
行星是你主要的收入来源。对行星进行专业化建设对帝国发展至关重要,《太阳帝国的原罪2》为此引入了全新机制——行星模块。 每个种族都拥有各自的行星模块,而不同派系还能获得独特模块,进一步强化其玩法风格。 每颗行星都可容纳不同的行星模块。若你计划建造特定的行星模块,需留意所需的行星类型。 此外,每个母星都配备一个特殊行星模块。部分特殊模块是现有模块的强化版本,另一些则是完全独特的设计。 例如,你可以在TEC流亡者的母星上看到强化版的驻军指挥中心,初始补给为150。 TEC行星模块

NOTE: The TEC Enclave faction gets a stronger “Garrison Command” module on their homeworld, spawning more ships than the normal version. NOTE: The TEC Primacy faction starts with an enhanced “Center for Human Doctrine” which provides a stronger weapon boost. In the following you can find planet modules sorted for most common planet types, such as Terran, asteroid and ice. Other planets mostly repeat the pattern with minor differences. The following modules can be built on a Terran Planet: Name Function Comment Rating Tech tier Media Conglomerate +1 credits/sec +2 Influence points A few are a must have so that you can unlock the strongest abilities of minor factions. 8 2 Civ Commercial District +10% commerce income This affects only planetary credits and comes rather late in T3. Still worth it on Terran planets with maxed commerce. 4 3 Civ Fulfilment Warehouse +1 export point Translates to 2 credits/second, as long as you have allocation slots 4 3 Civ Orbital Mining Control +50% metal & crystal from extractors Note: only asteroid mining is buffed, not planetary mining. So, check how many extractors you can actually build. 5 3 Civ Alloy Foundry +3 metal trade capacity Niche item, when you have lot’s of trade ports, but no allocation slots for metal 3 2 Civ Synthetic Crystal Farm +3 crystal trade capacity Same as Alloy Foundry, but for crystal 3 2 Civ Home Guard Outpost -15% damage taken Great item for come back. Lure your enemy into a planet with this item 5 3 Mil Garrison Recruitment Center (TE ONLY) Spawns 125-500 worth of supply from factories, depending on your tech level. Garrison ships can jump to adjacent planets. This does NOT use your supply limit, but you do require a factory on the planet in addition to the planet module. You can build heavy cruisers with an upgrade. 7 2 Mil Center for Human Doctrine (TP ONLY) +10% weapon damage and +10% speed for 300 seconds This works for defense and offence. 7 2 Mil Munitions Plant +50% dmg to all structures and starbases Straightforward defense buff. 6 3 Mil Command Bunker +1500 planet health +10 orbital slots Planet health will take time to regen, but +10 orbital slots can be quickly converted to 10 extra turrets. 5 2 Mil Civic University +2 civilian research points +5% influence recharge If you have no more big planets around you, this can be a life savior for research progress. 8 0 Military Research Base +2 military research points +5% factory build speed Same as Civic University but for military research 8 0 Regional Government Office +0.5 credits/sec +2 civilian orbital slots Civic University has 1 per planet limit so you cannot spam it for orbital slots. Use this one if you need more building slots. 6 0 Industrial Complex -25% ship build time -5% ship cost Extremely good on a forward planet to pump out ships. Only drawback is that it’s a high level technology 9 4 Civ TEC Planet Modules - Asteroid: Name Function Comment Rating Tech tier Fulfilment Warehouse +1 export point Translates to 2 credits/second, as long as you have allocation slots 4 3 Civ Orbital Mining Control +50% metal & crystal from extractors Note: only asteroid mining is buffed, not planetary mining. So, check how many extractors you can actually build. 4 3 Civ Munitions Plant +50% dmg to all structures and starbases Straightforward defense buff. 6 3 Mil Garrison Command (TE ONLY) Spawns 125-500 worth of supply from factories, depending on your tech level. Garrison ships can jump to adjacent planets. This does NOT use your supply limit, but you do require a factory on the planet in addition to the planet module. You can build heavy cruisers with an upgrade. 7 2 Mil Center for Human Doctrine (TP ONLY) +10% weapon damage for 300 seconds This works for defense and offence. 7 2 Mil Pirate Mercenary Base (TR ONLY) Pay 2.500 credits for 100 supply of pirate ships Has a long cooldown, but extremely cost efficient with pirate ships being extra strong. 8 3 Mil Experimental Economics Lab +1 civilian research point Even though it’s just 1 lab, you will likely have a lot of asteroids, which does sum up. 7 0 Secret Weapon Lab +1 military research point Same as with the Experimental Economics Lab, but military. 7 0 TEC Planet Modules - Ice Planet: Name Function Comment Rating Tech tier Ice Processing Facility +25% surface mining +15% influence recharge rate This buffs planetary mining NOT orbital extractor mining. Provides a decent influence recharge buff. 5 2 Civ Media Conglomerate +10% culture rate +1 Influence point Great source of extra influence points 6 2 Civ Fulfilment Warehouse +1 export point Translates to 2 credits/second, as long as you have allocation slots 4 3 Civ Orbital Mining Control +50% metal & crystal from orbital extractors Somewhat worse on ice planets than on asteroids as ice planets tend to have less extractors. 3 3 Civ Munitions Plant +50% dmg to all structures and starbases Straightforward defense buff. 6 3 Mil Command Bunker +1,500 planet health +10 orbital slots Planet health will take time to regen, but +10 orbital slots can be quickly converted to 10 extra turrets. 5 2 Mil Garrison Command (TE ONLY) Spawns 125-500 worth of supply from factories, depending on your tech level. Garrison ships can jump to adjacent planets. This does NOT use your supply limit, but you do require a factory on the planet in addition to the planet module. You can build heavy cruisers with an upgrade. 7 2 Mil Center for Human Doctrine (TP ONLY) +10% weapon damage for 300 seconds This works for defense and offence. 7 2 Mil Civic University +2 civilian research points +5% influence recharge If you have no more big planets around you, this can be a life savior for research progress. 8 0 Military Research Base +2 military research points +5% factory build speed Same as Civic University but for military research 8 0 Regional Government Office +0.5 credits/sec +2 civilian orbital slots Civic University has 1 per planet limit, so you cannot spam it for orbital slots. Use this if you need more building slots. 6 0 Vasari Planet Modules NOTE: Vasari Alliance (VA) starts with a unique planetary module, the “Alliance Consulate,” which recharges your Influence points 18% faster. NOTE: Vasari Exodus (VE) starts with a stronger version of the “Debris Reclamation Center” at their homeworld. Almost all planet modules are present at any planet type for the Vasari, so we will review only the standard modules of a ferrous planet. The following modules can be built on a Ferrous Planet: Name Function Comment Rating Tech tier Labor Camp (VE only) +0.2 metal/sec -24% structure build time -24% planet upgrade time Has multiple levels, extremely good to have, when you are rushing defences 6 1 Civ Core Stripper (VE only) Unlocks Strip to the Core For STTC values, see our “getting started” guide 10 4 Civ Intercultural Exchange (VA only) +1.5 credits/sec +15% culture rate Credits can be used on the markets or to help allies. A niche upgrade. 3 2 Civ Crystal Seeking Nanites +0.9 crystal/sec Good on maps with low crystal income. 4 2 Civ Metal Seeking Nanites +0.9 metal/sec Good on maps with low metal income. 4 2 Civ Matter Hypercompiler +48% surface mining +24% orbital extraction A very strong addition to your economy on planets you've already maxed out. Has multiple levels, with a higher technology 6 3 Civ Defensive Uplink +6 military slots +12% dmg of structures +12% range of structures An okay defensive upgrade. Note that the damage increase works only on static defenses, and not your fleet. Also has multiple levels with higher technology. 5 1 Mil Dark Fleet Tower Summons 120 supply within 12.0 AU distance Decent harassment tool, especially if orbital rotation is enabled. 7 3 Civ Lirtra Adjunct Lab +12% research speed If you avoid combat losses you will end up queuing a bunch of technologies, which will take ages to research without this module. 6 0 Debris Reclamation Center (VE only) 18% of metal & crystal salvaged within 1 jump distance Works only on ships killed (not your ships destroyed). Weak against TEC or Advent, extremely strong against other Vasari. 8 3 Civ Xeno Settlement (VA only) +2 Influence points A great upgrade in the early game. 7 2 Civ Vitra Weapons Lab +3 military research points A cheap way to get a bunch of military points. 7 0 Administrative Uplink +3 civilian slots +1 Influence points Only 1 Influence point, but since you are limited in ways to get those, a handy upgrade. 6 2 Civ In case you wonder, how big the range of the Dark Fleet Tower is (version without upgrade and 12.0 AU range):

Advent Planet Modules 名称 功能 备注 评分 科技等级 Tithe Sanctum +0.每秒5点 credits -5% 研发成本 在你计划全面开发的星球上必备 6 1 文明 圣所尖塔 +50% 商业收入 显著提升 credit 收益,确保该星球的商业已提升至最高等级 10 2 文明 灵能信用铸币厂 以约2:1的比例将水晶转化为 credits 作为 Advent(虔诚者),你将拥有大量水晶,此建筑可帮助你平衡经济 6 2 文明 层压锻造厂 以约1:1的比例将水晶转化为金属 与灵能信用铸币厂类似,但用于锻造金属 6 2 文明 等离子熔炉 +25% 地表采矿效率 -25% 特殊资源建造时间 资源收入提升与特殊资源建造时间缩短的良好组合,在游戏后期会非常实用 5 3 文明 净化圣殿(仅AR可用) 净化后,为附近星系恢复100点船体和200点护盾它们(指治疗效果)能帮助你从敌人手中恢复。治疗量虽然不算特别大,但每次击退敌人时都能进行回复,这有助于你滚起雪球优势。 3 2 Mil 朝圣神殿 - 星球开发成本降低10% - 净化附近星球后可对其进行殖民 这在游戏初期能显著加快殖民速度,并且无需再建造任何类型的殖民船。 5 1 Civ 宁静庇护所 - 星球生命值+2000 - 星球生命值 regeneration +50% 这是前线星球的不错升级,能与你的团结能力产生协同效果。 5 3 Civ 团结保护国 - 护盾+15% - 灵能+15 这是防御时的绝佳物品。灵能将提升你的旗舰能力,甚至部分物品的效果。 10 200万 **复活神殿(仅AR可用)** 10%复活概率 这是后期战斗的绝佳物品,阵亡的舰船越多,复活的舰船也就越多。 9 400万 **同化神殿(仅AW可用)** 6%转化概率 由于被转化的舰船身处敌方舰队中,它们很难存活。但无需开一枪就能削减敌方舰队6%的兵力,这可是笔划算的交易! 7 400万 **启示圣坛** +3点文明研究 +25%文明研究速度 能提供大量研究点数和研究速度?这绝对是必选之物!9 - 预言神殿:+3百万军事研究值,+25%军事研究速度。与启示神殿效果相同,但适用于军事研究。 9 - 诱导信标储备库:+75最大专注值。专注值是使用统一能力的必要资源,储备更多专注值可能会改变游戏局势! 8(2级文明)- 神经增强中心:+0.5专注值恢复速率。与诱导信标储备库作用相似,是游戏后期的必备建筑,因为此时你需要充分发挥所有统一能力的潜力。 8(3级文明)
2026-02-13 19:00:17 发布在
Sins of a Solar Empire II
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