Stellaris

Stellaris

Nomads: The wandering Void Farers
Spartan878  [developer] Oct 18, 2018 @ 9:50pm
Changes coming for 2.2 Le'quin
As you all know the Fleet support mechanic I have is very limiting but with 2.2 and the Economic templates coming with it I will be able to make it so that ships can actually produce resources (and add techs that improve that income). I could even add in voidfarer unique jobs. For habitats I do have plans to add a sort of minerial district that nomads can add to their habitats.
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Showing 1-5 of 5 comments
Spartan878  [developer] Oct 26, 2018 @ 2:18am 
In addition I am thinking of enabling Void Farers to build enclaves (branch offices) on planets with their own unique buildings but also being able to construct more than four buildings on the planet.
BillBaraka Nov 1, 2018 @ 3:45pm 
An absolutely amazing Idea, and I love what you do with this - Something along these Lines I could see getting implemented into the Base Game!

And how would you use the Branch-System for Voidfarers? How would Reavers work with the Branch Idea?
spectre199 Mar 13, 2019 @ 10:10am 
Originally posted by Spartan878:
As you all know the Fleet support mechanic I have is very limiting but with 2.2 and the Economic templates coming with it I will be able to make it so that ships can actually produce resources (and add techs that improve that income). I could even add in voidfarer unique jobs. For habitats I do have plans to add a sort of minerial district that nomads can add to their habitats.

confused on what you mean buy make it so that ships can produce resources
Spartan878  [developer] Mar 13, 2019 @ 2:15pm 
As in you get resources for having said ship let say you get a mining ship and gain minerals for just having the ship.
Quiiliitiila Apr 7, 2019 @ 10:31am 
Are there plans for the future of this mod? I really like the idea, but I have some questions about how it works. First, is there any way to play without the stations? I was envisioning an actual fleet based society, but this mod is essentially just turning a planet into a space station and then having the empire based around the station instead of the planet. Are there limitations restricting having something like an arc ship be the "planet" so that you can move around as a fleet without being tethered to a single location?

I saw that there are some unique ships based off of the civic type chosen, but they aren't available from the start. Would it be possible to add ships which produce resources and require pops to run in place of a station? That way players could have a floatilla which they can move around and improve rather than simply having a station and fleet (which is essentially the same style of game play as the traditional planet and fleet).

Overall I like the mod, I just hope you could take it further to be an actual "nomad" culture and not be tied to stations and habitats.
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