Stellaris

Stellaris

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Nomadic Empires and Pirates
   
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3.658 MB
5 May @ 4:32am
23 May @ 4:24am
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Nomadic Empires and Pirates

Description
Play as Pirates or Nomads
No Planets required, Any Empire, Any Mod (Propably)

How to Play
  • Choose the Nomadic Origin
  • To be a pirate, choose the "A Pirates Life" Civic
  • To raid other empires, you can declare a War with the Raiding Casus Belli.
  • You can also Raid without declaring war, this mode can be turned on and off with a situation. In this Raid mode you can only attack space assets.
  • Alternative: Start the game with any empire of your choice and Choose to be a nomad in the event. You can Reform to be a pirate even if you only play as a nomad in the beginning.
  • If you only have your Capital System Planets left you can choose to leave them behind and become Nomads
  • WIP there is a 2nd Origin, with 3 Playstyles attached to it, those can be choosen once the game starts.

Important info
  • You do not have any Pops in the beginning. Unless you conquer some worlds you will also not get access to pops
  • I added a custom Deficit system, should you have a deficit situation you also have ship based deficits as a country modifier.

Future Content
  • I want to add a system that conquered worlds have special decisions
  • I want to add more things to do, currently you can do everything the game offers, its just that without setteling down its a bit limited.
  • Currently WIP is a 2nd origin that is more of a half nomadic Empire.
  • more to come
Any feedaback is appreciated.

Concerning other Nomad mods
I believe i code my mods in a way that should make them compatible with many mods, as i avoid changing any vanilla files. It should be viable to play this mod in combination with other nomad mods. I hope any mod, honestly.

Known bugs
  • Due to some updates some systems might be bugged, but i tried to keep save compatibility

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46 Comments
Flemmi  [author] 21 May @ 12:02pm 
i just updatted the mod and the error should be fixed. it might happen that the element looks greyed out, but it works just fine
Flemmi  [author] 21 May @ 11:47am 
i think i know why, it is currently set up that you need to research the mining tech for the tier 1 building and the refining and the mining tech for the tier2 building. i wanted to change it but havent gotten around to it.
Skylearion 21 May @ 11:42am 
I don't have any dlc if that has anything to do with it.
Skylearion 21 May @ 11:39am 
After researching the tech for them it didn't give me the module though I think I got all 3 early strategic resources (gas,motes, and crystals) through raiding planets but I doubt that's the problem.
Flemmi  [author] 21 May @ 10:40am 
i havent changed these modules in a while, even if you beegan playing on tthe oldest version it should still work. maybe you could add a few more details to help me suss out what the problem is.
Skylearion 21 May @ 10:01am 
I seem to be unable to use the strategic resource modules is this still a problem or am I on a older version of the mod?
Flemmi  [author] 20 May @ 4:27pm 
can you link the mdo in question, maybe i can figure out what is causing the problem and solve it. with vanilla ship sets you always keep the one your choose after all.
DirtyCheetah 18 May @ 5:03am 
Damn lol, I was hoping to pirate around in the ship set I downloaded. Oh well... other than that the mod is great and I am really enjoying it.
Flemmi  [author] 17 May @ 10:03am 
the ruler thing was an oversight and i added the line of code to correct it. but the ship set was alwas taken with wheb becoming a nomads. If there is an issue there is a bug i know nothing about.
DirtyCheetah 17 May @ 9:43am 
Well, the mod is great and works like intended!...however, why can't I play the ship set and leader I chose? Will there be an update in the future to fix this?