Загадочный тайник Stellaris | Как это работает?

Stellaris берет концепцию Civilization и помещает ее в космос. Обменяв вражеские континенты на инопланетян, Stellaris в последнее время стала настоящей игрой для поклонников научной фантастики. Игроки столкнулись со странной сущностью в своей игре под названием Загадочный тайник, но что он делает?
Как работает загадочный тайник в Stellaris?

Во-первых, Enigmatic Cache можно найти, только если вы установили DLC Distant Stars. Тайник появится только после того, как наступит середина игры, и если игрок направляется в ближайшую империю, которая не находится в конфликте. Загадочный тайник прибудет через Врата или L-Врата и попадет на одну из планет в империи игрока. Если вы не атакуете, он останется в течение десяти игровых лет, предоставляя 30% бонус к исследованиям для всех веток технологий.
Затем Enigmatic Cache просканирует вашу планету. После того, как он выполнит свою задачу, он исчезнет. Отправляясь путешествовать по всем остальным колониям и сканировать их. После этого кеш вернется. Если вы играете в многопользовательскую игру, это игра с наименьшим количеством относительной силы. Если вы играете в одиночную игру, она всегда придет к вам. После того, как он вернется, он покажет себя как ИИ по имени БАЛДОР и предложит вам сделку. БАЛДОР сделает цивилизацию умнее, если они будут работать с ним в течение двух игровых лет.
Событие «Загадочное возвышение»
Принятие этого запускает “Загадочное возвышение” мероприятие. Во время этого вы столкнетесь с событием во время процесса. Тот, который может изменить курс вашей цивилизации. Во-первых, загадочный тайник сломается. У вас будет возможность отремонтировать его. Если вы сможете починить тайник, вы получите улучшенную черту, которая дает вашей цивилизации 10% прирост исследований и 25% прирост опыта лидера.
Если вы прервете событие, которое вы выиграли’ ;t получите прирост опыта лидера, и тайник исчезнет. Если вы проигнорируете поврежденный Загадочный тайник, вы получите модификатор исследования -%60, а поврежденный предмет останется на орбите, уменьшив вдвое дебафф планеты.
Загадочный тайник Тайник — интересная сущность, и он может создать или разрушить вашу цивилизацию.
Enigmatic cache stellaris что это
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A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio.
Is this really how enigmatic cache works?
I’ve had it successfully cycle around before 2400 before, and I exclusively play Huge galaxies. It’s probably just luck based depending on how the AI developed and if there are any genocidals.
I think it only really exists as a catchup mechanic for multiplayer anyway. but I will always chuckle when I see that it has turned some of my pops into Vegetables.
"What is the purpose of civilization if it does not strive to be as efficient as possible? What is the purpose of an individual if they do not wish to be the best amongst their peers? What is the purpose of any entity, be they living, unliving, or emergent, if they do not want for perfection? The answer, of course, is none, for their path is destined to be a dead end, forgotten by the evolving universe around them. It is their choice, however, and any sentient being is free to make that choice and take that path. but we shall not let their tolerance of mediocrity weigh us down."
-Mara Opus, High Curator of the Enclave of Eternity, 2198
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The cache has been changed in recent patches.
Originally it wanted to scan every inhabited planet and then uplift the weakest empire.
I think nowadays it needs to scan less (maybe one colony per empire) and goes for the player empire in SP to uplift. I have seen it happen in a 1000-star galaxy on 3.1.
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no, i’m not. you can invade the enigmatic cache with troops, or solve a puzzle or something to crack into it, then it gives you enigmatic encoder and/or decoder.
wait. i’m confusing cache with fortress. I’m thinking of the enigmatic fortress.
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no, i’m not. you can invade the enigmatic cache with troops, or solve a puzzle or something to crack into it, then it gives you enigmatic encoder and/or decoder.
wait. i’m confusing cache with fortress. I’m thinking of the enigmatic fortress.
You’re thinking Enigmatic Fortress. Naming several things ‘Enigmatic’ was not the best choice by PDX.
Enigmatic Cache is the giant spinning cylinder that roams the galaxy scanning planets, during it’s scan the planet it hovers over gets a research boost.
I think I’ve seen the uplift option once and even then I don’t remember what it did, I just know that 99% of games the Cache does basically nothing and you can’t even destroy it since it autojumps away, even if you corner it between two fleets it’ll just run back and forth between systems forever.
Spaceborne aliens
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Spaceborne aliens range from non-sentient, space-dwelling creatures to gargantuan leviathans to alien enclaves, including the warlike marauders. Spaceborne aliens are likely be the first encounter for newly spacefaring species. Mechanically, each type of spaceborne alien is considered a special type of empire, though exempt from many of the game’s usual rules. Spaceborne aliens have increased stats based on the difficulty settings.
Содержание
Space fauna [ править | править код ]
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Space creatures are entities which may not even classify as ships or life in the common meaning of the words. They generally inhabit a certain area of space and are seldom seen away from it. Upon First Contact completion a special project will be added to the situation log, which when completed will allow an empire to deal with them in three ways:
- Researching unlocks a special project for detailed research that will grant a choice between an empire modifier and possibly a creature technology.
- Hunting will grant a +33% damage bonus empire modifier towards that type of Space Creature, and resources rewards upon killing them. If the creatures cannot be pacified the option is available to all empires, otherwise it is only available to

Militarist, 
Xenophobe and 

Genocidal empires. - Pacify will unlock a special project that costs 5000
Physics research and allows an empire to turn the space creatures non-hostile and unlock the ability to research all special components the creatures use. Only 2 of the 5 Space Creatures can be pacified. This option is available to 
Pacifist, 
Xenophile or
Rogue Servitor Empires. If the Galactic Community is formed the Space Amoeba pacification modifier can be offered to all members by passing the Space Amoeba Protection Act Resolution.
If killed, space creatures will slowly respawn in their home system.
If the
Ancient Relics DLC is installed it also grants the
Surveyor Relic.
-
2 Cutting Laser 1 Armor T1 1 Armor T1 Reactor T2 Thrusters T2 Sensor T1
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1 Cutting Laser 2 Cutting Laser 1 Armor T1 2 Armor T1 Reactor T2 Thrusters T2 Sensor T1
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2 Cutting Laser 2 Cutting Laser 1 Armor T1 3 Armor T1 Reactor T2 Thrusters T2 Sensor T1
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2 Laser T5 3 Strike Craft 5 Armor T1 Reactor T2 Sensor T1
- Defensively: Armor or shields — their shard weapons deal +50% damage against hull but have no other bonus
- Offensively: Plasma launchers, mining lasers, or lasers — Crystalline Entities have resilient and regenerating hulls, but no shields or armor
- Unique salvage:
Crystal-Infused Plating from ships,
Crystal-Forged Plating from Crystal Nidus, both are the only hull increasing components in the game.
- Defensively: Shields and point defense — their weapons deal +25% damage against armor and large amoeba launch strike craft
- Offensively: Energy weapons — Space Amoeba have natural armor and regenerate
- Unique salvage:
Amoeba Flagella, strike craft almost as strong as Tier 2 Improved Strike Craft
- Defensively: Crystal plated hulls if available — their weapons ignore both shields and armor. Their erratic damage can sometimes destroy Corvettes in one hit.
- Offensively: Missiles and Autocannons — Void Clouds have equal amounts of natural shields and hull
- Unique salvage:
Cloud Lightning, L weapons that ignore both shields and armor
Have a secondary system always called Tiyun Ort, its various celestial body deposits produce 6
Physics and 3
Volatile Motes. The ice asteroid Zhaduva contains a level 3 anomaly that will add another deposit of 3
Society. The unique world Orek Vuul contains the archaeology site Tiyanki Grave Mound.
-
5 Energy Siphon 1 Regenerative Hull Tissue
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3 Energy Siphon 1 Regenerative Hull Tissue
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500 Energy 50 Exotic Gases
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250 Energy 25 Exotic Gases
VLUUR [ править | править код ]
VLUUR is a powerful migrating Void Cloud that has around 32K fleet power and is armed with 8
Cloud Lighting weapons. For as long as VLUUR is in a system it will cause a storm that causes
−50% sublight speed and
−15% fire rate on ships. VLUUR moves to a new system every 4-7 years.
VLUUR is not hostile but can be attacked. It has powerful shields and high evasion, but low hull, and can be defeated deceptively easily with missile weapons. Defeating VLUUR grants alt=»Dark Matter.png» width=»24″ height=»24″ /> 100 dark matter, and creates various deposits of alt=»Dark Matter.png» width=»24″ height=»24″ /> 1-3 dark matter on up to 4 planets in the system it’s defeated in.
Bemat Thalassocracy [ править | править код ]
The Bemat Thalassocracy is a hostile fleet that can appear after the end-game year is reached. It appears in a system owned by an empire that produces at least
180 trade value. The fleet is made up of the following ships:
-
1 Kinetic T3 1 Plasma T1 1 Disruptor T1 2 Shield T2 1 Afterburners T2 1 Shield Capacitor Jump Drive Thrusters T4 Sensors T2 Reactor T5 Combat Computer T1
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1 Plasma T3 1 Plasma T3 3 Laser T5 4 Shield T4 2 Armor T3 1 Shield Capacitor Jump Drive Thrusters T3 Sensors T2 Reactor T5 Combat Computer T2 (Line)
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1 Missiles T5 2 Swarmer Missiles T1 2 Disruptor T2 2 Plasma T3 2 Kinetic T3 5 Shield T4 3 Armor T3 1 Auxiliary Fire Control 1 Nanite Repair System Jump Drive Thrusters T3 Sensors T2 Reactor T5 Combat Computer T2 (Artillery)
Nomads [ править | править код ]
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Nomads are replaced by Caravaneers if the
MegaCorp DLC is enabled.
The Nomads, or Namarians as they call themselves, are a passive millennia old intergalactic race with no homeworld, forever traveling the void in their starships. Once they establish communications with an empire, the nomads help establish communications between any encountered empires that haven’t discovered each other yet. They travel from system to system during their temporary stay in the galaxy, and eventually set sail for another galaxy. Events related to them can take place during their stay.
The date when and if the Nomads arrive is rolled at game start, with the following chances per human player:
- 20% chance to appear after 7,300 to 7,800 days (roughly 20.28 to 21.67 years)
- 25% chance to appear after 14,600 to 15,100 days (roughly 40.56 to 41.94 years)
- 25% chance to appear after 20,075 to 20,575 days (roughly 55.76 to 57.15 years)
- 30% chance to not trigger (they may still appear if another human player rolls them)
If more than one player triggers the Nomads, they spawn a single time on the earliest rolled date.
When they arrive, the Nomads spawn in a random non-hostile rim system that no regular empire has more than
low intel on. Upon appearing, they decide the midpoint and endpoint systems of their journey.
- Midpoint: A random non-hostile system with a distance of 250 to 500 from their starting system. If no such system exists, they choose a system with a distance of 150 to 500, whether or not it’s hostile.
- Endpoint: A random rim system with a distance of 400 to 1450 from their starting system. If no such system exists, they choose a system with a distance of 250 to 1450.
On their journey, Nomads perform an action on entering a system. Those actions depends on if the system has an owner and what their relationship with the owner is. If the system is owned by an empire they haven’t contacted and isn’t hostile to them, they start orbiting a random planet in the system until contact is established. The system owner is unable to decipher their communications, but contact is always established after 100 days. After contact is established, they send the owner a request. If they enter another system owned by the same empire, they roll for a request again. Each interaction has the following chances:
- 30% — Ask to leave some pops on an owned planet within the empire’s borders. If the empire agrees, three
Egalitarian Namarian pops spawn on a random
Arid,
Desert, or
Savannah colony. A colony is 6 times as likely to be chosen if it has more than 0 free housing and 11 times as likely to be chosen if it has more than 1 free housing. Namarians are immortal and have the
Desert Preference,
Nomadic,
Venerable, and
Natural Engineers traits.
- ×0 If the system owner does not have a colony on a Dry planet
- ×0 If the system owner is a
Hive Mind - ×0.75 If they’ve already left pops with the system owner
- ×1.5 If they haven’t left pops with the system owner yet and the system owner is some degree of Xenophile, Egalitarian, or Spiritualist
- ×0.3 If the system owner’s slavery policy is set to Allowed
- ×0 If the system owner doesn’t control an uncolonized
Tundra,
Arid,
Desert,
Tropical,
Continental, or
Gaia world in an uninhabited system. [1][2] - ×0 If the system owner is a
Hive Mind - ×0.5 If they’ve already colonized a planet from any empire
- ×1.75 If they haven’t colonized a planet yet and the system owner is some degree of Xenophile, Egalitarian, or Spiritualist
- ×0 If the system owner already was offered ships
- ×0.25 If the system owner is
Fanatic Militarist or
Fanatic Xenophobe - ×0.5 If they already sold ships to an empire
- ×1.75 If they haven’t sold ships to anyone yet and the system owner is some degree of Xenophile, Egalitarian, or Spiritualist
If the system has no owner, isn’t hostile, and isn’t the mid- or endpoint of their journey, they perform a peaceful action with the following chances:
- 10% — Repair fleet and build new ships.
- ×10 If under 3k Fleet Power
- ×5 If under 5k Fleet Power
- ×0 If over 10k Fleet Power or have built new ships within the last 120 days
- ×0 If less than 1.5k Fleet Power
While the Nomads are inherently peaceful, a fight can be picked in order to get access to their technology. Nomads are easy prey but their technology is just average by midgame, making this rarely useful. The nomad fleet consists of the following:
-
1 Laser T4 2 Point-Defense T2 2 Armor T3 1 Shields T3 Hyperdrive T3 Thrusters T3 Sensors T3 Reactor T4 Combat Computer T3 (Picket)
-
Hyperdrive T3 Thrusters T3 Sensors T3 Reactor T4
Enigmatic Cache [ править | править код ]


Available only with the Distant Stars DLC enabled. The Enigmatic Cache, or BALDOR as it calls itself, is a tubular entity that emerges from any Gateway or L-Gate once the mid-game year is reached, if any player empire is at peace, and sets course for the nearest empire that is not at war. Upon taking damage to its hull, it instantly teleports away to the closest system with a Gateway or L-Gate.
Once the Enigmatic Cache enters an empire’s borders, it starts orbiting each one of the empire’s colonies for a decade. As long as it orbits a colony, it gives it a
+30% research output modifier to the colony, but also
−10% happiness to any pops with the
Xenophobe ethic. The first time the Enigmatic Cache orbits an empire’s colony, the empire receives the option of issuing a special project to study it or leave it alone and gain
50 influence. The special project costs
2500 engineering research and finishing it refunds
90-250 engineering research and grants an L-Gate insight, if the empire has discovered an L-Gate. Once all colonies have been scanned, the Enigmatic Cache sets course for the nearest empire and repeats the process.After all colonies in the galaxy have been scanned, the Enigmatic Cache goes to the capital of a biological empire that did not attack it and requests to uplift the main species via a special project that takes 2 years. In multiplayer, the human player with the lowest relative power is chosen, random if tied. In singleplayer, the player empire is always chosen.
If main species doesn’t have
Intelligent or
Quick Learners, 60 to 80 days into the project there is a 50% chance to be given the choice between aborting the uplift or adding the Fatigued modifier (
−30% resources from jobs) on 60 random non-robotic main species pops that have one of the following jobs:
Job
Gestalt Consciousness Job 0
Unemployed
Researcher
Brain Drone /
Calculator
Metallurgist
Foundry Drone /
Fabricator
Artisan
Artisan Drone
Culture Worker
Chemist
Chemist Drone
Translucer
Translucer Drone
Gas Refiner
Gas Refiner Drone
Technician
Technician Drone
Miner
Mining Drone
Agri-Drone
Crystal Miner
Crystal Mining Drone
Gas Extractor
Gas Extraction Drone
Mote Harvester
Mote Harvesting DroneThe modifier lasts until the uplift process is completed or aborted.
130 to 170 days into the project, the empire is notified that the Enigmatic Cache is deteriorating. 4 random non-robotic main species pops (with the same job restrictions as Enigmatic Dreams) gain the Vegetable modifier (
−80% resources from jobs) until the uplift is completed or aborted, and the player is offered the following options:- Abort the uplift, causing the Enigmatic Cache to teleport away and never return.
- Ignore it. Once the project is complete, the 4 pops with the Vegetable modifier gain the
Unlifted trait (
−60% research), all other non-robotic main species pops gain the
Somewhat Uplifted trait (
+10% research), and all of them gain the PTSD modifier (
−20% happiness) for 10 years. The Enigmatic Cache remains in orbit above the capital and permanently gives its
research output modifier. - Issue a special project to repair the Enigmatic Cache with a construction ship. Once the uplift is complete, if the repair project was finished, the main species gains the
Uplifted trait (
+10% researcher output and
+25% leader experience gain) and lose the
Slow Learners trait. The Enigmatic Cache also remains in orbit above the capital and permanently gives its
research output modifier. If any pops from the main species didn’t have the
Intelligent or
Quick Learners trait, there’s a 75% chance they gain the Ignorance is Bliss modifier (
−10% happiness) for 10 years. - If the main species is a Hive Mind with the
Erudite trait,
Uplifted will not be applied as it is apparently incompatible.
Note: The traits do not give unique bonuses to leaders despite the tooltips saying they do.
References [ править | править код ]
- ↑ Because of differences between the planet classes the Nomads look for when triggering the event and the planet classes they actually can actually choose to colonize, this event may fail if you have an available
Tundra or
Continental world but not one of the classes the Nomads can use. - ↑ It’s possible for the Nomads to colonize a Spiritualist fallen empire’s holy world this way, resulting in a very short-lived empire.