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This is simplified, please always read the ingame descriptions!
1. Nomads start with one bigger ship called Alarei, it produces the first resources.
2. The new shipclass "Ark" has more slots for resource-producing components (A-slot!).
3. 2 new traditions (ingame marked blue) add further bonuses.
4. There are new policies available for Nomads for other extras/bonuses
5. 1st ascension perk called "Nomadic Factories"
- adds a new ship class for more production slots, called Fabricator
- adds tier-2 components for your ships for more resources/tech
6. 2nd ascension perk called "Rise of the Void"
- adds tier-3 components for your ships for more resources/tech
7. The Situation log adds special projects to get other components and advance further with the Nomads.
8. 4 repeatable techs are available to gain more monthly resources.
Thing that I did notice so far, is that you can't send your ships to repair, because it says you need a colony to do so. Haven't really found any other bugs etc so far, so that's great!
Do have 1 suggestion (no idea how hard it is to do however): remove or change (some of) the base-game researches, cause many of them are purely planet focused.
edit: interesting bug happened to me just now as I loaded the save: the top bar with all the resources etc is gone, and when pressing 'esc', nothing shows up. Also when selecting ships etc, nothing shows up. Nothing has changed regarding mods since the last time I booted up the game, so it's not that an update has broken it.
update for the edit: after I restarted the game, I'm not getting this bug anymore. Might be the case this is because the first time I immediately pressed 'Resume' to continue my save game, and the second time I first went to the main menu; haven't tried this again to see if this is repeatable. Something that did change however, is that I now suddenly have trade value available, and also that I somehow require food for a colony that doesn't exist. The downsides are only for biologial pops, but since there are none to begin with, it doesn't really matter.
About the other stuff: There was a bigger Nomad update.
Arks have now different upkeep dependent on your empire authority/type (machine, lithoid, organic/hive), but there is a new component for that available. Bios need some food for Arks but less energy, machines more energy, lithoids more minerals.
I also enabled trade value for non-gestalt empires so their starbases can be more useful (maybe even more for megacorps/trade builds).
about the food upkeep: it does nothing at all. This is because a food shortage only reduces biological pop happiness and output, but since you don't have any pops, nothing really changes
and thanx for the info about the UI; didn't know that one yet
Just figured it would make it fit in better with certain shipsets, for example if you are using the organic one from this mod. This also goes for the hearts of iron supercarrier as well i guess.
my fleets were already in the high hundred thousands, if not millions while it seems everyone else were still in the ten thousands at most.
great mod btw, been enjoying it since it released :D
And perhaps would be better if they started out with a fabricator instead of the alerei, so their starting fleet power is not as big.