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Detailed explanation of star self-built system and its attributes
name
That's easy to say. Name your empire.
There are three * * *, which are full name, plural title and description.
Of course, this involves language content. Players who know a little English just take whatever they want and make a hullabaloo about.
race
At present, there are only six races, from top to bottom, which are mammals (including humans and ponies), reptiles (including elders and Delaney), birds (including TX and dragons), arthropods (insects and crabs), mollusks (Kezong, Faceless Worm) and fungi (Blorg in MengMeng).
Although plants appeared in the test, they did not appear in the official game. It is estimated that it will be DLC in the future.
In addition, there are some non-optional races in the game, such as robots
Race related to the event (natural disaster group), etc.
Are you a guest star of StarCraft 1? )
In case of spoilers, I won't say more.
Ethnic characteristics and habits, ethnic types are completely independent and do not interfere with each other. Players can customize their own characteristics and habits according to their race type and appearance to increase playability.
Racial characteristics
Players have 4 function slots and 2 points to choose from when building their own empire. Choosing positive and beneficial features will cost points, and negative features will gain points. There can be up to 4 features, some of which are mutually exclusive.
Characteristics are divided into biological characteristics (persistence and racial combination) and leader characteristics (with the change of leaders)
Biological properties
Adaptability (high adaptability)+10% habitability, 2 points.
It is mutually exclusive with non-adaptability and extreme adaptability.
Adaptability is the value of a race adapting to a new environment. The higher this value, the more likely you are to find a planet that adapts to your race. It can generally be converted into+10% livable planet discovery rate.
Cultivated land (based on agriculture)+15% grain output, 2 points.
Good at agriculture, so a variety of vegetables ~ this thing is very important in the early stage. More food tends to produce more POPs, and more POPs can stand on more local grids to increase output (much like civilized expert system).
Charming+1% happiness of other races has 1 minute for every 1 population.
And Repugant are mutually exclusive.
Race has extraordinary charm and is considered easy to get along with by other races (note that this attribute also has a buff for other races, which means that the population with this attribute has a buff for both the main race and the acceptable race).
Public +5% happy, 1.
And loneliness are mutually exclusive.
People of this race like to live in groups and get along well with each other.
Moral differences among conformists -20%, 2 points.
This crowd likes to seek common ground while reserving differences and is willing to obey orders.
* Moral differences are an indicator in the game. Some of your policy changes will conflict with your atmosphere (population habits). If you don't control it, the people will rebel and push you down.
Immortality +30 years, 1 min.
And respect are mutually exclusive.
This race has a long life, and this habit is not as meaningful as * * * national dictatorship. It should be noted that your scientists, magistrates and generals also live a long life, and it takes political influence to recruit (a 50) after death.
Extremely adaptable +20% habitability, 5 points.
And adaptive and non-adaptive are mutually exclusive.
I have already explained it above, so I won't go into details.
Diligence (Diligence)+15% mineral output, 2 points.
This race is famous for their diligence and hard work. They work tirelessly.
Intelligence+10% points physics, sociology, engineering, 2 points.
This crowd is very smart and likes to develop science and technology rapidly.
This feature belongs to the later stage, because you don't have many scientific and technological points in the early stage, and 10% is simply Mao Mao rain, but it will be much better to use this when climbing science and technology in the later stage.
Physical physicist/sociologist/engineer Physical physics/society/engineer+15% Physics/sociology/engineering +0 each.
These three characteristics are mutually exclusive.
Nomadic (nomadic)-50% of the relocation time,-33% of the relocation expenses, 1 min.
And sedentary are mutually exclusive.
This part of the population has a long history of wandering, and they will not hesitate when moving their families.
QuickLearner, the acquisition speed of character experience is +25%, 1 min.
And slow learners are mutually exclusive.
Applicable to leaders, scientists, prefects and generals.
RapidBreeder-10% reproduction time, 1 min.
And slow breeder are mutually exclusive.
Rapid population growth means rapid explosion.
Rest+1 00% garrison life, +50% fortress defense reward,1point.
This race is physically resilient and will fight to the last minute when defending its territory.
Strong (strong) +20% military damage +5% mineral output, 1 point.
And strong (strong) and weak (weak) are mutually exclusive.
Talent+1 skill level, 2 points.
Applicable to leaders, scientists, governors and generals. Born 1 skill (random, and the skills gained by upgrading are also random).
Frugality+15% energy output, 2 points.
Generally speaking, energy is not too scarce, and minerals are much used.
Life span of venerable personage+120, 4 points.
And longevity are mutually exclusive.
Very strong +40% army damage,+10% mineral output, 4 points.
Strong and weak are mutually exclusive.
Negative biological characteristics
Decadence (recession) resource output without slaves-10% (including minerals and energy)+1.
Non-adaptive habitability-10%+1.
Adaptive and extreme adaptive are mutually exclusive.
Disgust (disgust)-1% happiness+1 population 0 for every other race.
And charm are mutually exclusive.
Settled type +50% immigration time +33% immigration expenses+1 minute.
And nomadism are mutually exclusive
Slow breeder+10% breeding time+1 min.
Mutually exclusive with fast breeder
Learners' experience acquisition is slow -25%+1.
Mutually exclusive with fast learners
Lonely happiness -5%+1.
Mutually exclusive with the public
Weak Army Damage -20%
And strong and very strong are mutually exclusive.
character trait
Caution-10% Abnormal Event Failure Risk Weight 50
And carefree are mutually exclusive.
Careful-10% abnormal event discovery probability (I think it is misspelled, it should be+10%) weight 50.
And carefree are mutually exclusive.
Genius Spark+10% research speed increases the probability of discovering rare technology, with a weight of 200.
The research system of stars is not completely linear, and if you study one, the next one will appear randomly. The performance of this scientific family increases the probability of rare technology.
Worry-free +35% Abnormal Incident Investigation Speed Weight 50
And being careful and meticulous are mutually exclusive.
Rover +25% survey speed and weight 100
Scientific research on ship god skills
Archaeologist-Pioneer abnormal events 50% research speed (I think it is wrong here, the original text is light green),-Pioneer abnormal events 25% failure probability weight is 100.
Paranoia -5% research speed-10% abnormal event investigation speed increases the probability weight of discovering rare technologies 1 10.
Custom AI assistant +5% research speed+10% exploration speed+10% abnormal event investigation speed Advanced technology: self-awareness Logi.
Sentient AI assistant+10% research speed +20% exploration speed +30% abnormal event investigation speed Advanced technology: Sentient AI.
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