Stellaris
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Nomadic Empires and Pirates
   
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4.748 MB
5 MAY a las 4:32 a. m.
19 JUN a las 12:07 a. m.
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Nomadic Empires and Pirates

Descripción
Play as Pirates or Nomads
Works in Multiplayer, 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

[discordapp.com]
50 comentarios
Skylearion 18 JUN a las 9:01 a. m. 
hey let people know in comments about this mod I just realized exists it might help people have fun with their desired shipset!
https://steamproxy.net/sharedfiles/filedetails/?id=1621079031&searchtext=shipset
Flemmi  [autor] 4 JUN a las 2:13 a. m. 
It might be that regular empires loot access to the components or they randomly roll the 0% chance, sadly that is possible in stellaris. I think you are right about research. Without empire size it needs a little nerv. I am working on a major update and will look into adjusting the balance.
Mala 3 JUN a las 3:07 p. m. 
Really interesting mod but for some reason regular Empires keep getting access to the special components. It also is HORRIBLY unbalanced in regard to research at least- a raw 75+ for everything per component is insane.
Flemmi  [autor] 30 MAY a las 10:02 a. m. 
updated to v3.12.3 - no changes
Flemmi  [autor] 21 MAY a las 12:02 p. m. 
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  [autor] 21 MAY a las 11:47 a. m. 
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 a las 11:42 a. m. 
I don't have any dlc if that has anything to do with it.
Skylearion 21 MAY a las 11:39 a. m. 
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  [autor] 21 MAY a las 10:40 a. m. 
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 a las 10:01 a. m. 
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?