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A Starter Guide To Nomads In Stellaris — Transcript

by Ep3o · 7,471 words · 1,095 segments · language en · Watch on YouTube

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  1. 0:00This is an arcship, the new nomadic
  2. 0:02empire type home planet, fleet, and
  3. 0:04science ship. There are many new nomadic
  4. 0:07mechanics and different to normal planet
  5. 0:09fairing empires. War, economy, and your
  6. 0:11planet works differently, and we have
  7. 0:13new mechanics like way stations and
  8. 0:15contracts. But don't fear, in this video
  9. 0:17I will give you a complete overview so
  10. 0:19that you can get up to speed and
  11. 0:20dominate the stars with your nomadic
  12. 0:22empire. Thanks to Paradox for sponsoring
  13. 0:24this video. If you're thinking about
  14. 0:25picking up season 10 or nomads, make
  15. 0:28sure to use the link in the description
  16. 0:30or pinned comment. Or you can use code
  17. 0:31EP3O Stellaris at checkout on the
  18. 0:33Paradox store. It'll give you a Steam
  19. 0:35key that you can redeem and get right
  20. 0:36into the game. Firstly, how do you
  21. 0:38become a nomad? Well, you come over to
  22. 0:40new game like always, create a new
  23. 0:41empire, and in government and ethics
  24. 0:44there is a new togglable feature for
  25. 0:46nomadic gameplay. It gives you a brief
  26. 0:48description of what happens and how
  27. 0:50arcships and districts give you 100%
  28. 0:53more empire size. You can then select
  29. 0:55the different arcship type. These all do
  30. 0:57different things, but we'll get into
  31. 0:59what exactly these modifiers actually
  32. 1:01mean later on. Now you can make your
  33. 1:03empires normal. There are many civics
  34. 1:05that are compatible that you love from
  35. 1:07before. You can still be any ethics,
  36. 1:09authority, and even a megacorp or
  37. 1:11machine. There's also some unique just
  38. 1:13to nomads like Caravan Masters, Deep
  39. 1:16Sleep, Flight School, but we'll get into
  40. 1:18those in more detail later on. You can
  41. 1:20also pick origins. Here's a full list
  42. 1:22available to both and there's of course
  43. 1:24the nomad only's like Void Farer's
  44. 1:25Secret Path, Era of the Khan, and
  45. 1:27Forever Cruise. I think that it's hard
  46. 1:29to create your empire when you have no
  47. 1:30idea what's going on. So we're just
  48. 1:32going to get straight into the most
  49. 1:33important bit of Stellaris, how the
  50. 1:35economy works. If you have a good
  51. 1:37economy, you can do whatever you want in
  52. 1:38the game. Okay, we're in the game. It
  53. 1:40looks kind of normal. We've still got
  54. 1:43food, consumer goods, alloys, trade, you
  55. 1:45know, the good stuff like science as
  56. 1:47well. And that's because the main
  57. 1:48difference is the operational reserves.
  58. 1:51This combines both minerals and energy
  59. 1:54credits into one resource. This is not a
  60. 1:57number, but instead is a situation where
  61. 2:00it's low, medium, or high. You can also
  62. 2:03just click on here to bring it up
  63. 2:05straight away. These numbers are not
  64. 2:07your total energy credits and minerals,
  65. 2:09but it's how much you're gaining or
  66. 2:10losing a month. So, currently, we're
  67. 2:12actually producing 199 energy credits a
  68. 2:14month and minus 123 minerals a month.
  69. 2:17Because this is a net positive, we will
  70. 2:20start taking up the operational
  71. 2:22reserves. Currently, we're in the medium
  72. 2:24category. This does give you bonuses and
  73. 2:26it's currently giving us five stability.
  74. 2:28If you go into low, you'll get less fire
  75. 2:30rate, armor, shield, and stability. You
  76. 2:33don't want to be in the low. And if you
  77. 2:35go below 1,000 reserves, you will get
  78. 2:38additional economic penalties. Don't go
  79. 2:40low, essentially. Now, if you go to
  80. 2:42high, you get 10 stability, an extra
  81. 2:45five from medium, and 10% research
  82. 2:48speed. If you know me, I like tech. I
  83. 2:50want to be in high as soon as I can.
  84. 2:52Stability is also nice because as you
  85. 2:53know in the game, more stability means
  86. 2:55more resources. That still looks the
  87. 2:57same. Now, as you can see, there are
  88. 2:58three default approaches. Conserve,
  89. 3:01which is going to reduce your upkeep
  90. 3:02from jobs by minus 50%. However, job
  91. 3:05efficiency for all your specialists,
  92. 3:07essentially, is halved. This could save
  93. 3:09you in a pinch if you've expanded too
  94. 3:11much on science or unity. I can't wait
  95. 3:14to see the builds that would be used
  96. 3:15this because it's only science and unity
  97. 3:17jobs. So, if you don't have any of
  98. 3:18those, you could just have minus 50%
  99. 3:21upkeep on jobs. Balance does nothing.
  100. 3:23Burn, however, gives you 50%
  101. 3:25infrastructure build speed and 50%
  102. 3:28efficiency for specialist or complex
  103. 3:30drones. This is very good. You might be
  104. 3:32asking, "Where's the negative?" Well, if
  105. 3:34you know how efficiency works,
  106. 3:35essentially, when we click this 50%,
  107. 3:37it's going to add 50% more workers here.
  108. 3:41That means we're paying 50% more upkeep.
  109. 3:43So, the negative is just in the innate
  110. 3:45way efficiency works, where essentially,
  111. 3:48we're paying more upkeep for all of our
  112. 3:49specialists. What I would say is try and
  113. 3:52get to high as soon as you can. The
  114. 3:54extra five stability and research speed
  115. 3:55is very nice. And getting your economy
  116. 3:57set up to also be positive with burn on
  117. 4:00is even better because 50% efficiency
  118. 4:02for specialist is crazy. Just make sure
  119. 4:04you have enough upkeep. As obviously
  120. 4:06more alloys or consumer good jobs are
  121. 4:08going to have a more mineral upkeep
  122. 4:09which might see you tick down. But
  123. 4:11overall for the economy, try and get to
  124. 4:13high and try and sitting high with burn.
  125. 4:15And if you're wondering what festival
  126. 4:17is, this is to do with one of our civics
  127. 4:19and we'll get on to that later on. Now
  128. 4:21do you know you can still buy energy and
  129. 4:22minerals to help you progress through
  130. 4:24operational reserves. You can still buy
  131. 4:26monthly minerals and energy and that
  132. 4:28will affect these numbers here. For
  133. 4:30example, let's just buy 140 minerals a
  134. 4:33month. You can see we're now positive on
  135. 4:35that which would then progress us up way
  136. 4:37quicker towards high. However, you
  137. 4:38cannot sell your minerals or energy
  138. 4:41because they get converted into the
  139. 4:43operational reserve number. So you do
  140. 4:45need to be careful if you buy too many
  141. 4:47energy or minerals, you can't sell them
  142. 4:49back. Okay. We've talked about what you
  143. 4:51need to do. How do you get those
  144. 4:52resources? Well, if we look over here,
  145. 4:54we have the Nomad UI. We have the
  146. 4:56capital ship, the ship controls, and the
  147. 4:58civilian arc ship. Civilian arc ship is
  148. 5:00the physical ship that we can move
  149. 5:02around. The ship controls are the ship
  150. 5:04design, shipyard, assault armies, etc.
  151. 5:07And the capital colony arc ship is your
  152. 5:11planet screen. It's actually quite
  153. 5:13similar to what you're used to. We've
  154. 5:14still got districts, we've still got
  155. 5:16zones, we've still got specializations.
  156. 5:18We've got pops all working these as
  157. 5:20normal. Now the main difference with
  158. 5:22your starting capital planet compared to
  159. 5:24the arc ship is that all districts cost
  160. 5:26alloys. Yes, including the basic ones
  161. 5:28and specialization. However, the costs
  162. 5:30have been changed to account for them.
  163. 5:32For example, specializations are 500
  164. 5:34alloys instead of 1,000 minerals. You
  165. 5:37have similar districts to what you'll
  166. 5:38see. Half of the starting districts on
  167. 5:40your arc ship will also give some trader
  168. 5:42jobs just to keep you going. These are
  169. 5:44quite nice. Trader is nice. Buildings
  170. 5:46are also slightly different. Instead of
  171. 5:49costing minerals, they cost a rare
  172. 5:51resource or alloys. For example,
  173. 5:53research labs are rare resources,
  174. 5:55pre-sync types as alloys, etc.
  175. 5:57Obviously, you might be seeing that
  176. 5:59there's no way to mine an arc ship. That
  177. 6:01makes sense. And where am I even
  178. 6:03producing rare resources from to build
  179. 6:05those buildings? That seems weird. How
  180. 6:06do we get them? Well, my friend, that's
  181. 6:08where harvesting comes in. Now, your arc
  182. 6:10ship can harvest by coming over and
  183. 6:12clicking the harvest resource button or
  184. 6:14you can use automation to survey and
  185. 6:16harvest and collect stockpile. We'll get
  186. 6:18into that later. Harvesting currently
  187. 6:20has 100% efficiency and will harvest the
  188. 6:22resources and will take 90 days. So, if
  189. 6:24we harvest this frozen world, we can
  190. 6:26also right click and harvest if we want.
  191. 6:28We'd get crystals and that would be just
  192. 6:30a flat 50 crystals, not per month.
  193. 6:32Logistic ships, which are your
  194. 6:34construction ship alternatives, which
  195. 6:36have a limited number, as you can see,
  196. 6:39we can only build two, can also harvest.
  197. 6:42When you do harvest, it will reduce the
  198. 6:44output to mining stations or way
  199. 6:46stations by minus 75%. These are denoted
  200. 6:50by these orange numbers that you can see
  201. 6:52in the system or on the system galaxy
  202. 6:54view. And these will come back, but it
  203. 6:56can take a while, 240 months, for
  204. 6:58example, here. Automation for the
  205. 7:00logistic ships also works very well for
  206. 7:02harvesting. However, there's a catch. As
  207. 7:04you can see, we harvest these resources.
  208. 7:06We get 50 motes, but we're still at the
  209. 7:08base 100 that we start with. That's
  210. 7:10because any resources collected by the
  211. 7:13logistic ships do not enter our empire
  212. 7:16resource bar that we have at the top.
  213. 7:18They're instead confined to the used
  214. 7:21stockpile capacity in individual
  215. 7:23logistic ships. So, we have two logistic
  216. 7:25ships here. We both mined. This one has
  217. 7:2650 motes and this one has 50 crystals.
  218. 7:29For these resources to be accessible to
  219. 7:31the empire for us to use, we have to
  220. 7:34deposit them back at an arc ship or the
  221. 7:36arc ship can come and collect it. So,
  222. 7:38all you have to do is have the arc ship
  223. 7:41stationary in your system and it will
  224. 7:43automatically collect it. You don't have
  225. 7:44to go right up to the logistic ship, it
  226. 7:46just has to be in the same system. This
  227. 7:48means you can just do it from the system
  228. 7:50map, you don't have to go and micro it.
  229. 7:52As you can see now, we have 150 motes,
  230. 7:54150 crystals because we've collected
  231. 7:56them. Automation again is pretty good at
  232. 7:58doing this. It will wait till it gets
  233. 7:59pretty high on the stockpile. So early
  234. 8:02game, when it's going to take longer to
  235. 8:04get that stockpile up, you might want to
  236. 8:06automatically come collect them or send
  237. 8:08your logistic ships to go to your
  238. 8:10Arkship. But that is how we're going to
  239. 8:11get minerals and rare crystals, motes,
  240. 8:15gases early on in the game. Now of
  241. 8:17course, if you do harvest with a
  242. 8:19Arkship, the Arkship doesn't have a
  243. 8:20stockpile. The stockpile is our empire
  244. 8:22resources. The 50 gases will go straight
  245. 8:24into our empire. This does mean that you
  246. 8:26don't want to stray too far from your
  247. 8:28logistic ships. If we put our Arkship to
  248. 8:30explore like all the way over this way
  249. 8:33and our logistic ships are over here
  250. 8:34mining, they're going to have to then or
  251. 8:36when they're full, go all the way over
  252. 8:38here to find us. As you'll see from the
  253. 8:40rest of the video, we're going to want
  254. 8:41to try and actually stay in a similar
  255. 8:43quadrant as the rest of our nomadic
  256. 8:46empire. You'll also be able to planetary
  257. 8:48strip mine if you reach these
  258. 8:49requirements. These will be unlocked
  259. 8:51through later technologies and have a
  260. 8:53higher resource efficiency so they can
  261. 8:55mine more. Logistic ships however do not
  262. 8:57have that. They can only harvest
  263. 8:59resources. And much later on, when you
  264. 9:02get a spinal mount, you'll be able to
  265. 9:04reprocess an entire planet which is
  266. 9:06obviously going to give you a lot of
  267. 9:07resources. We'll get more into spinal
  268. 9:09mounts and the ship design later because
  269. 9:11first, there's another way of gathering
  270. 9:13resources. And that's through way
  271. 9:15stations. These can be built by your
  272. 9:17logistic ships or even your Arkship. To
  273. 9:19build one, you must fully survey a
  274. 9:21system. For example, where we started,
  275. 9:24we could build a way station. However,
  276. 9:26as you may notice, when we start the
  277. 9:27game, all of the deposits start with the
  278. 9:30harvested modifier meaning we would get
  279. 9:32barely any resources here if we were to
  280. 9:35build a way station. Sure we'd get some
  281. 9:37engineering, but I might ignore that.
  282. 9:39Instead, I'm going to survey a Raya here
  283. 9:41because the system has to be fully
  284. 9:43surveyed. Look at those beautiful
  285. 9:45resources that we can now collect. We
  286. 9:47can get some energy and science. We can
  287. 9:49build that waystation. And now that
  288. 9:50waystation is built, it shows it with
  289. 9:52this nice symbol here, but you might
  290. 9:54notice it doesn't actually claim the
  291. 9:56land. And that's because nomads can't
  292. 9:58claim land. Currently, we're not
  293. 9:59actually collecting anything and we
  294. 10:01cannot build a mining stations. Instead,
  295. 10:03the way we get these resources is
  296. 10:05through the There are many different
  297. 10:07modules for collecting energy, minerals.
  298. 10:10You can just still get hydroponic base,
  299. 10:12nice. Processing base, research
  300. 10:14observatories. You can even get a
  301. 10:16tribute vault for your vassals to
  302. 10:18collect more tributes. But they also
  303. 10:19allow you to observe pre-FTL, build mega
  304. 10:21structures, and much more. So, to
  305. 10:23actually get these resources, we're
  306. 10:24going to need a research observatory and
  307. 10:26a solar array. Once these are done, the
  308. 10:28numbers go nice and green and we'll
  309. 10:30start collecting them. However, this
  310. 10:32waystation works exactly like the
  311. 10:33logistic ships. Anything collected will
  312. 10:35go straight to the waystation stockpile.
  313. 10:37If we move our arkship out of that
  314. 10:39system because we're currently
  315. 10:40collecting, you'll see it'll start
  316. 10:41building up. And that's where the
  317. 10:43automation for collect stockpile comes
  318. 10:45in. Your logistic ships can go to the
  319. 10:47waystations, collect it, fill up their
  320. 10:49stockpile, and bring it to the arkship.
  321. 10:51The arkship can also automate to collect
  322. 10:53stockpile to get rid of that step in
  323. 10:55between. But again, anything in the
  324. 10:57waystation does not exist in our empire,
  325. 10:59including the technology. So, we're
  326. 11:01going to need to collect that. Now, a
  327. 11:03big difference from normal empires with
  328. 11:05waystations is that each waystation,
  329. 11:06even the default level one one that you
  330. 11:08build, counts towards station capacity,
  331. 11:11formerly known as starbase capacity. So,
  332. 11:13at the start of the game, you can really
  333. 11:15only have five of these. So, make sure
  334. 11:17you pick your systems well and make sure
  335. 11:18your logistic ships don't mine these
  336. 11:20resources. Automation's quite good at
  337. 11:22not doing that. However, sometimes they
  338. 11:24do. And if they are, I would try and
  339. 11:26stop them doing that and make them go
  340. 11:28harvest elsewhere, like down here
  341. 11:30instead. But if we're were planning to
  342. 11:32expand there, we might want to go off
  343. 11:34the beaten track, as it were, and not do
  344. 11:36it in a line. Way stations can also
  345. 11:38cloak, so you don't annoy people, but
  346. 11:40they also have collection efficiency. As
  347. 11:42you upgrade, the collection efficiency
  348. 11:44will be improved. There'll be
  349. 11:45technologies that improve different
  350. 11:46resource collections. As you go through
  351. 11:48the game, these numbers will get much
  352. 11:50bigger. Now, since we're talking about
  353. 11:52way stations, we should talk about way
  354. 11:54lines.
  355. 11:55Here's what I set up earlier from a
  356. 11:57video coming soon. This video should be
  357. 11:59up early access right now on release,
  358. 12:01but it will be released for free soon.
  359. 12:03But, if you want to watch bunch of Nomad
  360. 12:05gameplay, there's early access stuff
  361. 12:06already up. Now, this looks confusing.
  362. 12:08These red dotted lines mean that the way
  363. 12:10stations are connected to the way line.
  364. 12:13We can view the way line here in this
  365. 12:14tab, and it will directly show every
  366. 12:16single way station connected up. This
  367. 12:18does it automatically. It'll
  368. 12:20automatically form way line as long as
  369. 12:22you are connected to neighbors. Some
  370. 12:24buffs propagate through these way lines.
  371. 12:26For example, the interstellar
  372. 12:27recruitment office will reduce leader
  373. 12:29costs by minus 5%. Or, for example, this
  374. 12:32nebula refinery, for each one we have in
  375. 12:35the way line, will produce 5% more
  376. 12:37minerals for mining stations. So, we can
  377. 12:39buff up all the mineral productions in
  378. 12:40here as long as we've got a nebula where
  379. 12:42we've built one of these. Got stuff like
  380. 12:44tradition cost reduction, research
  381. 12:46speed, and these propagate to the
  382. 12:48empires that these way stations are in.
  383. 12:50So, currently, if we built any of these,
  384. 12:52we'd be affecting two empires because we
  385. 12:54are spreading across these two empires.
  386. 12:56One of my favorite buildings, though,
  387. 12:58has to be the logistic hub. This enables
  388. 13:00collection of stockpile resources from
  389. 13:02networked way stations within the entire
  390. 13:04way line. So, because we have two arc
  391. 13:07ships, that's right, collection only has
  392. 13:09to go to one arc ship. It can be the
  393. 13:12second one you build, the third, the
  394. 13:13fourth. Any arc ship that collects will
  395. 13:15go into your empire pool. So, as you can
  396. 13:17see, these way stations are starting to
  397. 13:19build up even as far down here or over
  398. 13:22here where we have a bunch of minerals
  399. 13:23and energy that we're getting because
  400. 13:25people are building arc finishes, which
  401. 13:27means we get that resource, too. 108
  402. 13:30minerals a month, 41 alloys. You can see
  403. 13:32it's building up. The minerals are
  404. 13:33actually full. So, we need to collect.
  405. 13:35So, let's plop our arc ship down on this
  406. 13:37system. It has to be the way station
  407. 13:39with the logistic hub where you collect
  408. 13:41it from. And now the arc ship is here,
  409. 13:43we can now watch as these resources go
  410. 13:45to zero and it fills up our empire
  411. 13:47nicely. We can just park an arc ship
  412. 13:49here. Keep expanding the way stations
  413. 13:51across the galaxy and any way stations
  414. 13:54collected that
  415. 13:55will be collected by the arc ship. It's
  416. 13:57pretty nice. And the more we upgrade it,
  417. 13:59the more efficiency we get. The numbers
  418. 14:01will get bigger as you go. Make sure to
  419. 14:03upgrade, research some cool stuff. Now,
  420. 14:05way stations can, of course, be built in
  421. 14:07occupied territory, as you can see. Now,
  422. 14:09let's talk about nomad diplomacy. All
  423. 14:11this harvesting and way station
  424. 14:13preparation will not go unnoticed by
  425. 14:15other empires. As you can see by the
  426. 14:17stellar cartel here, they currently are
  427. 14:19not happy because we have harvested
  428. 14:21resources in their border. I'm sorry.
  429. 14:24This will eventually fix, but you maybe
  430. 14:26should avoid constantly harvesting an
  431. 14:28empire because they might get very angry
  432. 14:30and declare war on you. We will get into
  433. 14:32the war soon. We also have unlicensed
  434. 14:34way stations in their space, which also
  435. 14:37has a negative opinion. As you can see,
  436. 14:39there's two here. If we do get rid of
  437. 14:41one, it does reduce it. So, the more way
  438. 14:43stations you have, the more they're
  439. 14:44going to be annoyed. You can get around
  440. 14:46this, though, for the way stations,
  441. 14:47anyway. You can form a way line pact.
  442. 14:49This will allow us to build way stations
  443. 14:51in their territory and they will benefit
  444. 14:53from our way line network. This is a
  445. 14:55thing you should just do. There's not
  446. 14:57too much negative to not doing it.
  447. 15:00They're not going to hate you and they
  448. 15:02will benefit, too. They could be a
  449. 15:03stronger ally for it. And remember, the
  450. 15:05more arc furnaces and Dyson swarms they
  451. 15:07have, the more you can benefit. So, now
  452. 15:10that we've done that, we're now
  453. 15:11positive. That's gone away from them.
  454. 15:13That's all fixed. Two nomads can also
  455. 15:15sign a way line pact to benefit from
  456. 15:17both their way lines' buffs. So, if
  457. 15:19they're connecting with each other, both
  458. 15:21the benefits that propagate through a
  459. 15:23way line will go through both. However,
  460. 15:25as you might be able to tell, closing
  461. 15:27borders would be a big arc ship counter.
  462. 15:29You can't close borders to a nomad. They
  463. 15:31will just be in your space unless you
  464. 15:34declare war on them, which we'll get to,
  465. 15:36don't you worry. You might have be
  466. 15:37seeing a lot of these um symbols
  467. 15:40appearing on your screen or from this
  468. 15:42video. These are contracts. One of the
  469. 15:44final economic things. Yes, there was a
  470. 15:46lot of economic stuff, that's why I
  471. 15:48wanted to get straight into it.
  472. 15:49Contracts let settle empires outsource
  473. 15:52work to nomads. Yes, that's right. As a
  474. 15:53normal empire, you can create contract.
  475. 15:55These could be things like researching,
  476. 15:57coming to harvest some valuable minerals
  477. 15:59for them, help a colony get up and
  478. 16:01running, transport delegates to and from
  479. 16:03a system, take a group of tourists on a
  480. 16:05galactic sightseeing tour, and the list
  481. 16:07goes on. There's four categories,
  482. 16:09military, science, resource, and
  483. 16:11diplomacy. Because yes, that's right,
  484. 16:13there's no military ones here at the
  485. 16:14minute, but you can be called upon to go
  486. 16:16and raid, cause devastation on a planet,
  487. 16:19join a war. I really like contracts.
  488. 16:21These will cost trade for a normal
  489. 16:22empire to issue, and nomads can accept
  490. 16:24them just by coming over, click accept,
  491. 16:26we can see the rewards, and then it's
  492. 16:28done. We can then look at them in our
  493. 16:29situation log. We can see a contract
  494. 16:31here. Ah, we need to do some research.
  495. 16:33Let's click research. That will be done
  496. 16:35in 6 months, and we'll get trade,
  497. 16:36influence, trust, and opinion. These
  498. 16:38rewards can differ, and there could be
  499. 16:40multiple mission types here. Just follow
  500. 16:42along, it's listed quite clearly. That
  501. 16:44is how you get and collect resources.
  502. 16:48Let's spend them, shall we? And what are
  503. 16:50we going to spend them on? Your arc
  504. 16:52ship. Your arc ship, as you may know, is
  505. 16:54your colony, shipyard, and a hybrid
  506. 16:56science and military ship. It can't do
  507. 16:58dig sites, anomalies, projects, etc.
  508. 17:00because it could just be killed from one
  509. 17:02of those. However, it can survey. The
  510. 17:04arc ship can do many things. It can
  511. 17:06bombard, it can build mega structures
  512. 17:08like way stations or other arc ships
  513. 17:10eventually. It has a fleet stance,
  514. 17:12automation for surveying, collecting,
  515. 17:14stockpile harvest resources, surveying,
  516. 17:16a deep scan, which lets you survey a
  517. 17:19system again as long as you have an
  518. 17:21advanced sensor array or a subspace
  519. 17:23imaging array, harvest resources, which
  520. 17:25we've covered, planetary strip mine,
  521. 17:26which is just a better resource
  522. 17:28efficiency, but you need to be at least
  523. 17:30tier two arc ship or have a planetary
  524. 17:32engineering lab or planetary
  525. 17:33reprocessor. The tier two is only for
  526. 17:35civilian ships though. And then a spinal
  527. 17:37mount. Let's finally see what a civilian
  528. 17:39scientific and military arc ship can do
  529. 17:41since you now know kind of how a nomad
  530. 17:43would want to play. You can make a
  531. 17:45better decision then. The civilian arc
  532. 17:46ship per arc ship tier will give you 5%
  533. 17:49resources from harvesting actions. So,
  534. 17:51if you have a civilian arc ship, you're
  535. 17:52probably going to want to harvest a lot
  536. 17:54rather than survey. This starts up
  537. 17:56obviously tier one 5%, 10%, then 15% at
  538. 17:59tier two then three. As we just saw, at
  539. 18:01tiers two to three, you just get access
  540. 18:03to planetary strip mining. Again, you
  541. 18:05just going to want to harvest and strip
  542. 18:08planet classes and get 250% efficiency.
  543. 18:10You might annoy people if you do it and
  544. 18:12it's in their system though. Okay, let's
  545. 18:14look at the scientific arc ship. Per
  546. 18:16tier, you get a sensor range, hyperlane
  547. 18:18detection range, and survey speed. So,
  548. 18:20obviously, with the scientific arc ship,
  549. 18:23you're going to want to survey more so
  550. 18:25that you can build more way stations.
  551. 18:27Also, from tiers two to three, you just
  552. 18:29get access to the deep scan, which we
  553. 18:30saw before. You can survey again on a
  554. 18:33system uncovering deposits, which also
  555. 18:36removes the planetary depletion
  556. 18:38modifier. So, you could harvest it again
  557. 18:40or you can just collect from it. This
  558. 18:41obviously can go up to tier three. So,
  559. 18:43you could have three sensor range, three
  560. 18:45hyperlane detection range, and 15%
  561. 18:47survey speed. And finally, the military
  562. 18:49arc ship. Per tier, you get 5% fire rate
  563. 18:52and range. It's pretty good, 15% at max.
  564. 18:54And the unique feature from tier one to
  565. 18:57three is military armaments. That means
  566. 18:59at tier one, you just get four extra
  567. 19:01medium slots. We'll look at how strong
  568. 19:03the arc ship is in a second. Tier two
  569. 19:06keeps that four medium and gets an extra
  570. 19:08four large. And tier three converts
  571. 19:09those four medium into eight large. So,
  572. 19:12these really can be a proper capital
  573. 19:15ship for your empire. Whatever you
  574. 19:17select here doesn't mean you won't be
  575. 19:19able to get access to the other ones.
  576. 19:21Throughout the game, you're going to get
  577. 19:22research options that might give you
  578. 19:24civilian, scientific, or military arc
  579. 19:26ship construction. But, when you can
  580. 19:28build military arc ships, you will be
  581. 19:29able to build the type you start with.
  582. 19:31So, you're not locked into just civilian
  583. 19:33ships. You will eventually be able to
  584. 19:34build a scientific or military. Don't
  585. 19:36worry. Okay, let's have a look at the
  586. 19:38control panel. This is where you can see
  587. 19:40your systems, modules, spinal mount, and
  588. 19:43the upgrade. You first start out with
  589. 19:45two systems and two modules. This is a
  590. 19:47civilian ship, but it's going to be the
  591. 19:49same. You can add more systems on. Yes,
  592. 19:52you can just build an expanded
  593. 19:54cultivation deck, which will give you
  594. 19:55food. Or, you could just build more
  595. 19:57armor, shield, or more resource storage
  596. 19:59capacity. The armor and shields work a
  597. 20:01bit weird. This doesn't mean we only
  598. 20:03have one armor and shield component.
  599. 20:05There's actually three large slots.
  600. 20:06These slots then tell the ship design
  601. 20:08details what to actually build. As you
  602. 20:11can see now, it's populated with the
  603. 20:13armor and shield, and we're building
  604. 20:14three of each. If we build another one,
  605. 20:16we go to six armor. So, this is your way
  606. 20:18of actually specializing. We could go
  607. 20:19all armor if we really wanted to, and
  608. 20:21now we just have an all armor arc ship.
  609. 20:23You can see that the military arc ship
  610. 20:25having the extra medium slots is going
  611. 20:27to be quite nice for the guns, anyway.
  612. 20:29All arc ships start with four point
  613. 20:31defense. It prioritizes flak batteries
  614. 20:33because this is still automated. You
  615. 20:35can't control that. And two hangers.
  616. 20:38However, in the modules, we can actually
  617. 20:40build and design more weapons. I would
  618. 20:42be careful, though, because the
  619. 20:43engineering bay gives you an extra build
  620. 20:45queue capacity. That's right. We can
  621. 20:47actually build two things at once.
  622. 20:49That's pretty nice. You can build more
  623. 20:51engineering bays if you really want to,
  624. 20:52as well. And it also gives more
  625. 20:54megastructure build speed, which counts
  626. 20:56as your way stations, arc ships, or even
  627. 20:58Dyson swarms, arc furnaces in the
  628. 21:00future. However, this docking bay just
  629. 21:02gives you five naval capacity and more
  630. 21:04way station resource transfer rate. The
  631. 21:06transfer rate doesn't really matter too
  632. 21:08much, so you could swap this out. You
  633. 21:11could, for example, build some extra
  634. 21:13energy weapons. Now, instead we have
  635. 21:15four medium red lasers. Now, to upgrade
  636. 21:17you need arc ship engineering. However,
  637. 21:19your starting counter position does give
  638. 21:21you progress towards whatever the next
  639. 21:23tier tech is. This will start with
  640. 21:25actually arc ship construction, allowing
  641. 21:27you to build more arc ships. Then it
  642. 21:30will be arc ship engineering as a tier
  643. 21:31two tech, which then you can upgrade
  644. 21:33your arc ship, and then tier three will
  645. 21:34let you upgrade to the third and final
  646. 21:36tier. Let you have a devastator mount
  647. 21:38and a capital shipyard, which gives you
  648. 21:40a whole lot more build capacity, build
  649. 21:43speed, and allow for capital ship
  650. 21:45construction. There's also techs for
  651. 21:47stuff like your military arc ship,
  652. 21:48planetary processor, improving your way
  653. 21:51lines and logistics, which will increase
  654. 21:53capacity and give you more logistic ship
  655. 21:55capacity, and unlock some more unique
  656. 21:57buildings. You also have the planetary
  657. 21:59engineering lab for planetary strip
  658. 22:01mining, and techs can unlock different
  659. 22:03contracts like clearing blockers. It's
  660. 22:05not all in engineering though, of
  661. 22:06course. Physics has the scientific ship.
  662. 22:08Then there's contract types and modules.
  663. 22:10Like stellar engine, sub-space imaging
  664. 22:12array, excess jump. There's a whole lot
  665. 22:15you can explore in the different
  666. 22:16categories, and obviously the civilian
  667. 22:17ship would be unlocked in society, but
  668. 22:19we already started with it. Now,
  669. 22:20upgrading doesn't just upgrade how many
  670. 22:22slots you have here. It gives you a
  671. 22:24whole bunch of other stats, but also
  672. 22:25increases your max districts. Currently
  673. 22:27at nine, but when we upgrade it, we of
  674. 22:29course go up to like 19 at the minute
  675. 22:31because we also have the perks giving us
  676. 22:32stuff. So, it also helps with your
  677. 22:34economy to upgrade arc ships. This at
  678. 22:36level two just unlocks a bunch more
  679. 22:38systems, but as you get technologies,
  680. 22:41you can also get colony support. These
  681. 22:42are your orbital ring bonuses that you
  682. 22:44might recognize. So, if we're going for
  683. 22:46an alloy arc ship, we can get high
  684. 22:48energy forges for more alloy output,
  685. 22:50consumer good output, etc. There's also
  686. 22:52auras that you can build like a titan or
  687. 22:55juggernaut, and the modules still can do
  688. 22:57strike craft. There's also utilities
  689. 22:58like max districts, resources from a
  690. 23:01action, your grand archive. There's a
  691. 23:03whole lot you can do. When you upgrade
  692. 23:05again, you get all of the other systems,
  693. 23:07modules, and you also get a spinal
  694. 23:09mount. This is like the final
  695. 23:11specialization to your arc ship. You can
  696. 23:13get a devastator mount for damage,
  697. 23:15capital shipyard for that ship built,
  698. 23:17pantry reprocessing to really go
  699. 23:18harvesting, subspace imaging, and Exodus
  700. 23:21jump, kind of like a quantum catapult,
  701. 23:23but also destroy stuff. And of course,
  702. 23:25the stellar engine, which can actually
  703. 23:27convert stars and gas giants. It also
  704. 23:30maxes out your arc ship to have a lot of
  705. 23:32districts, 29 at max. It's not bad.
  706. 23:35Nomads also have unique districts. We've
  707. 23:38covered the popular research mall and
  708. 23:40industrial trade quarter that you start
  709. 23:41with just to give you a few extra trade
  710. 23:43jobs. In terms of city specialization,
  711. 23:45there isn't too much different. You're
  712. 23:47just allowed to build the industrial
  713. 23:49trade quarter and the popular research
  714. 23:51mall. Again, it's different when you
  715. 23:53look at the basic districts that you're
  716. 23:55used to being food, energy, and
  717. 23:57minerals. You can of course just
  718. 23:58specialize your energy jobs and gain
  719. 24:01more technician jobs and building slots.
  720. 24:03Nothing's changed there. However, arcs
  721. 24:05have special districts that also buff up
  722. 24:08the actual arc ship. When you research
  723. 24:10technologies, you'll get access to new
  724. 24:11specializations for these, such as the
  725. 24:13engine bypass. You'll produce two less
  726. 24:15energy per 100 technicians, get the
  727. 24:18building slots, but for every 100
  728. 24:19technicians, you'll get 5% sublight
  729. 24:22speed. So, you could make your arc ship
  730. 24:24go bow if you really wanted to. You'll
  731. 24:25have stuff similar, like the shield
  732. 24:28overclocker. They'll have a gas upkeep,
  733. 24:30but give shield hit points and shield
  734. 24:32regen. And of course, you can just turn
  735. 24:34the energy district into a science
  736. 24:36district if you really wanted to. This
  737. 24:38middle district is a little bit
  738. 24:39different. If we got rid of the initial
  739. 24:40district, it's actually just a basic arc
  740. 24:43ship deck. Once you build here, you'll
  741. 24:45get some housing, but then you can
  742. 24:46specialize it. You can specialize it
  743. 24:48into food, society, a harvesting bay,
  744. 24:51which will turn alloys into minerals,
  745. 24:53but also increase resources from
  746. 24:55harvesting actions and arc ship speed by
  747. 24:5710% per district and the action speed by
  748. 25:015%. This means you could make an
  749. 25:02ultimate harvesting arcship by just
  750. 25:04spamming these. Finally, you can get the
  751. 25:06way station trade hub instead, which
  752. 25:08will turn consumer goods into trade and
  753. 25:10station capacity, meaning you could
  754. 25:13actually increase the amount of stations
  755. 25:14if you're playing a way station focused
  756. 25:16build. There's a lot of options within
  757. 25:18this arcship and it doesn't stop there
  758. 25:20because we still have the engineering
  759. 25:22core to look at. Once we build one of
  760. 25:23these, it will get some soldier jobs.
  761. 25:25Nothing different there. Once we have
  762. 25:26one though, we can specialize it. And
  763. 25:28there's a lot of specializations. These
  764. 25:30specializations focus on weapons. These
  765. 25:33specializations focus on your arcship.
  766. 25:35The first law are all about weapons.
  767. 25:37It's going to increase your upkeep per
  768. 25:39100 soldiers, but per 100 soldiers give
  769. 25:41you 5% explosive weapon damage, meaning
  770. 25:44if you're wanting to go crazy with
  771. 25:45missiles, you could build the missile
  772. 25:46silo. It also gives soldier jobs from
  773. 25:49missile weapon modules, so we could just
  774. 25:51easily increase the amount of soldier
  775. 25:53jobs just by building missile batteries,
  776. 25:55which then self-buffs itself. It's then
  777. 25:58the same with the ammunition lines for
  778. 25:59kinetic weapons, laser capacitors for
  779. 26:01laser weapons, and flight decks for
  780. 26:03strike craft. You then have the void
  781. 26:05forges, which will increase the mineral
  782. 26:07production, but increase how many alloys
  783. 26:09you get. It also increase the armor by
  784. 26:112% and armor hardening by 1% per 100
  785. 26:15materials. So, this could be really good
  786. 26:16for just getting alloys going or buffing
  787. 26:19up your ship to be really tanky. You
  788. 26:20then have the shipwright quarter, which
  789. 26:22will give naval capacity per soldier
  790. 26:24jobs, too, and ship build speed per 100
  791. 26:26soldiers. This will give you materials
  792. 26:28jobs instead of soldiers. And then you
  793. 26:30have the military research complex. Like
  794. 26:32the other three, we can specialize into
  795. 26:35physics, society, and engineering. If
  796. 26:37you wanted to make a scientific arcship,
  797. 26:39you still can. Look at that. Now, of
  798. 26:41course, you can also build these
  799. 26:42arcships. To do that, you need 500
  800. 26:45influence, 10,000 alloys. You can choose
  801. 26:47the classes if you have the technology,
  802. 26:49and once it's built, you start with an
  803. 26:51arcship, but it's not empty. It does
  804. 26:53start with 1,000 pops, which is very
  805. 26:55nice, to be honest. It just creates pops
  806. 26:57for you. I would definitely try and get
  807. 26:59at least another arc ship online as soon
  808. 27:01as you can. This will allow you to
  809. 27:03either sit and collect stuff or go and
  810. 27:04explore elsewhere in the galaxy. And
  811. 27:07there's no limit to the amount of arc
  812. 27:08ships you have. When you do start the
  813. 27:10game, you're going to have the arc ship
  814. 27:12readiness situation, which does debuff
  815. 27:14your arc ship. These can be different
  816. 27:16random events. I've seen a bunch of
  817. 27:18different ones. For example, here we
  818. 27:20need to clear the hangar bay, which is
  819. 27:22two blockers we need to clear.
  820. 27:23Currently, we're getting a strike craft
  821. 27:25damage. There's a coolant flush, which
  822. 27:26means we have to go to a black hole and
  823. 27:29then that flush coolant decision.
  824. 27:31Currently getting minus 50% armor and
  825. 27:32health. And then there's a positive. We
  826. 27:34can just harvest the free unique ones
  827. 27:36with the arc ship, can't be a logistic
  828. 27:37ship, and we get resources from
  829. 27:39harvesting. There's a bunch that rotate,
  830. 27:41but essentially flush coolant need
  831. 27:43gases, time, and being in a black hole,
  832. 27:45and then you get rid of the corrosive
  833. 27:47coolant, which is very important. I
  834. 27:49would definitely do that. Now you know
  835. 27:50how to get resources and how to build up
  836. 27:53your nomadic empire. The next question
  837. 27:55is how do I fight? Now arc ships are
  838. 27:58colonies, but they're not planets. They
  839. 28:01cannot be bombarded or invaded, so they
  840. 28:03must use ship combat, and any hull
  841. 28:05damage is equal to the devastation. That
  842. 28:07does mean, however, arc ships will only
  843. 28:09ever be able to be conquered by other
  844. 28:11nomads. You can't be running around as a
  845. 28:13normal empire with a nomadic ship. But
  846. 28:15you can settle and embark. We'll get
  847. 28:17into that soon. So, what happens if
  848. 28:18you're a non-nomad and face a nomad?
  849. 28:20Well, obviously, you cannot use the
  850. 28:21claim war goal against nomads. However,
  851. 28:23you can, of course, battle the arc ship.
  852. 28:25If you win, it will disable the arc ship
  853. 28:28until the war ends. Once the war is
  854. 28:30over, the arc ship's re-enabled, and
  855. 28:32it's dealt with according to the war
  856. 28:33goal. If it's genocidal war, it
  857. 28:35immediately blows up, leaving debris for
  858. 28:37the allies. However, if you've gotten
  859. 28:39annoyed by arc ships, you can use a new
  860. 28:41cast spell like to expel them from your
  861. 28:43borders. This will delete all their way
  862. 28:44stations in your borders, move their
  863. 28:46ships out of your systems, and force
  864. 28:48them to respect your closed borders for
  865. 28:50the duration of the truce. So, you can
  866. 28:52get rid of nomads if they're being
  867. 28:54annoying. If your arc ship goes into
  868. 28:56battle against non-default empires like
  869. 28:58leviathans, it will set the hull to
  870. 29:00zero, meaning max devastation, and your
  871. 29:02arc ship will escape. So, you don't lose
  872. 29:04the game. However, if you're fighting
  873. 29:05the end game crisis, it will destroy the
  874. 29:07arc ship, and you will lose if it's your
  875. 29:09only one. If you're a nomad battling a
  876. 29:12non-nomad, you cannot claim or conquer
  877. 29:14planets. You can invade and occupy their
  878. 29:16planets, and they will be released once
  879. 29:19war is over. If you're a total war
  880. 29:21nomad, the planets will be immediately
  881. 29:22split into vassals, and that could be a
  882. 29:24proper vassal because nomads can make
  883. 29:27vassals, and proper empires can make
  884. 29:29nomads vassals, or they can make purge
  885. 29:32vassals. These will only exist
  886. 29:34temporarily, and only as long as it
  887. 29:36takes for the pops to get purged. Once
  888. 29:38finished purging, all resources will get
  889. 29:40transferred, and unique effects like
  890. 29:42necrophage or galactic nemesis. The last
  891. 29:44one is nomad versus nomads. This is
  892. 29:47honestly something you should consider
  893. 29:49if you're a nomad because you can take
  894. 29:51their arc ships. This is through the
  895. 29:52nomad raid casus belli. It'll let you
  896. 29:54take their arc ships and way stations
  897. 29:56that you have disabled in the war. This
  898. 29:57is very strong and can really accelerate
  899. 29:59a nomad because in my experience, the
  900. 30:01biggest bottleneck and the biggest slow
  901. 30:03down is actually getting your first arc
  902. 30:05ship built or the upgrade, which can
  903. 30:07take a while. So, getting another arc
  904. 30:09ship
  905. 30:10it really accelerates how strong you
  906. 30:12are. The other thing you can do to
  907. 30:13accelerate your growth as a nomad
  908. 30:14especially to help with your operational
  909. 30:16reserves is to make vassals. And nomads
  910. 30:19only have to be superior in military
  911. 30:21power to subjugate another empire. This
  912. 30:23could mean that their military arc ship
  913. 30:25to start is one of the best because it
  914. 30:27does count towards your fleet power and
  915. 30:29really helps you just vassalize people.
  916. 30:31It's quite strong. Okay, so what about
  917. 30:33settling and bargaining that I've
  918. 30:34teased? What if I'm done being a nomad
  919. 30:36and I want to settle down on a planet?
  920. 30:38To settle, you have to take adaptability
  921. 30:41or versatility. And you can settle as
  922. 30:43long as you found an empty planet. If
  923. 30:44it's already settled, you can dislodge
  924. 30:46them. There are three options. You
  925. 30:48either settle with this arkship leaving
  926. 30:50the rest of the ships to a subject, so
  927. 30:52you create a nomadic vassal and only
  928. 30:55that ship settles. You can settle with
  929. 30:56all your arkships putting all the pops
  930. 30:59on that planet, so no nomad vassal. Or
  931. 31:01you can stay in space with that arkship
  932. 31:03settling and becoming a vassal for you.
  933. 31:05And if you wanted to be a normal empire
  934. 31:08to start with and then become a nomad,
  935. 31:10you can do the same thing. With
  936. 31:11adaptability or versatility, you can
  937. 31:13then use your decision on your planet to
  938. 31:15embark and become a nomad empire. All
  939. 31:18remaining colonies will become a
  940. 31:19subject. This will cost the same as
  941. 31:21building an arkship for nomad empires
  942. 31:22500 influence, 10,000 alloys, and 10
  943. 31:25years. And it's the same logic. If you
  944. 31:26have a single planet, you become nomadic
  945. 31:29and all your existing starbases become
  946. 31:30way stations. If you have multiple
  947. 31:32planets, you leave behind a vassal or
  948. 31:34the nomad is a vassal. So yes, you can
  949. 31:36turn a planet into a nomad vassal and
  950. 31:38just create lots of nomads if you really
  951. 31:40wanted to roaming around buffing up your
  952. 31:42empire. Or they might be stealing your
  953. 31:43resources, who knows. Okay, you're
  954. 31:45excited to play. You know how nomads
  955. 31:47work, the options you have, and you
  956. 31:48really want to try one of the new
  957. 31:50origins. So let's break it down. Void
  958. 31:52Ferriers is essentially the prosperous
  959. 31:54unification of nomads. You start with an
  960. 31:56additional logistic ship. This is not
  961. 31:58that good because it doesn't raise the
  962. 32:00cap. Logistic ships only cost 100
  963. 32:01alloys. If you don't start with this
  964. 32:03origin, build a logistic ship straight
  965. 32:05away. They're very good early on. Then
  966. 32:07you just get more survey speed, action
  967. 32:09speed, just stuff that helps nomads.
  968. 32:11It's not that interesting, but it helps
  969. 32:13nomads. The secret path, honestly quite
  970. 32:16fun. You're going to be going on a
  971. 32:17journey to find different systems
  972. 32:20exploring the galaxy. You get the unique
  973. 32:22arkship district which will convert your
  974. 32:23politicians into high pilgrims,
  975. 32:25bureaucrats into devout adepts, and
  976. 32:27civilians into faithful acolytes. These
  977. 32:29are all unique jobs, and as you go
  978. 32:31through the path, you can buff up
  979. 32:33different ones. For instance, the video
  980. 32:34coming soon, I really buff up the
  981. 32:36bureaucrats to produce pretty much every
  982. 32:39resource. You could probably do the same
  983. 32:40for civilian politicians, but I've not
  984. 32:42tried that yet. Heirs of the Khan, it
  985. 32:43does what it says on the tin. You're the
  986. 32:45heir of the Khan, you're going to be
  987. 32:46chased by marauders because you've been
  988. 32:48exiled. However, if you survive and
  989. 32:51you're strong enough, you can become the
  990. 32:52Khan by defeating your old clan. Start
  991. 32:54with the military archship, in my
  992. 32:56opinion, and you can also create satrapy
  993. 32:57subjects, which give you resources, but
  994. 32:59you also steal their naval capacity.
  995. 33:01Gives you a bit of buffs to help with
  996. 33:03that. Finally, you have the Forever
  997. 33:04Cruise. You're essentially going to have
  998. 33:06crew and passengers. You need to meet
  999. 33:08both of their demands using contracts to
  1000. 33:11flip which one is better or not. You'll
  1001. 33:13get unique districts that will help with
  1002. 33:14this. It's kind of like rogue servitors,
  1003. 33:17but with a ticking situation and
  1004. 33:19contracts that spawn. How long can you
  1005. 33:20survive? Let me know. And you can
  1006. 33:22combine the custom civics with this. We
  1007. 33:24have flight schools, which just buff up
  1008. 33:26strike craft. It's pretty good. We have
  1009. 33:28caravan masters. It will start you with
  1010. 33:29a way station. We'll just buff all your
  1011. 33:32way stations. If you want to play around
  1012. 33:33way stations, take this civic. You also
  1013. 33:36get improved way line logistics, which
  1014. 33:37is pretty nice. More logistics ships at
  1015. 33:39the start. That's very good civic. Deep
  1016. 33:42Sleep, it will start you with more pops,
  1017. 33:43but you can't use them until you clear
  1018. 33:45the expensive blockers to basically wake
  1019. 33:48them up. You can also prepare deep sleep
  1020. 33:49if you have too many pops, and it will
  1021. 33:51give you minus 15% upkeep from jobs for
  1022. 33:545 years. So, once you're mega rich, you
  1023. 33:57could just cycle between sleeping and
  1024. 33:59waking them up to get minus 15% upkeep.
  1025. 34:01Hired Guns will give you a trade reward
  1026. 34:03from military contracts plus 50%, so you
  1027. 34:06can be very aggressive. More ship fiery
  1028. 34:08and less upkeep under these contracts,
  1029. 34:10and ships in orbit of hostile colonies
  1030. 34:12have less upkeep. You're basically just
  1031. 34:14wanting to do military contracts. Star
  1032. 34:16Seekers is pretty cool. You have to find
  1033. 34:18unique encounters throughout the galaxy,
  1034. 34:20and then once you've done that, you can
  1035. 34:21do a situation approach to go absolutely
  1036. 34:23crazy. Host a festival is going to drain
  1037. 34:26your entire resource stockpile dry, but
  1038. 34:28you're going to have 1,000% pop assembly
  1039. 34:31and efficiency for specialists while
  1040. 34:32this is going. It's um pretty good if
  1041. 34:35you can keep recuperating your
  1042. 34:37operational reserve, which you probably
  1043. 34:39can later on in the game. It's pretty
  1044. 34:40good. And you don't have to actually
  1045. 34:42pick it at the start of the game, so
  1046. 34:43this could be later on you pick it to
  1047. 34:45just go crazy with your specialists. And
  1048. 34:47finally, Void Dweller's, your ultimate
  1049. 34:48pirate civic. It's pretty sick. You can
  1050. 34:50plunder, you get way station modules
  1051. 34:52that will sap resources dry from your
  1052. 34:55empire from the planet that is above,
  1053. 34:57and you can buff it up with the
  1054. 34:58stronghold, and it also then buffs up
  1055. 35:00clothing strength, lowers military ally
  1056. 35:01cost, but increases energy upkeep.
  1057. 35:03There's also a few traits like photo
  1058. 35:05adaptive, which gives you different
  1059. 35:07buffs depending on the stars you're in.
  1060. 35:08It does work with multiple stars in a
  1061. 35:10system. Plunderer will give you trade on
  1062. 35:12consumer goods per naval capacity
  1063. 35:14destroyed. Pair this with the pirate
  1064. 35:15empire. Terraphobic is a free pick if
  1065. 35:18you're planning to stay as nomads
  1066. 35:20because you're never going to be on
  1067. 35:22non-artificial worlds. Recursive learner
  1068. 35:24is pretty sick. Depending on what the
  1069. 35:26archship is, will give you more buffs
  1070. 35:28per the districts you have on it. So,
  1071. 35:30the more you go in the game, the bigger
  1072. 35:32the buffs you'll get. Interconnected is
  1073. 35:34a machine trait. It will lower upkeep
  1074. 35:36for the less amount of pops you have.
  1075. 35:38Bit weird of a trait, not a big fan. And
  1076. 35:40combat synced will increase a pop energy
  1077. 35:43upkeep, but give you more engineering
  1078. 35:45output. However, during a war crisis,
  1079. 35:47you'll get 0.1 stability per 100 pops up
  1080. 35:50to 15%. This also applies on artificial
  1081. 35:52worlds. There is obviously more in this
  1082. 35:54DLC such as the champions forge life
  1083. 35:57enclave, defender of the galaxy
  1084. 35:58ascension perk, paragons, and the
  1085. 36:00stellar cannon. This video was just a
  1086. 36:02breakdown on playing as a nomad. I hope
  1087. 36:04it was helpful. If I missed anything,
  1088. 36:07let me know in the comments so others
  1089. 36:08can learn more. Remember to use my code,
  1090. 36:10I'll link in the description if you are
  1091. 36:11buying nomads. Now go watch my first
  1092. 36:13gameplay video with it. That's coming
  1093. 36:15out tomorrow, but it's already up early
  1094. 36:17access for members from just $2. Click
  1095. 36:19it now. I'll see you there.

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