来选择性状。选择一一个{{green|positive}} trait costs trait points while choosing a {{red|negative}} trait provide additional trait points, allowing more positive traits to be picked. No more than five traits may be selected, and you cannot select traits that cancel each other out or have the same effect of different degrees. (e.g., can only choose up to one between {{iconify|Enduring}}, {{iconify|Venerable}}, and {{iconify|Fleeting}})
 
You can pick the traits by their sheer power, but remember that you can always pick based on the role-play needs, since species traits doesn't affect that much to the game and bad choices here don't result in the game being unplayable.


====== 推荐的特质 ======
{{iconify|Rapid Breeders}} is also recommended, since naturally it speeds up how fast your population grows.
有一些特质可以提高资源产量,例如{{iconify|Industrious}} 和 {{iconify|Intelligent}}. 请注意,并非所有资源都具有相同的价值,例如 {{iconify|Food}} 是最少使用的资源之一,除了维持有机种群的生存和建造殖民船外,几乎没有其他用途。
{{iconify|Adaptive}}和其他以资源为基础的特质一样,这种特质也很强大,因为它能让你的物种在其他世界更有效率地运作ーー在维护时需要更少的资源,同时在它们的工作岗位上生产更多的东西。它也拓宽了你们种族可以殖民的宜居星球的范围。然而,如果一个行星已经具有100% 的可居住性,比如你的母星是盖亚星球,那么这种个特质就没有意义了。如果你的帝国严重依赖于机器人种群(它们没有宜居性的考虑) ,这个特质也可能是多余的。
{{iconify|Rapid Breeders}} 也是不错的,因为它会使你的人口增长速度加快。


If you are looking for a negative trait, {{iconify|Unruly}} is heavily recommended as you get 2 points at the expense of a negligible increase in empire sprawl. Alternatively, {{iconify|Deviants}} is also a viable choice, because there are many sources to increase your Governing Ethics Attraction to counter its effects.
If you are looking for a negative trait, {{iconify|Unruly}} is heavily recommended as you get 2 points at the expense of a negligible increase in empire sprawl. Alternatively, {{iconify|Deviants}} is also a viable choice, because there are many sources to increase your Governing Ethics Attraction to counter its effects.
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{{iconify|Wasteful}} is also worth considering unless you are going to use the {{icon|policy}} '''Utopian Abundance''' living standard as an {{iconify|Egalitarian}} empire, since {{iconify|consumer goods}}, like Food, have little use beyond population upkeep and constructing colony ships, so it's not terribly costly to pay {{red|+10%}} more for an additional trait point. However, if you intend to focus heavily on technology, this may not be the best since your Research jobs will consume Consumer Goods, meaning Wasteful will necessitate more Artisan jobs to support your research output.
{{iconify|Wasteful}} is also worth considering unless you are going to use the {{icon|policy}} '''Utopian Abundance''' living standard as an {{iconify|Egalitarian}} empire, since {{iconify|consumer goods}}, like Food, have little use beyond population upkeep and constructing colony ships, so it's not terribly costly to pay {{red|+10%}} more for an additional trait point. However, if you intend to focus heavily on technology, this may not be the best since your Research jobs will consume Consumer Goods, meaning Wasteful will necessitate more Artisan jobs to support your research output.


====== 不推荐的特质 ======
====== Unrecommended traits ======
{{iconify|Strong}} is not a good choice because the performance of Offensive Armies is heavily dependent on the base stats of the [[Land warfare|army type]] and their number. There is also a vast source of Army Damage improvements, diluting the influence of Strong. When it comes to Defensive Armies, they can, however, be destroyed by Orbital Bombardments before the enemy armies invade the planet, making Strong moot in defensive needs. This leaves the {{green|+2.5%}} worker resource output, which is a tiny amount, even at one trait point. The {{iconify|Resilient}} trait suffers from the same fate as Strong, and is not recommended.
{{iconify|Strong}} is not a good choice because the performance of Offensive Armies is heavily dependent on the base stats of the [[Land warfare|army type]] and their number. There is also a vast source of Army Damage improvements, diluting the influence of Strong. When it comes to Defensive Armies, they can, however, be destroyed by Orbital Bombardments before the enemy armies invade the planet, making Strong moot in defensive needs. This leaves the {{green|+2.5%}} worker resource output, which is a tiny amount, even at one trait point. The {{iconify|Resilient}} trait suffers from the same fate as Strong, and is not recommended.


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While {{iconify|Nonadaptive}} provides {{green|+2}} trait points and may look tempting, be warned: a {{red|-10%}} habitability causes the Food, consumer goods, and amenities usage to be increased by the same percentage and Resource Output and Pop Growth Speed to be decreased by half of the percentage on all of your planets (aside from your homeworld). Put simply, even planets within your species' preferred class become quite difficult to turn happy and productive if they are Nonadaptive. Like its Adaptive opposite, this penalty can be mitigated somewhat by using robot populations extensively on other planets.
While {{iconify|Nonadaptive}} provides {{green|+2}} trait points and may look tempting, be warned: a {{red|-10%}} habitability causes the Food, consumer goods, and amenities usage to be increased by the same percentage and Resource Output and Pop Growth Speed to be decreased by half of the percentage on all of your planets (aside from your homeworld). Put simply, even planets within your species' preferred class become quite difficult to turn happy and productive if they are Nonadaptive. Like its Adaptive opposite, this penalty can be mitigated somewhat by using robot populations extensively on other planets.


===== 统治者 =====
===== Ruler =====
You can customize the name, appearance, and ruler title of your first empire ruler. Different ruler and heir titles based on leader gender can be set. The ruler title can be changed in-game anytime by clicking the empire's name on the government window. A fallback ruler title can be suggested if you have picked a valid combination of Authorities and Civics. This configuration is purely cosmetic.
You can customize the name, appearance, and ruler title of your first empire ruler. Different ruler and heir titles based on leader gender can be set. The ruler title can be changed in-game anytime by clicking the empire's name on the government window. A fallback ruler title can be suggested if you have picked a valid combination of Authorities and Civics. This configuration is purely cosmetic.


===== 机械体物种 =====
===== Machine species =====
{{expansion|snd}}
{{expansion|snd}}
Machine species is the only option to {{iconify|Machine Intelligence}} empires and cannot use other Authorities. They have a different set of Traits, but fewer trait points and trait picks than biological species.
Machine species is the only option to {{iconify|Machine Intelligence}} empires and cannot use other Authorities. They have a different set of Traits, but fewer trait points and trait picks than biological species.


===== 石质类物种 =====
===== Lithoid species =====
{{expansion|lit}}
{{expansion|lit}}
Lithoid species do not use {{iconify|food}}, instead they eat {{iconify|minerals}}. They have increased leader life span and habitability, but in return decreases pop growth speed and their leaders start older than usual (around 50-80 years old).
Lithoid species do not use {{iconify|food}}, instead they eat {{iconify|minerals}}. They have increased leader life span and habitability, but in return decreases pop growth speed and their leaders start older than usual (around 50-80 years old).
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Their exclusive traits, namely {{iconify|Gaseous Byproducts}}, {{iconify|Scintillating Skin}} and {{iconify|Volatile Excretions}}, are however not so viable to spend your trait points. Comparing to the high upkeep cost consumption of {{iconify|strategic resources}} for advanced buildings, what these traits provide is miniscule. A medium-sized empire in the mid game may produce only 2-4 of these resources through these traits when dozens are required by your empire.
Their exclusive traits, namely {{iconify|Gaseous Byproducts}}, {{iconify|Scintillating Skin}} and {{iconify|Volatile Excretions}}, are however not so viable to spend your trait points. Comparing to the high upkeep cost consumption of {{iconify|strategic resources}} for advanced buildings, what these traits provide is miniscule. A medium-sized empire in the mid game may produce only 2-4 of these resources through these traits when dozens are required by your empire.


==== 母星 ====
==== Homeworld ====
The name of your homeworld and home system is, obviously, purely cosmetic, so you can name them as you wish. Alternatively, you can roll a random name, which is drawn from your namelist.
The name of your homeworld and home system is, obviously, purely cosmetic, so you can name them as you wish. Alternatively, you can roll a random name, which is drawn from your namelist.


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City appearance is purely cosmetic and you can choose the one that looks the best to you.
City appearance is purely cosmetic and you can choose the one that looks the best to you.


==== 起源 ====
==== Origins ====
[[Empire#Origins|Origins]] determine the circumstances behind your empire's rise to power, and affect certain conditions or events in the home system. Most simply alter the state of the home world and distribution of pops, but some even start with a pre-existing diplomatic arrangement with other empires. The default origin is {{iconify|Prosperous Unification}}, which gives the empire more starting population and a small bonus to their homeworld for the first 10 years of the game.
[[Empire#Origins|Origins]] determine the circumstances behind your empire's rise to power, and affect certain conditions or events in the home system. Most simply alter the state of the home world and distribution of pops, but some even start with a pre-existing diplomatic arrangement with other empires. The default origin is {{iconify|Prosperous Unification}}, which gives the empire more starting population and a small bonus to their homeworld for the first 10 years of the game.


Other origins are ''not'' designed to be balanced with each other. There are powerful origins like {{iconify|Scion}} and challenging origins like {{iconify|Doomsday}} and {{iconify|Life-Seeded}}.
Other origins are ''not'' designed to be balanced with each other. There are powerful origins like {{iconify|Scion}} and challenging origins like {{iconify|Doomsday}} and {{iconify|Life-Seeded}}.


===== 推荐的起源 =====
===== Recommended Origins =====
For the first playthrough, {{iconify|Prosperous Unification}} is always a good option, as its bonuses are simple and unobtrusive for the player empire. Alternatively, {{iconify|Lost Colony}}, which spawns a parent empire somewhere in the galaxy, can be used for the same reasons. {{iconify|Galactic Doorstep}} however is not recommended as a couple of its outcomes cause hostile fleets to spawn within the empire's home system.
For the first playthrough, {{iconify|Prosperous Unification}} is always a good option, as its bonuses are simple and unobtrusive for the player empire. Alternatively, {{iconify|Lost Colony}}, which spawns a parent empire somewhere in the galaxy, can be used for the same reasons. {{iconify|Galactic Doorstep}} however is not recommended as a couple of its outcomes cause hostile fleets to spawn within the empire's home system.


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{{iconify|Scion}} is a powerful origin for you to use if you have the option, and an excellent starting pick for new players as there are plenty of bonuses to get and very little to lose (aside from being the subject of one of the most powerful empires in the galaxy).
{{iconify|Scion}} is a powerful origin for you to use if you have the option, and an excellent starting pick for new players as there are plenty of bonuses to get and very little to lose (aside from being the subject of one of the most powerful empires in the galaxy).


==== 帝国 ====
==== Empire ====
[[Government]] & [[Ethics]]: This page determines the empire's starting ethics set, government type, and civics, all of which impact gameplay immensely. Ethics determine the basic attitudes of the central government, which then determines the available types of authority. Authority determines the duration which a [[ruler]] (NPC leader) is permitted to lead the empire, and how the empire decides on a new ruler once they depart. Civics are the personal touches that differentiate otherwise similar empires, and the available choices are determined by the empire's ethics and authority. 
[[Government]] & [[Ethics]]: This page determines the empire's starting ethics set, government type, and civics, all of which impact gameplay immensely. Ethics determine the basic attitudes of the central government, which then determines the available types of authority. Authority determines the duration which a [[ruler]] (NPC leader) is permitted to lead the empire, and how the empire decides on a new ruler once they depart. Civics are the personal touches that differentiate otherwise similar empires, and the available choices are determined by the empire's ethics and authority. 


===== 思潮 =====
===== Ethics =====
[[Ethics]] (also called ethos) are split into four dichotomy axes of thought and provide some bonuses or unlocking otherwise restricted options while also imposing new restrictions elsewhere. Each {{blue|moderate ethic}} costs 1 ethic point and it also has a {{yellow|fanatic variant}} that costs 2 ethic points with doubled bonuses and usually harsher restrictions. An empire must spend all 3 of its ethic points, meaning that an empire must have either three moderate ethics, or a fanatic ethic plus a moderate ethic. They affect both how the empire functions internally and also influence the diplomacy with AI empires in many cases as well. Empires with matching ethics are far more likely to succeed in mutual cooperation from initial contact (vis-a-vis Humans and Vulcans in Star Trek).
[[Ethics]] (also called ethos) are split into four dichotomy axes of thought and provide some bonuses or unlocking otherwise restricted options while also imposing new restrictions elsewhere. Each {{blue|moderate ethic}} costs 1 ethic point and it also has a {{yellow|fanatic variant}} that costs 2 ethic points with doubled bonuses and usually harsher restrictions. An empire must spend all 3 of its ethic points, meaning that an empire must have either three moderate ethics, or a fanatic ethic plus a moderate ethic. They affect both how the empire functions internally and also influence the diplomacy with AI empires in many cases as well. Empires with matching ethics are far more likely to succeed in mutual cooperation from initial contact (vis-a-vis Humans and Vulcans in Star Trek).


While the player may choose the ethics by their sheer power, it's also fine to choose entirely by role-play needs or the player's personal tastes.
While the player may choose the ethics by their sheer power, it's also fine to choose entirely by role-play needs or the player's personal tastes.


====== 平等主义 vs 威权主义 ======
====== Egalitarian vs Authoritarian ======
The {{iconify|Egalitarian}}–{{iconify|Authoritarian}} dichotomy axis governs attitudes towards how power is distributed and its effect on average citizens, e.g. decentralization versus centralization.
The {{iconify|Egalitarian}}–{{iconify|Authoritarian}} dichotomy axis governs attitudes towards how power is distributed and its effect on average citizens, e.g. decentralization versus centralization.


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* {{icon|Authoritarian}}{{icon|Fanatic Authoritarian}}Authoritarian empires that liberally enslave pops can benefit from many traits that increase {{iconify|Worker}} and {{iconify|Slave}} resource output, such as {{iconify|Industrious}}, {{iconify|Ingenious}}, {{iconify|Agrarian}}, and {{iconify|Strong}} or {{iconify|Very Strong}}. Civic choices that build on Authoritarian bonuses to Workers include {{iconify|Mining Guilds}} and {{iconify|Slaver Guilds}}.
* {{icon|Authoritarian}}{{icon|Fanatic Authoritarian}}Authoritarian empires that liberally enslave pops can benefit from many traits that increase {{iconify|Worker}} and {{iconify|Slave}} resource output, such as {{iconify|Industrious}}, {{iconify|Ingenious}}, {{iconify|Agrarian}}, and {{iconify|Strong}} or {{iconify|Very Strong}}. Civic choices that build on Authoritarian bonuses to Workers include {{iconify|Mining Guilds}} and {{iconify|Slaver Guilds}}.


====== 排外主义 vs 亲外主义 ======
====== Xenophobe vs Xenophile ======
The {{iconify|Xenophobe}}–{{iconify|Xenophile}} dichotomy axis governs attitudes towards alien species, spanning between isolationism/supremacism and proactive coexistence, i.e. purity versus diversity.
The {{iconify|Xenophobe}}–{{iconify|Xenophile}} dichotomy axis governs attitudes towards alien species, spanning between isolationism/supremacism and proactive coexistence, i.e. purity versus diversity.


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* Their restrictions are they cannot displace or purge aliens, nor can they outright reject alien refugees (though they can be limited to only species with full citizenship).
* Their restrictions are they cannot displace or purge aliens, nor can they outright reject alien refugees (though they can be limited to only species with full citizenship).


====== 军国主义 vs 和平主义 ======
====== Militarist vs Pacifist ======
The {{iconify|Militarist}}-{{iconify|Pacifist}} dichotomy axis governs attitudes towards how the civilization views the concept of war, viewing it as either glorious military tradition or ruinous, unnecessary violence.
The {{iconify|Militarist}}-{{iconify|Pacifist}} dichotomy axis governs attitudes towards how the civilization views the concept of war, viewing it as either glorious military tradition or ruinous, unnecessary violence.


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* However, they cannot use the {{icon|policy}} '''Unrestricted Wars''' War Philosophy, meaning that they cannot start wars as freely as other empires can.
* However, they cannot use the {{icon|policy}} '''Unrestricted Wars''' War Philosophy, meaning that they cannot start wars as freely as other empires can.


====== 唯物主义 vs 唯心主义 ======
====== Materialist vs Spiritualist ======
The {{iconify|Materialist}}-{{iconify|Spiritualist}} dichotomy axis governs attitudes towards epistemology[[https://en.wikipedia.org/wiki/Epistemology]] and how the empire views the mind–body problem[[https://en.wikipedia.org/wiki/Mind–body_problem]].
The {{iconify|Materialist}}-{{iconify|Spiritualist}} dichotomy axis governs attitudes towards epistemology[[https://en.wikipedia.org/wiki/Epistemology]] and how the empire views the mind–body problem[[https://en.wikipedia.org/wiki/Mind–body_problem]].


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* The restriction is, they cannot use {{icon|policy}} '''Full Rights''' AI policy and utilizing Robotic Workers can enrage their factions.
* The restriction is, they cannot use {{icon|policy}} '''Full Rights''' AI policy and utilizing Robotic Workers can enrage their factions.


====== 格式塔意识 ======
====== Gestalt Consciousness ======
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{{iconify|Gestalt Consciousness}} empires are not empires in the traditional sense; they are more like a single organism with a single intelligence comprised of the whole population. It is the essence of "the whole is greater than the sum of its parts."
{{iconify|Gestalt Consciousness}} empires are not empires in the traditional sense; they are more like a single organism with a single intelligence comprised of the whole population. It is the essence of "the whole is greater than the sum of its parts."
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* However, as a result of being a gestalt consciousness, there is no need for {{iconify|Consumer Goods}}, which may simplify the game. In the case of {{iconify|Machine Intelligence}} empires, they also do not have to worry about {{iconify|Food}}, simplifying resources down further into only {{iconify|Energy Credits}}, {{iconify|Minerals}}, and {{iconify|Alloys}}.
* However, as a result of being a gestalt consciousness, there is no need for {{iconify|Consumer Goods}}, which may simplify the game. In the case of {{iconify|Machine Intelligence}} empires, they also do not have to worry about {{iconify|Food}}, simplifying resources down further into only {{iconify|Energy Credits}}, {{iconify|Minerals}}, and {{iconify|Alloys}}.


===== 权力制度 =====
===== Authority =====
[[Government#Authority|Authority]] is the archetype of government that the empire exercises and defines how power is concentrated within the empire. Its primary purpose is to determine how often the leadership changes, i.e. how often a player can take advantage of a powerful ruler or must cope with a weak one.
[[Government#Authority|Authority]] is the archetype of government that the empire exercises and defines how power is concentrated within the empire. Its primary purpose is to determine how often the leadership changes, i.e. how often a player can take advantage of a powerful ruler or must cope with a weak one.


====== 普通权力制度 ======
====== Regular authorities ======
There are 4 regular Authorities available and each comes to a different way to elect the next empire ruler. They have near to no difference in power level.
There are 4 regular Authorities available and each comes to a different way to elect the next empire ruler. They have near to no difference in power level.


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Note that having your empire ruler being the leader of a [[Faction]] drastically increases the empire-wide ethic attraction of the faction's ethic, which may be undesirable if it was an opposite ethic of your governing ethic.
Note that having your empire ruler being the leader of a [[Faction]] drastically increases the empire-wide ethic attraction of the faction's ethic, which may be undesirable if it was an opposite ethic of your governing ethic.


====== 蜂巢思维 ======
====== Hive Mind ======
{{expansion|utp}}
{{expansion|utp}}
{{iconify|Hive Mind}} is a special authority that requires {{iconify|Gestalt Consciousness}} ethic. They have an immortal ruler which represents their central consciousness and will never hold elections. They cannot access Robots or Psionics but have drastically faster Pop Growth Speed. While not mentioned in the game, their [[Leaders]] are also younger than usual, which amounts to more years in service compared to other empires. They have a unique set of Civics that do not share with other Authorities.
{{iconify|Hive Mind}} is a special authority that requires {{iconify|Gestalt Consciousness}} ethic. They have an immortal ruler which represents their central consciousness and will never hold elections. They cannot access Robots or Psionics but have drastically faster Pop Growth Speed. While not mentioned in the game, their [[Leaders]] are also younger than usual, which amounts to more years in service compared to other empires. They have a unique set of Civics that do not share with other Authorities.


====== 机械智能 ======
====== Machine Intelligence ======
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{{iconify|Machine Intelligence}} is a special authority that requires {{iconify|Gestalt Consciousness}} ethic and must be played with a Robotic species, which have unique traits. Like Hive Minds, they also have an immortal ruler which represents their central consciousness. Their leaders are also immortal (technically near-immortal, they have a 0.5% chance each month to die of various causes) because of the nature of Robots, but they also use more {{iconify|Energy}} to recruit new leaders, and instead of {{iconify|Food}} upkeep, they have {{iconify|Energy}} upkeep for their pops. In addition, pop growth costs {{iconify|Alloys}}. They have a unique set of Civics that do not share with other Authorities.
{{iconify|Machine Intelligence}} is a special authority that requires {{iconify|Gestalt Consciousness}} ethic and must be played with a Robotic species, which have unique traits. Like Hive Minds, they also have an immortal ruler which represents their central consciousness. Their leaders are also immortal (technically near-immortal, they have a 0.5% chance each month to die of various causes) because of the nature of Robots, but they also use more {{iconify|Energy}} to recruit new leaders, and instead of {{iconify|Food}} upkeep, they have {{iconify|Energy}} upkeep for their pops. In addition, pop growth costs {{iconify|Alloys}}. They have a unique set of Civics that do not share with other Authorities.


====== 企业政府 ======
====== Corporate ======
{{expansion|mgc}}
{{expansion|mgc}}
{{iconify|Corporate}} is an authority that's almost identical to {{iconify|Oligarchic}}. They are focused on {{iconify|Trade Value}} and can access [[Planetary_management#Branch_Offices|Branch Offices]], which are established on other empire's planets for mutually beneficial effects. They also have a unique set of Civics.
{{iconify|Corporate}} is an authority that's almost identical to {{iconify|Oligarchic}}. They are focused on {{iconify|Trade Value}} and can access [[Planetary_management#Branch_Offices|Branch Offices]], which are established on other empire's planets for mutually beneficial effects. They also have a unique set of Civics.


===== 国民理念 =====
===== Civics =====
[[Civics]] are the principles and ideas the empire's government was founded on, and provide bonuses that permit players to tailor their empires toward a preferred strategy. Possibilities range from general bonuses such as {{iconify|Idealistic Foundation}} for additional happiness, to specific bonuses such as {{iconify|Slaver Guilds}}, which increases the productivity of enslaved pops, to playstyle-altering ones like {{iconify|Inward Perfection}} and {{iconify|Agrarian Idyll}} which drastically change how the empire functions as a whole.
[[Civics]] are the principles and ideas the empire's government was founded on, and provide bonuses that permit players to tailor their empires toward a preferred strategy. Possibilities range from general bonuses such as {{iconify|Idealistic Foundation}} for additional happiness, to specific bonuses such as {{iconify|Slaver Guilds}}, which increases the productivity of enslaved pops, to playstyle-altering ones like {{iconify|Inward Perfection}} and {{iconify|Agrarian Idyll}} which drastically change how the empire functions as a whole.


Like Ethics, Civics can be picked by their sheer power or purely by the role-play needs or personal tastes, while Civics with "{{yellow|Cannot do something}}" or "{{yellow|Cannot be added or removed after game start}}" entries usually result in a restrictive or advanced playstyle. It is recommended to pick Civics with easy-to-understand bonuses while learning how the various systems of the game work.
Like Ethics, Civics can be picked by their sheer power or purely by the role-play needs or personal tastes, while Civics with "{{yellow|Cannot do something}}" or "{{yellow|Cannot be added or removed after game start}}" entries usually result in a restrictive or advanced playstyle. It is recommended to pick Civics with easy-to-understand bonuses while learning how the various systems of the game work.


====== 推荐的国民理念 ======
====== Recommended civics ======
{{iconify|Mining Guilds}} is simple and doesn't have any requirements. It gives a decent bonus to the {{iconify|Minerals}} production, which is required for Districts, Buildings, and manufactured resources such as {{iconify|Alloys}} and {{iconify|consumer goods}}.
{{iconify|Mining Guilds}} is simple and doesn't have any requirements. It gives a decent bonus to the {{iconify|Minerals}} production, which is required for Districts, Buildings, and manufactured resources such as {{iconify|Alloys}} and {{iconify|consumer goods}}.


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{{iconify|Diplomatic Corps}} is extremely useful when playing against AI empires, as it adds {{iconify|Envoy}} {{green|+2}}, which can usually offset most negative {{iconify|Opinion}} modifiers given enough time and gives you more leniency with First Contact missions and espionage.
{{iconify|Diplomatic Corps}} is extremely useful when playing against AI empires, as it adds {{iconify|Envoy}} {{green|+2}}, which can usually offset most negative {{iconify|Opinion}} modifiers given enough time and gives you more leniency with First Contact missions and espionage.


===== 装饰 =====
===== Cosmetics =====
The empire's name and adjective used by the in-game text. If the player's species name and government type have been decided on, the game will suggest names with those factors in mind.
The empire's name and adjective used by the in-game text. If the player's species name and government type have been decided on, the game will suggest names with those factors in mind.


Empire flags consist of a primary color, a secondary color, background design, and sigil. While all are purely cosmetic, the primary color also determines the color of the empire's territory in the Galaxy view, as well as model decorations such as engine trails.
Empire flags consist of a primary color, a secondary color, background design, and sigil. While all are purely cosmetic, the primary color also determines the color of the empire's territory in the Galaxy view, as well as model decorations such as engine trails.


==== 舰船 ==== 
==== Ships ==== 
{{main| 舰船}}
{{main|Ships}}
Ship Appearance: The appearance of ships are again cosmetic and serves to finish the look of the empire. Some of the lighting effects on the ships are determined by the empire's primary color in the Flag section.
Ship Appearance: The appearance of ships are again cosmetic and serves to finish the look of the empire. Some of the lighting effects on the ships are determined by the empire's primary color in the Flag section.


Ship design is handled in game, and as a general rule, specializing in only one type of ship weaponry is not particularly recommended. Diversifying the fleet's weaponry and defenses will allow it to effectively combat different builds of ships. Additional weapon types and upgrades are available for research and should be fully unlocked by the mid-game at the latest.
Ship design is handled in game, and as a general rule, specializing in only one type of ship weaponry is not particularly recommended. Diversifying the fleet's weaponry and defenses will allow it to effectively combat different builds of ships. Additional weapon types and upgrades are available for research and should be fully unlocked by the mid-game at the latest.


== 用户界面 ==
== User interface ==
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{{SVersion|3.2}}
{{main| 用户界面}}
{{main|User interface}}
{{UInav}}
{{UInav}}
Stellaris' ''interface'', also called ''graphical user interface'' (''GUI'' or simply ''UI''), serves to inform the player of all of the game's happenings and events. This section will briefly describe the interface and the more critical components of it. 
Stellaris' ''interface'', also called ''graphical user interface'' (''GUI'' or simply ''UI''), serves to inform the player of all of the game's happenings and events. This section will briefly describe the interface and the more critical components of it. 
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Along the bottom left lies the system name and a button to zoom out to the galaxy map if you are in a system, and a number of buttons used outside of the main gameplay loop, such as system settings, help, and chat for multiplayer games.
Along the bottom left lies the system name and a button to zoom out to the galaxy map if you are in a system, and a number of buttons used outside of the main gameplay loop, such as system settings, help, and chat for multiplayer games.


== 基本的游戏概念 ==
== Basic gameplay concepts ==
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{{SVersion|3.2}}
作为一个混合4x和大战略类型游戏,Stellaris ' 游戏围绕着经典4x概念( 探索, 扩张, 开发, 征服),同时提供更深层次的外交和治理方案。本节将帮助入门玩家了解新的这些概念和经验丰富的策略游戏玩家熟悉Stellaris。
Being a hybrid of the 4X and grand strategy genres, Stellaris' gameplay revolves around the classic 4X concepts (eXplore, eXpand, eXploit, eXterminate) while also providing deeper diplomacy and governance options. This section will serve as a primer for players new to these concepts and acquaint seasoned strategy game players with Stellaris' mechanics.


=== 探索 ===
=== Exploration ===
{{main| 探索}}
{{main|Exploration}}
Space is vast and mysterious, and it is only natural to want to explore it and discover its secrets. In Stellaris, players use [[Fleet#science_ship|science ships]] to accomplish this, and all players begin with one staffed by a [[Leader#Scientist|scientist]]. Although players can see the number of [[planets]] in any system they've uncovered as well as potentially habitable ones, it is the job of the science ship to survey [[celestial bodies]], identify exploitable resources and enable colonization, as well as to analyze any [[anomalies]] found during their surveys.
Space is vast and mysterious, and it is only natural to want to explore it and discover its secrets. In Stellaris, players use [[Fleet#science_ship|science ships]] to accomplish this, and all players begin with one staffed by a [[Leader#Scientist|scientist]]. Although players can see the number of [[planets]] in any system they've uncovered as well as potentially habitable ones, it is the job of the science ship to survey [[celestial bodies]], identify exploitable resources and enable colonization, as well as to analyze any [[anomalies]] found during their surveys.


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For players who enjoy exploring the galaxy and conducting research, To Boldly Go in the [[Traditions#Discovery_tree|Discovery traditions tree]] is an excellent early game choice for discovering and successfully analyzing anomalies.
For players who enjoy exploring the galaxy and conducting research, To Boldly Go in the [[Traditions#Discovery_tree|Discovery traditions tree]] is an excellent early game choice for discovering and successfully analyzing anomalies.


=== 恒星基地===
===Starbases===
As the player explores the galaxy, they will almost certainly uncover systems that are either rich in resources that unfortunately lie outside of their empire's borders or contain a habitable planet that the empire can colonize. Empires can neither extract resources from systems they do not control nor can they colonize planets in them, and therefore have to expand their territory and lay claim to said star systems in order to be able to extract resources or colonize planets in them. This is done by constructing a [[Starbase]] in the system. 
As the player explores the galaxy, they will almost certainly uncover systems that are either rich in resources that unfortunately lie outside of their empire's borders or contain a habitable planet that the empire can colonize. Empires can neither extract resources from systems they do not control nor can they colonize planets in them, and therefore have to expand their territory and lay claim to said star systems in order to be able to extract resources or colonize planets in them. This is done by constructing a [[Starbase]] in the system. 


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The [[Traditions#Expansion_tree|Prosperity tree]] on the other hand can be helpful for economy management as it contains traditions that reduce the construction and upkeep costs for ships, starbases, buildings and robots.
The [[Traditions#Expansion_tree|Prosperity tree]] on the other hand can be helpful for economy management as it contains traditions that reduce the construction and upkeep costs for ships, starbases, buildings and robots.


==== 殖民 ====
==== Colonization ====
{{main| 殖民}}
{{main|Colonization}}
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. 
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. 


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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).
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).


== 挑选星系建造哨站 ==
== Choosing systems to build outposts ==
Planets differ mainly by habitability and size and which of these two should be your primary focus depends on the Empire you are planing on playing. Habitability is important if you are going for a high happiness build (as lower habitability gives a happiness penalty) or if you want rapid population growth. Size is important because it determines the maximum number of districts a colony can support. Having a large number of planets (regardless of habitability and sizes) can be useful for gathering minerals and energy credits to fuel fleets.
Planets differ mainly by habitability and size and which of these two should be your primary focus depends on the Empire you are planing on playing. Habitability is important if you are going for a high happiness build (as lower habitability gives a happiness penalty) or if you want rapid population growth. Size is important because it determines the maximum number of districts a colony can support. Having a large number of planets (regardless of habitability and sizes) can be useful for gathering minerals and energy credits to fuel fleets.


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For example, option 1 has more room for growth, which is important, as this is going to be your first colony, and thus probably be the largest (aside from your homeworld, of course). Additionally, as long as enough of each district is available to get you through the early game without being hindered, you'll be able to delay clearing the blockers until you can easily afford it.
For example, option 1 has more room for growth, which is important, as this is going to be your first colony, and thus probably be the largest (aside from your homeworld, of course). Additionally, as long as enough of each district is available to get you through the early game without being hindered, you'll be able to delay clearing the blockers until you can easily afford it.


=== 开采资源 ===
=== Exploitation ===
{{main| 经济}}
{{main|Economy}}
资源在 Stellaris 中分为三类:
Resources in Stellaris come in three different categories:
*[[ 经济# 基础资源| 基础资源]]
*[[Economy#Basic_resources|Basic resources]]
*[[ 经济# 战略资源| 战略资源]]
*[[Economy#Strategic_resources|Strategic resources]]
*[[ 经济# 本土资源| 本土资源]]
*[[Economy#Local_resources|Local resources]]


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:
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:
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{{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.
{{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.


=== 消灭敌人 ===
=== Extermination ===
{{main| 太空战| 舰船设计器}}
{{main|Space warfare|Ship designer}}
Regardless of what the player's ultimate plan is for a game, it is vital that they maintain a capable fleet of combat ships to be able to both attack and defend against foreign aggression. Even in the early stages of the game, the player's empire may find itself under attack from space pirates or hostile aliens; thus having a respectable military presence is of vital importance throughout the campaign.
Regardless of what the player's ultimate plan is for a game, it is vital that they maintain a capable fleet of combat ships to be able to both attack and defend against foreign aggression. Even in the early stages of the game, the player's empire may find itself under attack from space pirates or hostile aliens; thus having a respectable military presence is of vital importance throughout the campaign.


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Selecting a fleet - whether it be directly or through the Outliner - will bring up a detailed view of all ships within it, and allow the player to issue commands, as they might do with civilian ships. While learning the basics of fleet logistics is not too difficult, some of the more important tasks for the player to be familiar with include splitting and merging, repairing, upgrading, and reinforcing.
Selecting a fleet - whether it be directly or through the Outliner - will bring up a detailed view of all ships within it, and allow the player to issue commands, as they might do with civilian ships. While learning the basics of fleet logistics is not too difficult, some of the more important tasks for the player to be familiar with include splitting and merging, repairing, upgrading, and reinforcing.


=== 研究 ===
=== Research ===
{{main| 科技}}
{{main|Technology}}
Technologies in Stellaris are divided into three different branches of study: {{iconify|Physics}}, {{iconify|Society}} and {{iconify|Engineering}}. Each branch is headed by a scientist and each one can work on technology research in tandem with the other two branches. Each technology has a field associated with it as well, indicated by the colored icon beneath the technology's numerical progress. If a scientist has a trait whose icon matches the technology's, then that tech research is boosted by 15%, as it is in the scientist's field of expertise. The screen also provides useful information regarding what is unlocked by each technology, research speed modifiers for each branch, and a timer projecting how much more time is needed until research is complete.
Technologies in Stellaris are divided into three different branches of study: {{iconify|Physics}}, {{iconify|Society}} and {{iconify|Engineering}}. Each branch is headed by a scientist and each one can work on technology research in tandem with the other two branches. Each technology has a field associated with it as well, indicated by the colored icon beneath the technology's numerical progress. If a scientist has a trait whose icon matches the technology's, then that tech research is boosted by 15%, as it is in the scientist's field of expertise. The screen also provides useful information regarding what is unlocked by each technology, research speed modifiers for each branch, and a timer projecting how much more time is needed until research is complete.


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Finally, players should not worry themselves with maintaining perfect uptime when it comes to ensuring research scientists are always researching something. If a branch is not actively researching anything, then any points accumulated for that branch are placed in a pool instead of going to waste. When that branch has a new project, those pooled points are gradually credited towards that project, accelerating its progress. This system allows players to manage their research without needing to pause the game every time a project is completed.
Finally, players should not worry themselves with maintaining perfect uptime when it comes to ensuring research scientists are always researching something. If a branch is not actively researching anything, then any points accumulated for that branch are placed in a pool instead of going to waste. When that branch has a new project, those pooled points are gradually credited towards that project, accelerating its progress. This system allows players to manage their research without needing to pause the game every time a project is completed.


=== 传统 ===
=== Traditions ===
{{main| 传统}}
{{main|Traditions}}
As the player empire gains {{iconify|unity}} throughout the game, they will be regularly prompted to select a tradition to adopt for their empire. The tradition tree is divided into thirteen different branches, each of which contains a subtree of five traditions. An empire may only select up to seven tradition branches, and some traditions may be restricted under certain conditions. Adopting a single branch and all of the traditions within it rewards the player with a finisher bonus on top of the adopted tradition, as well as an Ascension Perk slot.
As the player empire gains {{iconify|unity}} throughout the game, they will be regularly prompted to select a tradition to adopt for their empire. The tradition tree is divided into thirteen different branches, each of which contains a subtree of five traditions. An empire may only select up to seven tradition branches, and some traditions may be restricted under certain conditions. Adopting a single branch and all of the traditions within it rewards the player with a finisher bonus on top of the adopted tradition, as well as an Ascension Perk slot.


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* Versatility traditions are exclusively available to {{iconify|Machine Intelligence}} empires to enhance the efficiency of their network, including some diplomatic bonuses.
* Versatility traditions are exclusively available to {{iconify|Machine Intelligence}} empires to enhance the efficiency of their network, including some diplomatic bonuses.


=== 领袖 ===
=== Leaders ===
{{main| 领袖}}
{{main|Leaders}}
[[File:UI leaders.png|thumb|The Leader Screen]]
[[File:UI leaders.png|thumb|The Leader Screen]]


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*[[Leader#General|Generals]] lead the empire's armies, boosting them based on their level and traits.
*[[Leader#General|Generals]] lead the empire's armies, boosting them based on their level and traits.


== 前期游戏 ==
== The early game ==
{{SVersion|3.2}}
{{SVersion|3.2}}
Once players are familiar with the different systems in Stellaris and how they interact with one another, it's time to begin thinking strategically and planning the empire's future. Creating and honing a strong early game routine will make games all the more enjoyable, knowing that the empire will be off to a good start economically, socially, and militarily. In this section, we discuss a few general guidelines new players should adhere to as they begin their journey into the stars.
Once players are familiar with the different systems in Stellaris and how they interact with one another, it's time to begin thinking strategically and planning the empire's future. Creating and honing a strong early game routine will make games all the more enjoyable, knowing that the empire will be off to a good start economically, socially, and militarily. In this section, we discuss a few general guidelines new players should adhere to as they begin their journey into the stars.
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*A reserve of 100 {{iconify|energy credits}}, 100 {{iconify|minerals}}, 200 {{iconify|food}}, 100 {{iconify|consumer goods}}, 100 {{iconify|alloys}},  100 {{iconify|influence}}, and 0 {{iconify|unity}}.
*A reserve of 100 {{iconify|energy credits}}, 100 {{iconify|minerals}}, 200 {{iconify|food}}, 100 {{iconify|consumer goods}}, 100 {{iconify|alloys}},  100 {{iconify|influence}}, and 0 {{iconify|unity}}.


=== 收集天体上的资源 ===
=== Gathering resources on celestial bodies ===
{{main|Construction}}
{{main|Construction}}
During the start of the game, players are advised to send their science ships to survey their neighboring systems. As mentioned earlier in the guide, some celestial bodies contain deposits of resources such as {{iconify|minerals}} or {{iconify|energy}} credits and these deposits can only be harvested if it has been uncovered by science ships doing surveying missions and such deposits are within the empire’s [[Empire#Borders|border]]. Harvesting these resources would provide players with a better start and allows players to be able to construct ships and stations without much waiting.
During the start of the game, players are advised to send their science ships to survey their neighboring systems. As mentioned earlier in the guide, some celestial bodies contain deposits of resources such as {{iconify|minerals}} or {{iconify|energy}} credits and these deposits can only be harvested if it has been uncovered by science ships doing surveying missions and such deposits are within the empire’s [[Empire#Borders|border]]. Harvesting these resources would provide players with a better start and allows players to be able to construct ships and stations without much waiting.


=== 研究异常现象 ===
=== Researching anomalies ===
{{main|Surveying}}
{{main|Surveying}}
When the science ships are surveying celestial bodies, there is a chance for an anomaly to be encountered. The anomaly may be investigated by science ships and the outcome of the investigation is always a success, although the time it takes diminishes for a scientist with a higher skill level. A special project may appear once the investigation of the project is complete. Players may also be granted a relatively large amount of research points, minerals or energy credits. Many anomalies present a dilemma, whose outcomes can provide an even further rewards. The benefits of early exploration of neighboring systems means that it can be advantageous to create a second or third science ship early on.
When the science ships are surveying celestial bodies, there is a chance for an anomaly to be encountered. The anomaly may be investigated by science ships and the outcome of the investigation is always a success, although the time it takes diminishes for a scientist with a higher skill level. A special project may appear once the investigation of the project is complete. Players may also be granted a relatively large amount of research points, minerals or energy credits. Many anomalies present a dilemma, whose outcomes can provide an even further rewards. The benefits of early exploration of neighboring systems means that it can be advantageous to create a second or third science ship early on.


=== 建立殖民地 ===
=== Colonizing ===
Eventually, players will need to colonize other habitable planets to acquire resources for the means to expand their empire geographically and technologically. Colonization is done by sending colony ships to habitable planets that are surveyed and located in star systems with (at least) an outpost built. The colonization process requires a colony ship, there is an initial build cost (Energy/Alloys/Food) and beware the additional upkeep cost (8 energy per month) that lasts until the colony is established. Players are not required to research additional technologies to colonize planets with a different world type. However, there may be "Tile Blockers" such as Toxic Kelp or Dangerous Wildlife, that require technology to be researched in order to be cleared and access to the resources and districts underneath. The housing and amenities usage is increased by the difference between 100% and the planet's habitability (2x usage at 0% habitability, 1.5x at 50%, etc.). Usually, the game puts 2 habitable planets (matching world type - so base  80% habitability) near your starting system (unless Tomb/Gaia world) to help kickstart your campaign.
Eventually, players will need to colonize other habitable planets to acquire resources for the means to expand their empire geographically and technologically. Colonization is done by sending colony ships to habitable planets that are surveyed and located in star systems with (at least) an outpost built. The colonization process requires a colony ship, there is an initial build cost (Energy/Alloys/Food) and beware the additional upkeep cost (8 energy per month) that lasts until the colony is established. Players are not required to research additional technologies to colonize planets with a different world type. However, there may be "Tile Blockers" such as Toxic Kelp or Dangerous Wildlife, that require technology to be researched in order to be cleared and access to the resources and districts underneath. The housing and amenities usage is increased by the difference between 100% and the planet's habitability (2x usage at 0% habitability, 1.5x at 50%, etc.). Usually, the game puts 2 habitable planets (matching world type - so base  80% habitability) near your starting system (unless Tomb/Gaia world) to help kickstart your campaign.


==== 扩大殖民地 ====
==== Growing the colony ====
Your new planet will take time to settle.
Your new planet will take time to settle.


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At 40 pops (and 80 pops) the Administration Center can be upgraded further to unlock more advanced infrastructure and options.
At 40 pops (and 80 pops) the Administration Center can be upgraded further to unlock more advanced infrastructure and options.


=== 行星发展 ===
=== Planetary development ===
A newly colonized planet will have a weak production as the population of the planet will be low, and thus the output will be low. A planet’s population will grow over time and the growth rate can be boosted with edicts, technology, decisions, and buildings. All pops must have a job or they will become unemployed, thus contributing to higher crime, lower stability, and increased usage of planetary resources. Jobs are created by creating generator/mining/agriculture districts and/or creating buildings in an available building slot that is unlocked at higher populations. With regards to generator/mining/agriculture districts, they produce the same number of jobs as housing whereas City districts produce more housing than jobs (5 housing, 1 job), so they are a suitable source of housing for pops that work buildings (though this is affected by Traditions, Ethics and Policies). It is recommended to grow a colony's population as quickly as possible all the while making sure the needs of the pops are met, such as employment, housing, and amenities. One strategy a player might use is resettling pops from the player's homeworld to the new colony to boost the initial population and open building slots. As with most things in Stellaris, this will give a boost but also comes with a price. Resettling costs energy credits to do and your homeworld can get a growth de-buff from the pops leaving. Additionally, a player should be sure that the new colony has the housing, jobs, and amenities to support the influx of new pops. The bottom line is this, more pops equals more production. Happy pops equals more production. Take care of your pops.
A newly colonized planet will have a weak production as the population of the planet will be low, and thus the output will be low. A planet’s population will grow over time and the growth rate can be boosted with edicts, technology, decisions, and buildings. All pops must have a job or they will become unemployed, thus contributing to higher crime, lower stability, and increased usage of planetary resources. Jobs are created by creating generator/mining/agriculture districts and/or creating buildings in an available building slot that is unlocked at higher populations. With regards to generator/mining/agriculture districts, they produce the same number of jobs as housing whereas City districts produce more housing than jobs (5 housing, 1 job), so they are a suitable source of housing for pops that work buildings (though this is affected by Traditions, Ethics and Policies). It is recommended to grow a colony's population as quickly as possible all the while making sure the needs of the pops are met, such as employment, housing, and amenities. One strategy a player might use is resettling pops from the player's homeworld to the new colony to boost the initial population and open building slots. As with most things in Stellaris, this will give a boost but also comes with a price. Resettling costs energy credits to do and your homeworld can get a growth de-buff from the pops leaving. Additionally, a player should be sure that the new colony has the housing, jobs, and amenities to support the influx of new pops. The bottom line is this, more pops equals more production. Happy pops equals more production. Take care of your pops.


=== 维持强大军事 ===
=== Maintaining a strong military ===
{{main| 舰船设计器}}
{{main|Ship designer}}
As with most space 4X games, keeping a strong military presence is vital as it will deter potential attacks. In Stellaris, this statement is true as players may encounter other space-faring empires that have hostile intent or space monsters which are hostile. Therefore, keeping a strong military presence allows for players to defend against attacks should they get themselves into war.
As with most space 4X games, keeping a strong military presence is vital as it will deter potential attacks. In Stellaris, this statement is true as players may encounter other space-faring empires that have hostile intent or space monsters which are hostile. Therefore, keeping a strong military presence allows for players to defend against attacks should they get themselves into war.


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In addition to maintaining a powerful navy, one must also not forget about their planetary forces. Recruiting armies and stationing them on planets that need them as well as building up defensive infrastructure planetside can help bolster one's defensive capabilities noticeably.
In addition to maintaining a powerful navy, one must also not forget about their planetary forces. Recruiting armies and stationing them on planets that need them as well as building up defensive infrastructure planetside can help bolster one's defensive capabilities noticeably.


== 与其他帝国互动 ==
== Interactions with other empires ==
{{SVersion|3.2}}
{{SVersion|3.2}}
=== 遭遇外星生命 ===
=== Alien encounters ===
As science ships are out into the void exploring the stars, they will inevitably encounter alien life forms. The alien life forms that players can encounter are divided into 5 types:
As science ships are out into the void exploring the stars, they will inevitably encounter alien life forms. The alien life forms that players can encounter are divided into 5 types:
*[[Spaceborne_aliens|Space Monsters]]
*[[Spaceborne_aliens|Space Monsters]]
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There are some exceptions to this. Fallen empires will contact players automatically if their ships venture into their territory. Pre-sentient species and Pre-FTL species are encountered by science ships which are surveying celestial bodies.
There are some exceptions to this. Fallen empires will contact players automatically if their ships venture into their territory. Pre-sentient species and Pre-FTL species are encountered by science ships which are surveying celestial bodies.


=== 外交 ===
=== Diplomacy ===
{{main|Diplomacy}}
{{main|Diplomacy}}
After establishing communications, players may access the Diplomacy screen. From there, they will be able to:
After establishing communications, players may access the Diplomacy screen. From there, they will be able to:
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Empires will have an opinion of you depending on your actions, governing ethics or civics, and espionage. Keeping in mind which empires may be more friendly towards you is a good first step.
Empires will have an opinion of you depending on your actions, governing ethics or civics, and espionage. Keeping in mind which empires may be more friendly towards you is a good first step.


=== 星海共同体 ===
=== Galactic community ===
{{main| 星海共同体}}
{{main|Galactic community}}
After you or another empire has met 70% of the normal empires in the galaxy, you will be given the option of creating the Galactic Community, which will allow you to pass resolutions affecting all empires. Generally, voting weight is determined by your diplomatic weight (which can be boosted through Diplomatic Stance policies or {{iconify|envoy}}s), and many resolutions can be extremely beneficial or extremely detrimental to your empire depending on what you are playing as.
After you or another empire has met 70% of the normal empires in the galaxy, you will be given the option of creating the Galactic Community, which will allow you to pass resolutions affecting all empires. Generally, voting weight is determined by your diplomatic weight (which can be boosted through Diplomatic Stance policies or {{iconify|envoy}}s), and many resolutions can be extremely beneficial or extremely detrimental to your empire depending on what you are playing as.


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Even further, a Custodian may be voted in as the Galactic Emperor, giving them almost total control over the entire galaxy.
Even further, a Custodian may be voted in as the Galactic Emperor, giving them almost total control over the entire galaxy.


=== 成立联邦 ===
=== Forming of federations ===
{{main| 联邦}}
{{main|Federation}}
Besides the construction and employment of a strong military, empires can also improve its military power through the forming of federations. When an empire declares war upon a member of a federation, other members in the federation enter the war as well. However, if a member of a federation were to declare war, other members will be required to vote for whether the member can make the declaration of war (see [[Warfare#Federation Warfare|declarations of war]] for more details). There are five federation types each with unique benefits. There are {{iconify|Galactic Union}}s which has the benefit of having {{green|-50%}} cohesion loss from Ethics, {{iconify|Trade League}}s which allows members to use the Trade League trade policy, {{iconify|Martial Alliance}}s which give benefits to ship and army experience and build speed of ships, {{iconify|Research Cooperative}}s which gives a automatic research agreement between all members, and {{iconify|Hegemony}} which does not allow members to leave freely. Federation cohesion affects the experience gain of a federation, and experience allows you to level up your federation to increase centralization. Cohesion can be increased by assigning {{iconify|Envoy}}s to your federation.
Besides the construction and employment of a strong military, empires can also improve its military power through the forming of federations. When an empire declares war upon a member of a federation, other members in the federation enter the war as well. However, if a member of a federation were to declare war, other members will be required to vote for whether the member can make the declaration of war (see [[Warfare#Federation Warfare|declarations of war]] for more details). There are five federation types each with unique benefits. There are {{iconify|Galactic Union}}s which has the benefit of having {{green|-50%}} cohesion loss from Ethics, {{iconify|Trade League}}s which allows members to use the Trade League trade policy, {{iconify|Martial Alliance}}s which give benefits to ship and army experience and build speed of ships, {{iconify|Research Cooperative}}s which gives a automatic research agreement between all members, and {{iconify|Hegemony}} which does not allow members to leave freely. Federation cohesion affects the experience gain of a federation, and experience allows you to level up your federation to increase centralization. Cohesion can be increased by assigning {{iconify|Envoy}}s to your federation.


== 末期游戏 ==
== Late game ==
{{SVersion|3.2}}
{{SVersion|3.2}}
Once players reach the late stages of the game, they should have built an empire with a considerably strong fleet and a strong production of resources.  By this stage, players should be pursuing one of the many victory goals present in the game by default. However, the late stage of the game usually involves events that will affect the entire galaxy.
Once players reach the late stages of the game, they should have built an empire with a considerably strong fleet and a strong production of resources.  By this stage, players should be pursuing one of the many victory goals present in the game by default. However, the late stage of the game usually involves events that will affect the entire galaxy.
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To win Stellaris the player must have the biggest victory score compared to all other empires, including [[fallen empires]].
To win Stellaris the player must have the biggest victory score compared to all other empires, including [[fallen empires]].


=== 终末危机 ===
=== Endgame crisis ===
As the name implies, an endgame [[crisis]] brings about catastrophic results which can affect the entire galaxy. There are several criteria necessary to trigger such events. Besides that, there can only be one endgame crisis in a single game. Some examples of such endgame crisis are listed below:
As the name implies, an endgame [[crisis]] brings about catastrophic results which can affect the entire galaxy. There are several criteria necessary to trigger such events. Besides that, there can only be one endgame crisis in a single game. Some examples of such endgame crisis are listed below:


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Additionally, an empire can choose an {{iconify|ascension perk}} in order to choose to become the crisis, allowing them to massively increase their power and eventually begin destroying the galaxy.
Additionally, an empire can choose an {{iconify|ascension perk}} in order to choose to become the crisis, allowing them to massively increase their power and eventually begin destroying the galaxy.


=== 天堂之战 ===
=== War in heaven ===
This event is considered special as it is not considered an endgame crisis. This event involves 2 Fallen Empires which have awoken due to reasons unknown and these two superpowers launch a great war against one another, dragging the normal empires into the war as well. However, this event is not guaranteed to occur and the host of the game must have the [[Leviathans]] DLC in order for it to happen.
This event is considered special as it is not considered an endgame crisis. This event involves 2 Fallen Empires which have awoken due to reasons unknown and these two superpowers launch a great war against one another, dragging the normal empires into the war as well. However, this event is not guaranteed to occur and the host of the game must have the [[Leviathans]] DLC in order for it to happen.


=== 实现[[ 乌托邦]] ===
=== Achieving [[Utopia]] ===
{{expansion|utp}}
{{expansion|utp}}
The Utopia DLC comes with several long-term goals starting in by the middle-game for players to work their empire towards. There are three (mutually-exclusive) species ascension paths, Engineered Evolution (Genetic Strengthening), Mind Over Matter (Psionic Awakening) and The Flesh is Weak (Cybernetic/Synthetic Transformation) as well as the ability to construct ever-larger mega-structures. These represent different destinies of the empire and what kind of mark they leave upon the galaxy's history.
The Utopia DLC comes with several long-term goals starting in by the middle-game for players to work their empire towards. There are three (mutually-exclusive) species ascension paths, Engineered Evolution (Genetic Strengthening), Mind Over Matter (Psionic Awakening) and The Flesh is Weak (Cybernetic/Synthetic Transformation) as well as the ability to construct ever-larger mega-structures. These represent different destinies of the empire and what kind of mark they leave upon the galaxy's history.


==== 轮回之终末 ====
==== The End of the Cycle ====
Once an empire has completed the Psionic Ascension Path, interacting with the Shroud can give the opportunity to sign a covenant with the End of the Cycle in the Shroud. This is very rare, with only a 2% chance of occurring, but it will give huge boosts to resource production, research speed, and naval capacity for 50 years.  At the end of this period, the reckoning occurs. The player loses all their planets and they become uninhabitable forever. All ships will be destroyed and all pops and leaders will be killed. The player will gain control of a single new planet called Exile with a group of surviving pops and an entity called the "Reckoning" will spawn with a fleet power measuring in the millions.  It will kill everything in the galaxy saving the players for last. All empires will have a permanent -1000 opinion of the player for "Bringing the End" and "Doomed us all".
Once an empire has completed the Psionic Ascension Path, interacting with the Shroud can give the opportunity to sign a covenant with the End of the Cycle in the Shroud. This is very rare, with only a 2% chance of occurring, but it will give huge boosts to resource production, research speed, and naval capacity for 50 years.  At the end of this period, the reckoning occurs. The player loses all their planets and they become uninhabitable forever. All ships will be destroyed and all pops and leaders will be killed. The player will gain control of a single new planet called Exile with a group of surviving pops and an entity called the "Reckoning" will spawn with a fleet power measuring in the millions.  It will kill everything in the galaxy saving the players for last. All empires will have a permanent -1000 opinion of the player for "Bringing the End" and "Doomed us all".


== 提示==
==Tips==
* 在扩张的同时,记住要注意你的帝国的扩张程度。大多数帝国的扩张会超过管理能力,从而增加研究和维护成本,但玩家应该通过选择能够给帝国带来资源与管理能力等数据增长的扩张方式来减缓这种情形。
*Remember to be mindful of your empire sprawl while expanding. Most empires will eventually go above the Administrative Capacity, thus increasing the cost for research & upkeep, but the player should expand in a way that mitigates this increase by choosing their expansion in a way that will yield a net increase to their empire.
* 在游戏早期投资4-5 艘科学船,以了解周围的情况以及你应该在哪里扩展。你也可以稍后解散他们。
*Invest in 4-5 science ships in the early game to get a sense of what is around you and where you should expand. You can also disband them later.
* 银河系是个危险的地方。要对付的有太空变形虫、海盗、掠夺者、敌对派系、起义和巨大的怪物。因此,你应该时刻关注你的军队。你应该确保你的军队能够应对你面临的所有威胁。记住你军队的位置。如果你的舰队位于帝国的一侧,那么他们可能需要花费数年时间才能穿越它并在另一侧遇到威胁,而那时威胁可能已经吞噬了你的大片土地。所以最好在银河系的不同位置放置更多的舰队。
*The galaxy is a dangerous place. There are space amoebas, pirates, marauders, rival factions, uprisings, and leviathans to deal with. Thus, you should be mindful of your military at all times. You should ensure that your military can deal with all the threats presented to you. Keep in mind the positioning of your military too. If your fleets are on one side of your empire it could take years for them to cross it to meet a threat at the other side, by that time the threat could have gobbled up a huge portion of your real estate. This increases the reason to consider having multiple fleets to defend all sides of the empire.
* 保持好奇心,享受乐趣。玩家应该让他们的科学船一直保持忙碌。随着这些飞船继续探索未知的空间,游戏的故事将为玩家呈现。
*Remain curious and have fun. Players should keep their science ships busy at all times. As these ships continue to explore the unknown void, the story of the game should unfold for players to enjoy.
* 记住,在任何时候都要保持不断的建设,尽量不要让任何事情闲置。让科学船建筑船等在任何时候都要忙碌,以最大化生产资源,并保持领先于其他帝国。
*Remember to try to be doing something at all times, try not to leave anything idle and to keep science ships, construction ships, Etc., busy at all times to maximize production and to stay ahead of other empires.
* 尽量在早期与AI帝国或其他玩家保持良好的外交关系,因为早期的战争会阻碍进程,让其他帝国领先。
*Try to keep up good diplomatic relations with empires early on, as early wars can stall progress and let other empires get ahead.


== 参考指南 ==
== References ==
<references />
<references />


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