![]() After a while though, the extra nodes would disappear and the standard ones would be producing less and less until hitting a floor that's a fraction of what a normal empire would produce there and it's time to move on. I figured Nomads would be scavengers, excelling at gathering surface/easily exploitable resources but terrible at the long-term sustainable operations that normal empires do, so once the home fleet is deployed, there would be an exploitation bonus, giving it and the minng ships a bonus to the resources it would harvest, and potentially have them find resource nodes that normal empires wouldn't have found or would consider too small to bother with. Idea on economy was that the Home Fleet (I envisioned the Arkship as a fleet which included critical civilian ships + a small defense fleet that had some degree of self-replenishment) would park over a habitable world, and instead of mining stations, would send out mining ships to bodies in the same system and possibly adjacent ones. Came to a similar conclusion as you dd, and had some ideas on how to tackle them. I did a massive post on how I thought a Nomadic empire might work in the suggestion forums last December. Normally ships can be targeted and destroyed. Infrastructure is destroyed but the planet remains habitable (unless you chose apocalypse bombardment). If a bomb a planet, in general it takes a while to kill a pop. Having migrant workers, would they destabilize their host society, increase xenophobia or perhaps resulting in purges? How would the Space Nomad empire respond? Would it withdraw the workers, thereby thrashing the host's economy or casus beli for war?Ģ. Some of the economical options can further expand gameplay or have consequences. The most important is to survive the initial stages. (How you should explain such depletion or more important the recovery is beyond me however)įrom early mid to late mid game or to supplement their economy, There are several options available Piracy ( or part time piracy like the Vikings), smuggling, selling information and processed goods, selling extra populations, pops as (temporary) migrant workers, mercenaries, selling ships, hunting space amobas or space whales or xeno space animal husbandry, space religion requiring alms, or just simple bribery not to attack etc etc.įrom these phase the gameplay options of Space Nomads increases. Perhaps Space Nomads can temporary deplete a planet, which need time to recover and that is the reasons for their nomedic lifestyle. Or as an addition, Space Nomads build the mining stations, while the Arkship is the hub that gathers the resources, so you see ship flying back and forth. ![]() Perhaps Space Nomads have cheaper and more efficient mining stations. Or the multiple fleet are spread out at various parts of a star system and gathers the resources. Perhaps the Arkship hovers at a planet, whereby the population mines the resources. How do they gather mineral, energy or food or other advanced resources? Simple would be Food can be grown, Energy is gather by solar panels, other advanced resources can be manufacturer. The economy of Space Nomads need to be competitive with standard empires. Mainly the economy at the start till early mid game. The first and most important is economy.Let us also distinguish between civilian (unarmed) fleets and military fleet. Whether these are few or a singular big Arkship or mutiple ships (like Migrant Fleet of Mass Effect), this would affect gameplay. Would this gameplay be possible? There could be more challenges, but below are those I discovered.īefore we discuss these points, let us say that the population of Space Nomads settle themselves in populations ships. ![]() How about we got further than that? A dream of many and a common sci fi tropes are Space Nomads. ![]() One of the origins is quite interesting Void Dwellers. With the future update of Stellaris Federations, we finally got the separation between Civics and Origins. ![]()
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