Stellaris

Stellaris

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Playable Galatic Nomad Horde Mod(2.7)
   
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Jan 23, 2019 @ 10:16pm
Jun 6, 2020 @ 11:46pm
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Playable Galatic Nomad Horde Mod(2.7)

In 1 collection by blitzcat
Mod made by blitzcat
19 items
Description
This mod adds a space Nomad Empire. It also provides a lot of content to assist. The nomad horde empire doesn't use planet, They use an alternative economic system centered on ships and trade values ​​instead.

These kinds of empires are advantageous in the early stages, but more and more gaps are caught, and if the player does not make the right choices, it will eventually fall.


This mod has these contents

-1 Authority and Government
-3 Ascension Perks and 10 Civics
-2 Types of colonies, 2 Buildings, 7 Jobs
-4 Trade Value change choices, 8 Resource produce ships
-1 Special Dreadnoght, 2 Types of Colony Destroying Decisions
-3 Preset Empires
-1 Army
-New Economy System
-1 Namelist


1. Nomad Authority

The Nomad Authority has the following features.

-No egalitarian ethics
-Buildings and District has 1000% upkeep. So you couldn't use this, except just two mod buildings.
-Admin cap decreases 20 and 600% admin penaltys too. They couldn't nomally use a planets
-But they have 100 Naval cap and possible to use resource produce ships
-They are variation of Dictatorship but when you use 150 influence, you can use emergency vote.


2. Special Civics and Ascension Perks

They can use regular empire civic, but also use thier specify civics too. This attempted to embody the characteristics of historic nomads and nomadic features seen in sci-fi.

Also They also have three special ascension perks that only they can use, and each of them can choose whether to be a ruthless conquerer, a settled general state, or a merchant who dominates the galactic economy.


3. Policy and Economy

Nomad horde use thier resource producing ships. It makes all types of resources and be dependant this fleets.

Also when you select great trader ascension perk, You can change trade value 4 types of resources. 1st type(Food, Minerals, Energy), 2nd Type(Alloys, Consumers Good), Scinece Type(Physics, Society, Engineering), Strategic Types

P.S. You must build Basic Resource Ship First. It supports your starting economy.



4. Army and Ships

They have special royal guard "Kheshig". They just only ten groups but much stronger than regular armies. Also When you select ascension perk 'Wrath of Khagahn' You can build Eight Banner Dreadnoght. It is 8 times stronger than battleship and just only 8 ships could built.

Also You can use Planet decision - Colony Burning. If you use small energy and influence, You can destroy colonies a moment and take resources. If you select wrath of khaghan, upgrade version "Burn the planet". It changes planet to barren world.


5. Colony type, Jobs and Buildings

They have two types of jobs

Ruler and Special jobs-Khan, Darughachi, Jarughaci : They makes stability, amenity, and decrease upset. They monitor the planet and administer slaves.

Slaves and worker-Mamluk, Peasant, Slave Miner, Bio betteries. They makes a little resources.

Nomad Hordes have just only 2 types of colony. Khaghans Palace and Supply Deapot Planet. This does not give any bonus and shows that nomads do not rely on planets.

Buildings are two types. Khan's capital is similar like regular capitals. But it doesn't need any upkeeps and give bonus admin cap and naval cap in stages. Galaxy Jam is space version of Yuan Empire's Jam. This was a driving force to maintain the empire as a telecommunications and trading complex system. It give lower jos and housing


6. 3 type of Preset Empire

It is helpful to you, if you start this mod. Great Angolmois Empire is for 'Wrath of Khagahn' Asceinsion perks. Turuk five tribe union is for 'Civilized Nomad' Ascension perks. Finially Loen guild is for 'Great Trader' Ascension perks.


If you have questions, please leave your comments.

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2019.01.25

Ver 1.0.1 Text Fix

1. Tech text and image Fix

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2019.01.26

Ver. 1.1.0 Economy Change Patch

I test many times and conclude Nomad's early economy is too overpowered and unbalnanced. So make test version and find a answer like this.

1. Energy is used to upkeep. Minerals is used to trans other resources

2. All the 1st resources(Mineral, food, energy) porduce 20 ->15 each ships

3. Basic resource ship doesn't produce Unity anymore and 1st resources producing 20->10

4. Resource Prouduce Ship building uses 300 alloys ->350 alloys.


This change makes more tensed but enjoyable early time.

P.S. Kheshig Limit changed 10 -> 5 Because they couldn't stopable.

P.S.2 Fix civics effect and triggers

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2019.01.28

1.2.0. Update

1. Some Tradtions are swapped. 6 Tradtion slots are swapped. These are useless to nomads.

2. Research labs and other some buildings now buildable. It is for Ascension perk Civilized Nomads

3. Some descriptions are Fixed

4. Bombardment Stance only for Nomads. It is more effecient version of Abduct pops.

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2019.01.29

1.2.1 Balance and Bug Fix

1. When the Tradition Expansion complete, Ascension perk open

2. Kheshig limit changes 5 -> 10

3. Ascension Perk 'Wrath of Khaghan add Description

4. Eight Banner Dreadnought demands Starbase Citadel -> Starbase Starfortress

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2019.02.07

1.2.2 Bug Fix

1. Khaghan's System Ordo now usable.

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2019.05.17

1.2.3 Update

Now all preset countries are not spawned, Just only when you choice them, you cans use it.

Because AI couldn't use these countries.

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2019.06.06

1.2.4 Update

2.3 Compatible. and I'll update auto-build at 1.3 update

Some Text Hot Fix

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2019.10.21

1. 2.4 Compatible Update

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2020.06.07

1.2.7 Compatible Update
Popular Discussions View All (1)
3
Aug 31, 2020 @ 9:43am
Bug Report
blitzcat
93 Comments
SolarisXIV Oct 13, 2023 @ 9:30pm 
update?
Last Vandal Sep 17, 2021 @ 8:09am 
is mod still working?
Nara Apr 5, 2021 @ 1:55am 
I had a talk in the setllaris modding den discord about how to get around relying on starbases and planets to raise the naval cap. Posting it here, maybe it will help.

https://i.imgur.com/EyD83dY.png
hbg31 Oct 5, 2020 @ 9:15am 
i found the problem, it was the trade league mod. that mod always messes up starts. it starts fine
blitzcat  [author] Oct 2, 2020 @ 11:45pm 
@hbg31 Right. I will update next update. It has some hard problem now.
hbg31 Oct 2, 2020 @ 8:40pm 
hmmm it doesn't seem to work, the civics and effects are fine but the building are not. khans palace isnt on my starting planet. i think it started with a standard homeworld spawn. at first i thought it was conflicting with the great Khanate origin but t happens with the presets too
malthric Aug 5, 2020 @ 1:51pm 
does this mod have its own origin
TurtleShroom Jun 16, 2020 @ 8:30am 
After the Mongolian Empire broke, the successor Khanates (the Yuans in particular) were hereditary

Your point stands for the Mongols, though.
blitzcat  [author] Jun 15, 2020 @ 11:10pm 
Of course, I am also struggling to implement a more diverse nomadic political system since this origin update, and I am trying out several systems.
blitzcat  [author] Jun 15, 2020 @ 11:07pm 
Also, in the case of the Qing Dynasty, a competent successor, regardless of the rank, was named after the death of the former emperor, which is also difficult to implement. That is reason why I select Dictorial