Stellaris

Stellaris

Nomad Origin
 This topic has been pinned, so it's probably important
Alberto_Da_Vinci  [developer] Oct 12, 2020 @ 6:05pm
Suggestions thread
post suggestions here
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Showing 1-15 of 17 comments
AnasasiAU Oct 14, 2020 @ 10:29pm 
For those that want to stay completely mobile, is there anyway to make additional build slots on the flagship, potentially using one of the unused modifiers, such as genemodding/robomodding - I know it may not be easy, but would be cool.
Shortpower Oct 16, 2020 @ 1:09pm 
Nomad is a bit op as is.
I think the cost on researches that would otherwise drain strategic resources should cost 30 energy credits per ship.
I also think that the admin cap needs to be drastically reduced to say, like 8 so at start of game you're locked to 3 systems + planet.
gains to admin cap should also be cut by 90% (so whatever math needs to be done to have -90% start at 8)
I had 9k research just making a handful of science ships and grabbing building upgrades.
I had at least 500 gain in every other resource with a very lazy and non understanding economy thrown up.

This is just balancing the economy, alternatively since that would make you less of a nomad I propose hard nerfing the economy in exchange for sensor range (to see threats to run from) and sublight speed/jump speed so you can focus on just running away. I ended playing nomads more like a planet because I could keep all my ships deep in my land away from any jump lanes and feel safe.

All that said, it was fun and unique. I just think it needs rebalancing. If you can figure out how to make ships require admin cap that might go a long way to address it too.
Eldritch_Eternity Oct 21, 2020 @ 2:55pm 
Perhaps some ways to exploit planets without colonizing them. Some form of bombardment policy that builds ships and/or gathers resources.
And perhaps a ship to produce exotic resources?
Last edited by Eldritch_Eternity; Oct 21, 2020 @ 3:13pm
Anomaly Oct 23, 2020 @ 1:11pm 
It's pretty odd that Lifeships for Machine Empires seem to have a food upkeep. It doesn't really have an affect on the ME, but it would be nice to have some consistency with.
yeah i noticed the food thing i was just going to say the 'food' is just organic matter used to maintain some specialty systems like say the regenerative hull plates unless the mod maker altered it
Last edited by The Erubian Warlord; Oct 25, 2020 @ 9:19pm
Alberto_Da_Vinci  [developer] Oct 26, 2020 @ 5:25pm 
@Anomaly @The Erubian Warlord That was a bug, it's fixed now.
nice
Morvran_ Oct 29, 2020 @ 5:26pm 
Increasing the spacing between the life support ships to make them more of a fleet could be good. At the moment, they hug each other quite closely
Willem Nov 7, 2020 @ 7:15pm 
Suggestion: Nomad "Colonies"

Essentially this would allow the Player to create "Colonies" (In truth just an established specialized Nomad ship that works on a Planet and can take back off at any point) and has a chance to give Temporary and "Permanent" Empire wide bonuses to different things such as resource production or research due to information obtained from Planetside research, The Permanent Bonus would vanish if the colony is destroyed or packed back up and shot into Space again (And be regained if re-deployed on that world), but the player could then do a Project to incorporate the permanent Bonuses into their Nomad Empire (Can be Justified as the Nomads figuring out how to make their planetary findings work on their shipbound conditions) this would remove the Planetary bonus and instead give a new permanent version that will not be lost and the Colony would pack up and leave.

The colony would also produce some Resources (As a "Mining/Research Deposit that can be exploited via an Orbital station representing the part of the ship that stays in orbit and handles resource processing for the main fleet)
Whom knows: perhaps your people could stumble upon some new Dig Sites that may give them Modifiers or Relics, the Story Potential of just why everyone in your Empire decided to become Nomads is Immense.
Last edited by Willem; Nov 13, 2020 @ 2:00am
youdotkay Jan 12, 2021 @ 4:41pm 
1) Add a new ship class that gives naval cap but consumes like a civic ship.
2) Add a new shipbuilder, like the flagship, but can be built multiple times and consumes resources.

These two would allow us to ignore starbases (and holding territory).

3) Give trade benefits to the system our lifeships are in, or colonies we are orbiting.
4) Allow us to collect some of the trade value from the system we are currently in, if it belongs to a friendly empire.
5) Give us linear trade lanes, like vanilla's inter-starbase trade lanes, between our lifeships.

I think these would encourage a playstyle where we are rewarded for spreading out, and our friends get rewarded for hosting us.

We would also be spreading our ships across as much space as possible, connecting friendly empires to maximise trade value. This gives an element of danger when our friends get invaded.

6) Decrease all income from lifeships - it's currently hockey-stick growth with this mod, whereas vanilla empires are more of a tough hill climb.
7) Rename, re-label the whole tech tree for nomads, so we can see what we're getting - sorry that one will suck, maybe outource it, I'll help.

Love this mod, thanks for making it
Alberto_Da_Vinci  [developer] Jan 12, 2021 @ 8:46pm 
1) that is not really possible, cannot apply a country modifier from a ship and any other solution would be jank and potentially performance intensive
2) ability to have more shipyards in some capacity has been suggested before and I've thought about it
3) see number 1
4) see number 1
5) see number 1
6) fair point
7) doing that will require overwriting the vanilla techs, which is not something I am going to do in this mod, maybe an attachment mod or alternate one

as for disconnecting nomads and systems...
I'm not going to do this because it gives them an unfair advantage (more than they already have with the jank balancing) since they would no longer be limited by the number of systems they own, so they could endlessly build up
miniusAreas Jan 21, 2021 @ 9:36pm 
Suggestion - some way of producing armies?

I've ran into the issue with wars where I don't *really* wana bomb a planet to oblivion but not doing so requires me to loose the war. A way to produce armies makes sense here - and I can't find a way to that is not allready present, unless I am blind.

scratch that, I am blind. Woops.
Last edited by miniusAreas; Jan 21, 2021 @ 9:38pm
Nara Apr 4, 2021 @ 11:56am 
So I've been thinking of ways to get around the problem of the supposed nomads still needing starbases to get their lifeship amount up high. I have several ideas.

1. The most basic, just add new researches that raises the naval cap with progressively lower chance and set the researches only useful on planets to a zero chance of appearing.
2. Use edicts to raise the naval cap at a climbing cost and cooldown.
3. Remove the idea of lifeship limit being slaved to the naval cap altogether, increase the cost and upkeep of making new ones, and pre-set the naval cap to what it usually is during regular runs in the endgame.
4. Give starbases the ability to jump to other systems, if possible, multiple bases in the same system, and if that is not possible, then add platforms that raises naval cap to one starbase that can jump, with researchable upgrade levels. Might not be possible if the platforms does not also jump.

PS; and for the love of god, add unarmed ark ships that can create ships, there is another nomad mod that has this,
Last edited by Nara; Apr 4, 2021 @ 11:58am
Nara Apr 5, 2021 @ 1:53am 
Had a conversation in the stellaris modding den discord to think of ways to get around relying on starbases for fleet caps. Posting it here, hoping it will help.

https://i.imgur.com/EyD83dY.png
Nara Apr 5, 2021 @ 2:23am 
Originally posted by Alberto_Da_Vinci:
1)



as for disconnecting nomads and systems...
I'm not going to do this

Then you have not created nomads. The idea os a nomad playstyle is to not be bound to territory. Unless you get around this somehow, this just isn't a nomad mod, so correct the title or fix it, please. What abour the ideas suggested in this thread to make the fleet cap increase based on interactions with planets, but not planets that you own? Nobody says you need to disconnected the idea with the need for systems, it just can't be systems that you own.
Trade, projects, heck, even some modded branch offices, there should be ways to solve this.
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