A Starter Guide To Nomads In Stellaris — Transcript
Full transcript
- 0:00This is an arcship, the new nomadic
- 0:02empire type home planet, fleet, and
- 0:04science ship. There are many new nomadic
- 0:07mechanics and different to normal planet
- 0:09fairing empires. War, economy, and your
- 0:11planet works differently, and we have
- 0:13new mechanics like way stations and
- 0:15contracts. But don't fear, in this video
- 0:17I will give you a complete overview so
- 0:19that you can get up to speed and
- 0:20dominate the stars with your nomadic
- 0:22empire. Thanks to Paradox for sponsoring
- 0:24this video. If you're thinking about
- 0:25picking up season 10 or nomads, make
- 0:28sure to use the link in the description
- 0:30or pinned comment. Or you can use code
- 0:31EP3O Stellaris at checkout on the
- 0:33Paradox store. It'll give you a Steam
- 0:35key that you can redeem and get right
- 0:36into the game. Firstly, how do you
- 0:38become a nomad? Well, you come over to
- 0:40new game like always, create a new
- 0:41empire, and in government and ethics
- 0:44there is a new togglable feature for
- 0:46nomadic gameplay. It gives you a brief
- 0:48description of what happens and how
- 0:50arcships and districts give you 100%
- 0:53more empire size. You can then select
- 0:55the different arcship type. These all do
- 0:57different things, but we'll get into
- 0:59what exactly these modifiers actually
- 1:01mean later on. Now you can make your
- 1:03empires normal. There are many civics
- 1:05that are compatible that you love from
- 1:07before. You can still be any ethics,
- 1:09authority, and even a megacorp or
- 1:11machine. There's also some unique just
- 1:13to nomads like Caravan Masters, Deep
- 1:16Sleep, Flight School, but we'll get into
- 1:18those in more detail later on. You can
- 1:20also pick origins. Here's a full list
- 1:22available to both and there's of course
- 1:24the nomad only's like Void Farer's
- 1:25Secret Path, Era of the Khan, and
- 1:27Forever Cruise. I think that it's hard
- 1:29to create your empire when you have no
- 1:30idea what's going on. So we're just
- 1:32going to get straight into the most
- 1:33important bit of Stellaris, how the
- 1:35economy works. If you have a good
- 1:37economy, you can do whatever you want in
- 1:38the game. Okay, we're in the game. It
- 1:40looks kind of normal. We've still got
- 1:43food, consumer goods, alloys, trade, you
- 1:45know, the good stuff like science as
- 1:47well. And that's because the main
- 1:48difference is the operational reserves.
- 1:51This combines both minerals and energy
- 1:54credits into one resource. This is not a
- 1:57number, but instead is a situation where
- 2:00it's low, medium, or high. You can also
- 2:03just click on here to bring it up
- 2:05straight away. These numbers are not
- 2:07your total energy credits and minerals,
- 2:09but it's how much you're gaining or
- 2:10losing a month. So, currently, we're
- 2:12actually producing 199 energy credits a
- 2:14month and minus 123 minerals a month.
- 2:17Because this is a net positive, we will
- 2:20start taking up the operational
- 2:22reserves. Currently, we're in the medium
- 2:24category. This does give you bonuses and
- 2:26it's currently giving us five stability.
- 2:28If you go into low, you'll get less fire
- 2:30rate, armor, shield, and stability. You
- 2:33don't want to be in the low. And if you
- 2:35go below 1,000 reserves, you will get
- 2:38additional economic penalties. Don't go
- 2:40low, essentially. Now, if you go to
- 2:42high, you get 10 stability, an extra
- 2:45five from medium, and 10% research
- 2:48speed. If you know me, I like tech. I
- 2:50want to be in high as soon as I can.
- 2:52Stability is also nice because as you
- 2:53know in the game, more stability means
- 2:55more resources. That still looks the
- 2:57same. Now, as you can see, there are
- 2:58three default approaches. Conserve,
- 3:01which is going to reduce your upkeep
- 3:02from jobs by minus 50%. However, job
- 3:05efficiency for all your specialists,
- 3:07essentially, is halved. This could save
- 3:09you in a pinch if you've expanded too
- 3:11much on science or unity. I can't wait
- 3:14to see the builds that would be used
- 3:15this because it's only science and unity
- 3:17jobs. So, if you don't have any of
- 3:18those, you could just have minus 50%
- 3:21upkeep on jobs. Balance does nothing.
- 3:23Burn, however, gives you 50%
- 3:25infrastructure build speed and 50%
- 3:28efficiency for specialist or complex
- 3:30drones. This is very good. You might be
- 3:32asking, "Where's the negative?" Well, if
- 3:34you know how efficiency works,
- 3:35essentially, when we click this 50%,
- 3:37it's going to add 50% more workers here.
- 3:41That means we're paying 50% more upkeep.
- 3:43So, the negative is just in the innate
- 3:45way efficiency works, where essentially,
- 3:48we're paying more upkeep for all of our
- 3:49specialists. What I would say is try and
- 3:52get to high as soon as you can. The
- 3:54extra five stability and research speed
- 3:55is very nice. And getting your economy
- 3:57set up to also be positive with burn on
- 4:00is even better because 50% efficiency
- 4:02for specialist is crazy. Just make sure
- 4:04you have enough upkeep. As obviously
- 4:06more alloys or consumer good jobs are
- 4:08going to have a more mineral upkeep
- 4:09which might see you tick down. But
- 4:11overall for the economy, try and get to
- 4:13high and try and sitting high with burn.
- 4:15And if you're wondering what festival
- 4:17is, this is to do with one of our civics
- 4:19and we'll get on to that later on. Now
- 4:21do you know you can still buy energy and
- 4:22minerals to help you progress through
- 4:24operational reserves. You can still buy
- 4:26monthly minerals and energy and that
- 4:28will affect these numbers here. For
- 4:30example, let's just buy 140 minerals a
- 4:33month. You can see we're now positive on
- 4:35that which would then progress us up way
- 4:37quicker towards high. However, you
- 4:38cannot sell your minerals or energy
- 4:41because they get converted into the
- 4:43operational reserve number. So you do
- 4:45need to be careful if you buy too many
- 4:47energy or minerals, you can't sell them
- 4:49back. Okay. We've talked about what you
- 4:51need to do. How do you get those
- 4:52resources? Well, if we look over here,
- 4:54we have the Nomad UI. We have the
- 4:56capital ship, the ship controls, and the
- 4:58civilian arc ship. Civilian arc ship is
- 5:00the physical ship that we can move
- 5:02around. The ship controls are the ship
- 5:04design, shipyard, assault armies, etc.
- 5:07And the capital colony arc ship is your
- 5:11planet screen. It's actually quite
- 5:13similar to what you're used to. We've
- 5:14still got districts, we've still got
- 5:16zones, we've still got specializations.
- 5:18We've got pops all working these as
- 5:20normal. Now the main difference with
- 5:22your starting capital planet compared to
- 5:24the arc ship is that all districts cost
- 5:26alloys. Yes, including the basic ones
- 5:28and specialization. However, the costs
- 5:30have been changed to account for them.
- 5:32For example, specializations are 500
- 5:34alloys instead of 1,000 minerals. You
- 5:37have similar districts to what you'll
- 5:38see. Half of the starting districts on
- 5:40your arc ship will also give some trader
- 5:42jobs just to keep you going. These are
- 5:44quite nice. Trader is nice. Buildings
- 5:46are also slightly different. Instead of
- 5:49costing minerals, they cost a rare
- 5:51resource or alloys. For example,
- 5:53research labs are rare resources,
- 5:55pre-sync types as alloys, etc.
- 5:57Obviously, you might be seeing that
- 5:59there's no way to mine an arc ship. That
- 6:01makes sense. And where am I even
- 6:03producing rare resources from to build
- 6:05those buildings? That seems weird. How
- 6:06do we get them? Well, my friend, that's
- 6:08where harvesting comes in. Now, your arc
- 6:10ship can harvest by coming over and
- 6:12clicking the harvest resource button or
- 6:14you can use automation to survey and
- 6:16harvest and collect stockpile. We'll get
- 6:18into that later. Harvesting currently
- 6:20has 100% efficiency and will harvest the
- 6:22resources and will take 90 days. So, if
- 6:24we harvest this frozen world, we can
- 6:26also right click and harvest if we want.
- 6:28We'd get crystals and that would be just
- 6:30a flat 50 crystals, not per month.
- 6:32Logistic ships, which are your
- 6:34construction ship alternatives, which
- 6:36have a limited number, as you can see,
- 6:39we can only build two, can also harvest.
- 6:42When you do harvest, it will reduce the
- 6:44output to mining stations or way
- 6:46stations by minus 75%. These are denoted
- 6:50by these orange numbers that you can see
- 6:52in the system or on the system galaxy
- 6:54view. And these will come back, but it
- 6:56can take a while, 240 months, for
- 6:58example, here. Automation for the
- 7:00logistic ships also works very well for
- 7:02harvesting. However, there's a catch. As
- 7:04you can see, we harvest these resources.
- 7:06We get 50 motes, but we're still at the
- 7:08base 100 that we start with. That's
- 7:10because any resources collected by the
- 7:13logistic ships do not enter our empire
- 7:16resource bar that we have at the top.
- 7:18They're instead confined to the used
- 7:21stockpile capacity in individual
- 7:23logistic ships. So, we have two logistic
- 7:25ships here. We both mined. This one has
- 7:2650 motes and this one has 50 crystals.
- 7:29For these resources to be accessible to
- 7:31the empire for us to use, we have to
- 7:34deposit them back at an arc ship or the
- 7:36arc ship can come and collect it. So,
- 7:38all you have to do is have the arc ship
- 7:41stationary in your system and it will
- 7:43automatically collect it. You don't have
- 7:44to go right up to the logistic ship, it
- 7:46just has to be in the same system. This
- 7:48means you can just do it from the system
- 7:50map, you don't have to go and micro it.
- 7:52As you can see now, we have 150 motes,
- 7:54150 crystals because we've collected
- 7:56them. Automation again is pretty good at
- 7:58doing this. It will wait till it gets
- 7:59pretty high on the stockpile. So early
- 8:02game, when it's going to take longer to
- 8:04get that stockpile up, you might want to
- 8:06automatically come collect them or send
- 8:08your logistic ships to go to your
- 8:10Arkship. But that is how we're going to
- 8:11get minerals and rare crystals, motes,
- 8:15gases early on in the game. Now of
- 8:17course, if you do harvest with a
- 8:19Arkship, the Arkship doesn't have a
- 8:20stockpile. The stockpile is our empire
- 8:22resources. The 50 gases will go straight
- 8:24into our empire. This does mean that you
- 8:26don't want to stray too far from your
- 8:28logistic ships. If we put our Arkship to
- 8:30explore like all the way over this way
- 8:33and our logistic ships are over here
- 8:34mining, they're going to have to then or
- 8:36when they're full, go all the way over
- 8:38here to find us. As you'll see from the
- 8:40rest of the video, we're going to want
- 8:41to try and actually stay in a similar
- 8:43quadrant as the rest of our nomadic
- 8:46empire. You'll also be able to planetary
- 8:48strip mine if you reach these
- 8:49requirements. These will be unlocked
- 8:51through later technologies and have a
- 8:53higher resource efficiency so they can
- 8:55mine more. Logistic ships however do not
- 8:57have that. They can only harvest
- 8:59resources. And much later on, when you
- 9:02get a spinal mount, you'll be able to
- 9:04reprocess an entire planet which is
- 9:06obviously going to give you a lot of
- 9:07resources. We'll get more into spinal
- 9:09mounts and the ship design later because
- 9:11first, there's another way of gathering
- 9:13resources. And that's through way
- 9:15stations. These can be built by your
- 9:17logistic ships or even your Arkship. To
- 9:19build one, you must fully survey a
- 9:21system. For example, where we started,
- 9:24we could build a way station. However,
- 9:26as you may notice, when we start the
- 9:27game, all of the deposits start with the
- 9:30harvested modifier meaning we would get
- 9:32barely any resources here if we were to
- 9:35build a way station. Sure we'd get some
- 9:37engineering, but I might ignore that.
- 9:39Instead, I'm going to survey a Raya here
- 9:41because the system has to be fully
- 9:43surveyed. Look at those beautiful
- 9:45resources that we can now collect. We
- 9:47can get some energy and science. We can
- 9:49build that waystation. And now that
- 9:50waystation is built, it shows it with
- 9:52this nice symbol here, but you might
- 9:54notice it doesn't actually claim the
- 9:56land. And that's because nomads can't
- 9:58claim land. Currently, we're not
- 9:59actually collecting anything and we
- 10:01cannot build a mining stations. Instead,
- 10:03the way we get these resources is
- 10:05through the There are many different
- 10:07modules for collecting energy, minerals.
- 10:10You can just still get hydroponic base,
- 10:12nice. Processing base, research
- 10:14observatories. You can even get a
- 10:16tribute vault for your vassals to
- 10:18collect more tributes. But they also
- 10:19allow you to observe pre-FTL, build mega
- 10:21structures, and much more. So, to
- 10:23actually get these resources, we're
- 10:24going to need a research observatory and
- 10:26a solar array. Once these are done, the
- 10:28numbers go nice and green and we'll
- 10:30start collecting them. However, this
- 10:32waystation works exactly like the
- 10:33logistic ships. Anything collected will
- 10:35go straight to the waystation stockpile.
- 10:37If we move our arkship out of that
- 10:39system because we're currently
- 10:40collecting, you'll see it'll start
- 10:41building up. And that's where the
- 10:43automation for collect stockpile comes
- 10:45in. Your logistic ships can go to the
- 10:47waystations, collect it, fill up their
- 10:49stockpile, and bring it to the arkship.
- 10:51The arkship can also automate to collect
- 10:53stockpile to get rid of that step in
- 10:55between. But again, anything in the
- 10:57waystation does not exist in our empire,
- 10:59including the technology. So, we're
- 11:01going to need to collect that. Now, a
- 11:03big difference from normal empires with
- 11:05waystations is that each waystation,
- 11:06even the default level one one that you
- 11:08build, counts towards station capacity,
- 11:11formerly known as starbase capacity. So,
- 11:13at the start of the game, you can really
- 11:15only have five of these. So, make sure
- 11:17you pick your systems well and make sure
- 11:18your logistic ships don't mine these
- 11:20resources. Automation's quite good at
- 11:22not doing that. However, sometimes they
- 11:24do. And if they are, I would try and
- 11:26stop them doing that and make them go
- 11:28harvest elsewhere, like down here
- 11:30instead. But if we're were planning to
- 11:32expand there, we might want to go off
- 11:34the beaten track, as it were, and not do
- 11:36it in a line. Way stations can also
- 11:38cloak, so you don't annoy people, but
- 11:40they also have collection efficiency. As
- 11:42you upgrade, the collection efficiency
- 11:44will be improved. There'll be
- 11:45technologies that improve different
- 11:46resource collections. As you go through
- 11:48the game, these numbers will get much
- 11:50bigger. Now, since we're talking about
- 11:52way stations, we should talk about way
- 11:54lines.
- 11:55Here's what I set up earlier from a
- 11:57video coming soon. This video should be
- 11:59up early access right now on release,
- 12:01but it will be released for free soon.
- 12:03But, if you want to watch bunch of Nomad
- 12:05gameplay, there's early access stuff
- 12:06already up. Now, this looks confusing.
- 12:08These red dotted lines mean that the way
- 12:10stations are connected to the way line.
- 12:13We can view the way line here in this
- 12:14tab, and it will directly show every
- 12:16single way station connected up. This
- 12:18does it automatically. It'll
- 12:20automatically form way line as long as
- 12:22you are connected to neighbors. Some
- 12:24buffs propagate through these way lines.
- 12:26For example, the interstellar
- 12:27recruitment office will reduce leader
- 12:29costs by minus 5%. Or, for example, this
- 12:32nebula refinery, for each one we have in
- 12:35the way line, will produce 5% more
- 12:37minerals for mining stations. So, we can
- 12:39buff up all the mineral productions in
- 12:40here as long as we've got a nebula where
- 12:42we've built one of these. Got stuff like
- 12:44tradition cost reduction, research
- 12:46speed, and these propagate to the
- 12:48empires that these way stations are in.
- 12:50So, currently, if we built any of these,
- 12:52we'd be affecting two empires because we
- 12:54are spreading across these two empires.
- 12:56One of my favorite buildings, though,
- 12:58has to be the logistic hub. This enables
- 13:00collection of stockpile resources from
- 13:02networked way stations within the entire
- 13:04way line. So, because we have two arc
- 13:07ships, that's right, collection only has
- 13:09to go to one arc ship. It can be the
- 13:12second one you build, the third, the
- 13:13fourth. Any arc ship that collects will
- 13:15go into your empire pool. So, as you can
- 13:17see, these way stations are starting to
- 13:19build up even as far down here or over
- 13:22here where we have a bunch of minerals
- 13:23and energy that we're getting because
- 13:25people are building arc finishes, which
- 13:27means we get that resource, too. 108
- 13:30minerals a month, 41 alloys. You can see
- 13:32it's building up. The minerals are
- 13:33actually full. So, we need to collect.
- 13:35So, let's plop our arc ship down on this
- 13:37system. It has to be the way station
- 13:39with the logistic hub where you collect
- 13:41it from. And now the arc ship is here,
- 13:43we can now watch as these resources go
- 13:45to zero and it fills up our empire
- 13:47nicely. We can just park an arc ship
- 13:49here. Keep expanding the way stations
- 13:51across the galaxy and any way stations
- 13:54collected that
- 13:55will be collected by the arc ship. It's
- 13:57pretty nice. And the more we upgrade it,
- 13:59the more efficiency we get. The numbers
- 14:01will get bigger as you go. Make sure to
- 14:03upgrade, research some cool stuff. Now,
- 14:05way stations can, of course, be built in
- 14:07occupied territory, as you can see. Now,
- 14:09let's talk about nomad diplomacy. All
- 14:11this harvesting and way station
- 14:13preparation will not go unnoticed by
- 14:15other empires. As you can see by the
- 14:17stellar cartel here, they currently are
- 14:19not happy because we have harvested
- 14:21resources in their border. I'm sorry.
- 14:24This will eventually fix, but you maybe
- 14:26should avoid constantly harvesting an
- 14:28empire because they might get very angry
- 14:30and declare war on you. We will get into
- 14:32the war soon. We also have unlicensed
- 14:34way stations in their space, which also
- 14:37has a negative opinion. As you can see,
- 14:39there's two here. If we do get rid of
- 14:41one, it does reduce it. So, the more way
- 14:43stations you have, the more they're
- 14:44going to be annoyed. You can get around
- 14:46this, though, for the way stations,
- 14:47anyway. You can form a way line pact.
- 14:49This will allow us to build way stations
- 14:51in their territory and they will benefit
- 14:53from our way line network. This is a
- 14:55thing you should just do. There's not
- 14:57too much negative to not doing it.
- 15:00They're not going to hate you and they
- 15:02will benefit, too. They could be a
- 15:03stronger ally for it. And remember, the
- 15:05more arc furnaces and Dyson swarms they
- 15:07have, the more you can benefit. So, now
- 15:10that we've done that, we're now
- 15:11positive. That's gone away from them.
- 15:13That's all fixed. Two nomads can also
- 15:15sign a way line pact to benefit from
- 15:17both their way lines' buffs. So, if
- 15:19they're connecting with each other, both
- 15:21the benefits that propagate through a
- 15:23way line will go through both. However,
- 15:25as you might be able to tell, closing
- 15:27borders would be a big arc ship counter.
- 15:29You can't close borders to a nomad. They
- 15:31will just be in your space unless you
- 15:34declare war on them, which we'll get to,
- 15:36don't you worry. You might have be
- 15:37seeing a lot of these um symbols
- 15:40appearing on your screen or from this
- 15:42video. These are contracts. One of the
- 15:44final economic things. Yes, there was a
- 15:46lot of economic stuff, that's why I
- 15:48wanted to get straight into it.
- 15:49Contracts let settle empires outsource
- 15:52work to nomads. Yes, that's right. As a
- 15:53normal empire, you can create contract.
- 15:55These could be things like researching,
- 15:57coming to harvest some valuable minerals
- 15:59for them, help a colony get up and
- 16:01running, transport delegates to and from
- 16:03a system, take a group of tourists on a
- 16:05galactic sightseeing tour, and the list
- 16:07goes on. There's four categories,
- 16:09military, science, resource, and
- 16:11diplomacy. Because yes, that's right,
- 16:13there's no military ones here at the
- 16:14minute, but you can be called upon to go
- 16:16and raid, cause devastation on a planet,
- 16:19join a war. I really like contracts.
- 16:21These will cost trade for a normal
- 16:22empire to issue, and nomads can accept
- 16:24them just by coming over, click accept,
- 16:26we can see the rewards, and then it's
- 16:28done. We can then look at them in our
- 16:29situation log. We can see a contract
- 16:31here. Ah, we need to do some research.
- 16:33Let's click research. That will be done
- 16:35in 6 months, and we'll get trade,
- 16:36influence, trust, and opinion. These
- 16:38rewards can differ, and there could be
- 16:40multiple mission types here. Just follow
- 16:42along, it's listed quite clearly. That
- 16:44is how you get and collect resources.
- 16:48Let's spend them, shall we? And what are
- 16:50we going to spend them on? Your arc
- 16:52ship. Your arc ship, as you may know, is
- 16:54your colony, shipyard, and a hybrid
- 16:56science and military ship. It can't do
- 16:58dig sites, anomalies, projects, etc.
- 17:00because it could just be killed from one
- 17:02of those. However, it can survey. The
- 17:04arc ship can do many things. It can
- 17:06bombard, it can build mega structures
- 17:08like way stations or other arc ships
- 17:10eventually. It has a fleet stance,
- 17:12automation for surveying, collecting,
- 17:14stockpile harvest resources, surveying,
- 17:16a deep scan, which lets you survey a
- 17:19system again as long as you have an
- 17:21advanced sensor array or a subspace
- 17:23imaging array, harvest resources, which
- 17:25we've covered, planetary strip mine,
- 17:26which is just a better resource
- 17:28efficiency, but you need to be at least
- 17:30tier two arc ship or have a planetary
- 17:32engineering lab or planetary
- 17:33reprocessor. The tier two is only for
- 17:35civilian ships though. And then a spinal
- 17:37mount. Let's finally see what a civilian
- 17:39scientific and military arc ship can do
- 17:41since you now know kind of how a nomad
- 17:43would want to play. You can make a
- 17:45better decision then. The civilian arc
- 17:46ship per arc ship tier will give you 5%
- 17:49resources from harvesting actions. So,
- 17:51if you have a civilian arc ship, you're
- 17:52probably going to want to harvest a lot
- 17:54rather than survey. This starts up
- 17:56obviously tier one 5%, 10%, then 15% at
- 17:59tier two then three. As we just saw, at
- 18:01tiers two to three, you just get access
- 18:03to planetary strip mining. Again, you
- 18:05just going to want to harvest and strip
- 18:08planet classes and get 250% efficiency.
- 18:10You might annoy people if you do it and
- 18:12it's in their system though. Okay, let's
- 18:14look at the scientific arc ship. Per
- 18:16tier, you get a sensor range, hyperlane
- 18:18detection range, and survey speed. So,
- 18:20obviously, with the scientific arc ship,
- 18:23you're going to want to survey more so
- 18:25that you can build more way stations.
- 18:27Also, from tiers two to three, you just
- 18:29get access to the deep scan, which we
- 18:30saw before. You can survey again on a
- 18:33system uncovering deposits, which also
- 18:36removes the planetary depletion
- 18:38modifier. So, you could harvest it again
- 18:40or you can just collect from it. This
- 18:41obviously can go up to tier three. So,
- 18:43you could have three sensor range, three
- 18:45hyperlane detection range, and 15%
- 18:47survey speed. And finally, the military
- 18:49arc ship. Per tier, you get 5% fire rate
- 18:52and range. It's pretty good, 15% at max.
- 18:54And the unique feature from tier one to
- 18:57three is military armaments. That means
- 18:59at tier one, you just get four extra
- 19:01medium slots. We'll look at how strong
- 19:03the arc ship is in a second. Tier two
- 19:06keeps that four medium and gets an extra
- 19:08four large. And tier three converts
- 19:09those four medium into eight large. So,
- 19:12these really can be a proper capital
- 19:15ship for your empire. Whatever you
- 19:17select here doesn't mean you won't be
- 19:19able to get access to the other ones.
- 19:21Throughout the game, you're going to get
- 19:22research options that might give you
- 19:24civilian, scientific, or military arc
- 19:26ship construction. But, when you can
- 19:28build military arc ships, you will be
- 19:29able to build the type you start with.
- 19:31So, you're not locked into just civilian
- 19:33ships. You will eventually be able to
- 19:34build a scientific or military. Don't
- 19:36worry. Okay, let's have a look at the
- 19:38control panel. This is where you can see
- 19:40your systems, modules, spinal mount, and
- 19:43the upgrade. You first start out with
- 19:45two systems and two modules. This is a
- 19:47civilian ship, but it's going to be the
- 19:49same. You can add more systems on. Yes,
- 19:52you can just build an expanded
- 19:54cultivation deck, which will give you
- 19:55food. Or, you could just build more
- 19:57armor, shield, or more resource storage
- 19:59capacity. The armor and shields work a
- 20:01bit weird. This doesn't mean we only
- 20:03have one armor and shield component.
- 20:05There's actually three large slots.
- 20:06These slots then tell the ship design
- 20:08details what to actually build. As you
- 20:11can see now, it's populated with the
- 20:13armor and shield, and we're building
- 20:14three of each. If we build another one,
- 20:16we go to six armor. So, this is your way
- 20:18of actually specializing. We could go
- 20:19all armor if we really wanted to, and
- 20:21now we just have an all armor arc ship.
- 20:23You can see that the military arc ship
- 20:25having the extra medium slots is going
- 20:27to be quite nice for the guns, anyway.
- 20:29All arc ships start with four point
- 20:31defense. It prioritizes flak batteries
- 20:33because this is still automated. You
- 20:35can't control that. And two hangers.
- 20:38However, in the modules, we can actually
- 20:40build and design more weapons. I would
- 20:42be careful, though, because the
- 20:43engineering bay gives you an extra build
- 20:45queue capacity. That's right. We can
- 20:47actually build two things at once.
- 20:49That's pretty nice. You can build more
- 20:51engineering bays if you really want to,
- 20:52as well. And it also gives more
- 20:54megastructure build speed, which counts
- 20:56as your way stations, arc ships, or even
- 20:58Dyson swarms, arc furnaces in the
- 21:00future. However, this docking bay just
- 21:02gives you five naval capacity and more
- 21:04way station resource transfer rate. The
- 21:06transfer rate doesn't really matter too
- 21:08much, so you could swap this out. You
- 21:11could, for example, build some extra
- 21:13energy weapons. Now, instead we have
- 21:15four medium red lasers. Now, to upgrade
- 21:17you need arc ship engineering. However,
- 21:19your starting counter position does give
- 21:21you progress towards whatever the next
- 21:23tier tech is. This will start with
- 21:25actually arc ship construction, allowing
- 21:27you to build more arc ships. Then it
- 21:30will be arc ship engineering as a tier
- 21:31two tech, which then you can upgrade
- 21:33your arc ship, and then tier three will
- 21:34let you upgrade to the third and final
- 21:36tier. Let you have a devastator mount
- 21:38and a capital shipyard, which gives you
- 21:40a whole lot more build capacity, build
- 21:43speed, and allow for capital ship
- 21:45construction. There's also techs for
- 21:47stuff like your military arc ship,
- 21:48planetary processor, improving your way
- 21:51lines and logistics, which will increase
- 21:53capacity and give you more logistic ship
- 21:55capacity, and unlock some more unique
- 21:57buildings. You also have the planetary
- 21:59engineering lab for planetary strip
- 22:01mining, and techs can unlock different
- 22:03contracts like clearing blockers. It's
- 22:05not all in engineering though, of
- 22:06course. Physics has the scientific ship.
- 22:08Then there's contract types and modules.
- 22:10Like stellar engine, sub-space imaging
- 22:12array, excess jump. There's a whole lot
- 22:15you can explore in the different
- 22:16categories, and obviously the civilian
- 22:17ship would be unlocked in society, but
- 22:19we already started with it. Now,
- 22:20upgrading doesn't just upgrade how many
- 22:22slots you have here. It gives you a
- 22:24whole bunch of other stats, but also
- 22:25increases your max districts. Currently
- 22:27at nine, but when we upgrade it, we of
- 22:29course go up to like 19 at the minute
- 22:31because we also have the perks giving us
- 22:32stuff. So, it also helps with your
- 22:34economy to upgrade arc ships. This at
- 22:36level two just unlocks a bunch more
- 22:38systems, but as you get technologies,
- 22:41you can also get colony support. These
- 22:42are your orbital ring bonuses that you
- 22:44might recognize. So, if we're going for
- 22:46an alloy arc ship, we can get high
- 22:48energy forges for more alloy output,
- 22:50consumer good output, etc. There's also
- 22:52auras that you can build like a titan or
- 22:55juggernaut, and the modules still can do
- 22:57strike craft. There's also utilities
- 22:58like max districts, resources from a
- 23:01action, your grand archive. There's a
- 23:03whole lot you can do. When you upgrade
- 23:05again, you get all of the other systems,
- 23:07modules, and you also get a spinal
- 23:09mount. This is like the final
- 23:11specialization to your arc ship. You can
- 23:13get a devastator mount for damage,
- 23:15capital shipyard for that ship built,
- 23:17pantry reprocessing to really go
- 23:18harvesting, subspace imaging, and Exodus
- 23:21jump, kind of like a quantum catapult,
- 23:23but also destroy stuff. And of course,
- 23:25the stellar engine, which can actually
- 23:27convert stars and gas giants. It also
- 23:30maxes out your arc ship to have a lot of
- 23:32districts, 29 at max. It's not bad.
- 23:35Nomads also have unique districts. We've
- 23:38covered the popular research mall and
- 23:40industrial trade quarter that you start
- 23:41with just to give you a few extra trade
- 23:43jobs. In terms of city specialization,
- 23:45there isn't too much different. You're
- 23:47just allowed to build the industrial
- 23:49trade quarter and the popular research
- 23:51mall. Again, it's different when you
- 23:53look at the basic districts that you're
- 23:55used to being food, energy, and
- 23:57minerals. You can of course just
- 23:58specialize your energy jobs and gain
- 24:01more technician jobs and building slots.
- 24:03Nothing's changed there. However, arcs
- 24:05have special districts that also buff up
- 24:08the actual arc ship. When you research
- 24:10technologies, you'll get access to new
- 24:11specializations for these, such as the
- 24:13engine bypass. You'll produce two less
- 24:15energy per 100 technicians, get the
- 24:18building slots, but for every 100
- 24:19technicians, you'll get 5% sublight
- 24:22speed. So, you could make your arc ship
- 24:24go bow if you really wanted to. You'll
- 24:25have stuff similar, like the shield
- 24:28overclocker. They'll have a gas upkeep,
- 24:30but give shield hit points and shield
- 24:32regen. And of course, you can just turn
- 24:34the energy district into a science
- 24:36district if you really wanted to. This
- 24:38middle district is a little bit
- 24:39different. If we got rid of the initial
- 24:40district, it's actually just a basic arc
- 24:43ship deck. Once you build here, you'll
- 24:45get some housing, but then you can
- 24:46specialize it. You can specialize it
- 24:48into food, society, a harvesting bay,
- 24:51which will turn alloys into minerals,
- 24:53but also increase resources from
- 24:55harvesting actions and arc ship speed by
- 24:5710% per district and the action speed by
- 25:015%. This means you could make an
- 25:02ultimate harvesting arcship by just
- 25:04spamming these. Finally, you can get the
- 25:06way station trade hub instead, which
- 25:08will turn consumer goods into trade and
- 25:10station capacity, meaning you could
- 25:13actually increase the amount of stations
- 25:14if you're playing a way station focused
- 25:16build. There's a lot of options within
- 25:18this arcship and it doesn't stop there
- 25:20because we still have the engineering
- 25:22core to look at. Once we build one of
- 25:23these, it will get some soldier jobs.
- 25:25Nothing different there. Once we have
- 25:26one though, we can specialize it. And
- 25:28there's a lot of specializations. These
- 25:30specializations focus on weapons. These
- 25:33specializations focus on your arcship.
- 25:35The first law are all about weapons.
- 25:37It's going to increase your upkeep per
- 25:39100 soldiers, but per 100 soldiers give
- 25:41you 5% explosive weapon damage, meaning
- 25:44if you're wanting to go crazy with
- 25:45missiles, you could build the missile
- 25:46silo. It also gives soldier jobs from
- 25:49missile weapon modules, so we could just
- 25:51easily increase the amount of soldier
- 25:53jobs just by building missile batteries,
- 25:55which then self-buffs itself. It's then
- 25:58the same with the ammunition lines for
- 25:59kinetic weapons, laser capacitors for
- 26:01laser weapons, and flight decks for
- 26:03strike craft. You then have the void
- 26:05forges, which will increase the mineral
- 26:07production, but increase how many alloys
- 26:09you get. It also increase the armor by
- 26:112% and armor hardening by 1% per 100
- 26:15materials. So, this could be really good
- 26:16for just getting alloys going or buffing
- 26:19up your ship to be really tanky. You
- 26:20then have the shipwright quarter, which
- 26:22will give naval capacity per soldier
- 26:24jobs, too, and ship build speed per 100
- 26:26soldiers. This will give you materials
- 26:28jobs instead of soldiers. And then you
- 26:30have the military research complex. Like
- 26:32the other three, we can specialize into
- 26:35physics, society, and engineering. If
- 26:37you wanted to make a scientific arcship,
- 26:39you still can. Look at that. Now, of
- 26:41course, you can also build these
- 26:42arcships. To do that, you need 500
- 26:45influence, 10,000 alloys. You can choose
- 26:47the classes if you have the technology,
- 26:49and once it's built, you start with an
- 26:51arcship, but it's not empty. It does
- 26:53start with 1,000 pops, which is very
- 26:55nice, to be honest. It just creates pops
- 26:57for you. I would definitely try and get
- 26:59at least another arc ship online as soon
- 27:01as you can. This will allow you to
- 27:03either sit and collect stuff or go and
- 27:04explore elsewhere in the galaxy. And
- 27:07there's no limit to the amount of arc
- 27:08ships you have. When you do start the
- 27:10game, you're going to have the arc ship
- 27:12readiness situation, which does debuff
- 27:14your arc ship. These can be different
- 27:16random events. I've seen a bunch of
- 27:18different ones. For example, here we
- 27:20need to clear the hangar bay, which is
- 27:22two blockers we need to clear.
- 27:23Currently, we're getting a strike craft
- 27:25damage. There's a coolant flush, which
- 27:26means we have to go to a black hole and
- 27:29then that flush coolant decision.
- 27:31Currently getting minus 50% armor and
- 27:32health. And then there's a positive. We
- 27:34can just harvest the free unique ones
- 27:36with the arc ship, can't be a logistic
- 27:37ship, and we get resources from
- 27:39harvesting. There's a bunch that rotate,
- 27:41but essentially flush coolant need
- 27:43gases, time, and being in a black hole,
- 27:45and then you get rid of the corrosive
- 27:47coolant, which is very important. I
- 27:49would definitely do that. Now you know
- 27:50how to get resources and how to build up
- 27:53your nomadic empire. The next question
- 27:55is how do I fight? Now arc ships are
- 27:58colonies, but they're not planets. They
- 28:01cannot be bombarded or invaded, so they
- 28:03must use ship combat, and any hull
- 28:05damage is equal to the devastation. That
- 28:07does mean, however, arc ships will only
- 28:09ever be able to be conquered by other
- 28:11nomads. You can't be running around as a
- 28:13normal empire with a nomadic ship. But
- 28:15you can settle and embark. We'll get
- 28:17into that soon. So, what happens if
- 28:18you're a non-nomad and face a nomad?
- 28:20Well, obviously, you cannot use the
- 28:21claim war goal against nomads. However,
- 28:23you can, of course, battle the arc ship.
- 28:25If you win, it will disable the arc ship
- 28:28until the war ends. Once the war is
- 28:30over, the arc ship's re-enabled, and
- 28:32it's dealt with according to the war
- 28:33goal. If it's genocidal war, it
- 28:35immediately blows up, leaving debris for
- 28:37the allies. However, if you've gotten
- 28:39annoyed by arc ships, you can use a new
- 28:41cast spell like to expel them from your
- 28:43borders. This will delete all their way
- 28:44stations in your borders, move their
- 28:46ships out of your systems, and force
- 28:48them to respect your closed borders for
- 28:50the duration of the truce. So, you can
- 28:52get rid of nomads if they're being
- 28:54annoying. If your arc ship goes into
- 28:56battle against non-default empires like
- 28:58leviathans, it will set the hull to
- 29:00zero, meaning max devastation, and your
- 29:02arc ship will escape. So, you don't lose
- 29:04the game. However, if you're fighting
- 29:05the end game crisis, it will destroy the
- 29:07arc ship, and you will lose if it's your
- 29:09only one. If you're a nomad battling a
- 29:12non-nomad, you cannot claim or conquer
- 29:14planets. You can invade and occupy their
- 29:16planets, and they will be released once
- 29:19war is over. If you're a total war
- 29:21nomad, the planets will be immediately
- 29:22split into vassals, and that could be a
- 29:24proper vassal because nomads can make
- 29:27vassals, and proper empires can make
- 29:29nomads vassals, or they can make purge
- 29:32vassals. These will only exist
- 29:34temporarily, and only as long as it
- 29:36takes for the pops to get purged. Once
- 29:38finished purging, all resources will get
- 29:40transferred, and unique effects like
- 29:42necrophage or galactic nemesis. The last
- 29:44one is nomad versus nomads. This is
- 29:47honestly something you should consider
- 29:49if you're a nomad because you can take
- 29:51their arc ships. This is through the
- 29:52nomad raid casus belli. It'll let you
- 29:54take their arc ships and way stations
- 29:56that you have disabled in the war. This
- 29:57is very strong and can really accelerate
- 29:59a nomad because in my experience, the
- 30:01biggest bottleneck and the biggest slow
- 30:03down is actually getting your first arc
- 30:05ship built or the upgrade, which can
- 30:07take a while. So, getting another arc
- 30:09ship
- 30:10it really accelerates how strong you
- 30:12are. The other thing you can do to
- 30:13accelerate your growth as a nomad
- 30:14especially to help with your operational
- 30:16reserves is to make vassals. And nomads
- 30:19only have to be superior in military
- 30:21power to subjugate another empire. This
- 30:23could mean that their military arc ship
- 30:25to start is one of the best because it
- 30:27does count towards your fleet power and
- 30:29really helps you just vassalize people.
- 30:31It's quite strong. Okay, so what about
- 30:33settling and bargaining that I've
- 30:34teased? What if I'm done being a nomad
- 30:36and I want to settle down on a planet?
- 30:38To settle, you have to take adaptability
- 30:41or versatility. And you can settle as
- 30:43long as you found an empty planet. If
- 30:44it's already settled, you can dislodge
- 30:46them. There are three options. You
- 30:48either settle with this arkship leaving
- 30:50the rest of the ships to a subject, so
- 30:52you create a nomadic vassal and only
- 30:55that ship settles. You can settle with
- 30:56all your arkships putting all the pops
- 30:59on that planet, so no nomad vassal. Or
- 31:01you can stay in space with that arkship
- 31:03settling and becoming a vassal for you.
- 31:05And if you wanted to be a normal empire
- 31:08to start with and then become a nomad,
- 31:10you can do the same thing. With
- 31:11adaptability or versatility, you can
- 31:13then use your decision on your planet to
- 31:15embark and become a nomad empire. All
- 31:18remaining colonies will become a
- 31:19subject. This will cost the same as
- 31:21building an arkship for nomad empires
- 31:22500 influence, 10,000 alloys, and 10
- 31:25years. And it's the same logic. If you
- 31:26have a single planet, you become nomadic
- 31:29and all your existing starbases become
- 31:30way stations. If you have multiple
- 31:32planets, you leave behind a vassal or
- 31:34the nomad is a vassal. So yes, you can
- 31:36turn a planet into a nomad vassal and
- 31:38just create lots of nomads if you really
- 31:40wanted to roaming around buffing up your
- 31:42empire. Or they might be stealing your
- 31:43resources, who knows. Okay, you're
- 31:45excited to play. You know how nomads
- 31:47work, the options you have, and you
- 31:48really want to try one of the new
- 31:50origins. So let's break it down. Void
- 31:52Ferriers is essentially the prosperous
- 31:54unification of nomads. You start with an
- 31:56additional logistic ship. This is not
- 31:58that good because it doesn't raise the
- 32:00cap. Logistic ships only cost 100
- 32:01alloys. If you don't start with this
- 32:03origin, build a logistic ship straight
- 32:05away. They're very good early on. Then
- 32:07you just get more survey speed, action
- 32:09speed, just stuff that helps nomads.
- 32:11It's not that interesting, but it helps
- 32:13nomads. The secret path, honestly quite
- 32:16fun. You're going to be going on a
- 32:17journey to find different systems
- 32:20exploring the galaxy. You get the unique
- 32:22arkship district which will convert your
- 32:23politicians into high pilgrims,
- 32:25bureaucrats into devout adepts, and
- 32:27civilians into faithful acolytes. These
- 32:29are all unique jobs, and as you go
- 32:31through the path, you can buff up
- 32:33different ones. For instance, the video
- 32:34coming soon, I really buff up the
- 32:36bureaucrats to produce pretty much every
- 32:39resource. You could probably do the same
- 32:40for civilian politicians, but I've not
- 32:42tried that yet. Heirs of the Khan, it
- 32:43does what it says on the tin. You're the
- 32:45heir of the Khan, you're going to be
- 32:46chased by marauders because you've been
- 32:48exiled. However, if you survive and
- 32:51you're strong enough, you can become the
- 32:52Khan by defeating your old clan. Start
- 32:54with the military archship, in my
- 32:56opinion, and you can also create satrapy
- 32:57subjects, which give you resources, but
- 32:59you also steal their naval capacity.
- 33:01Gives you a bit of buffs to help with
- 33:03that. Finally, you have the Forever
- 33:04Cruise. You're essentially going to have
- 33:06crew and passengers. You need to meet
- 33:08both of their demands using contracts to
- 33:11flip which one is better or not. You'll
- 33:13get unique districts that will help with
- 33:14this. It's kind of like rogue servitors,
- 33:17but with a ticking situation and
- 33:19contracts that spawn. How long can you
- 33:20survive? Let me know. And you can
- 33:22combine the custom civics with this. We
- 33:24have flight schools, which just buff up
- 33:26strike craft. It's pretty good. We have
- 33:28caravan masters. It will start you with
- 33:29a way station. We'll just buff all your
- 33:32way stations. If you want to play around
- 33:33way stations, take this civic. You also
- 33:36get improved way line logistics, which
- 33:37is pretty nice. More logistics ships at
- 33:39the start. That's very good civic. Deep
- 33:42Sleep, it will start you with more pops,
- 33:43but you can't use them until you clear
- 33:45the expensive blockers to basically wake
- 33:48them up. You can also prepare deep sleep
- 33:49if you have too many pops, and it will
- 33:51give you minus 15% upkeep from jobs for
- 33:545 years. So, once you're mega rich, you
- 33:57could just cycle between sleeping and
- 33:59waking them up to get minus 15% upkeep.
- 34:01Hired Guns will give you a trade reward
- 34:03from military contracts plus 50%, so you
- 34:06can be very aggressive. More ship fiery
- 34:08and less upkeep under these contracts,
- 34:10and ships in orbit of hostile colonies
- 34:12have less upkeep. You're basically just
- 34:14wanting to do military contracts. Star
- 34:16Seekers is pretty cool. You have to find
- 34:18unique encounters throughout the galaxy,
- 34:20and then once you've done that, you can
- 34:21do a situation approach to go absolutely
- 34:23crazy. Host a festival is going to drain
- 34:26your entire resource stockpile dry, but
- 34:28you're going to have 1,000% pop assembly
- 34:31and efficiency for specialists while
- 34:32this is going. It's um pretty good if
- 34:35you can keep recuperating your
- 34:37operational reserve, which you probably
- 34:39can later on in the game. It's pretty
- 34:40good. And you don't have to actually
- 34:42pick it at the start of the game, so
- 34:43this could be later on you pick it to
- 34:45just go crazy with your specialists. And
- 34:47finally, Void Dweller's, your ultimate
- 34:48pirate civic. It's pretty sick. You can
- 34:50plunder, you get way station modules
- 34:52that will sap resources dry from your
- 34:55empire from the planet that is above,
- 34:57and you can buff it up with the
- 34:58stronghold, and it also then buffs up
- 35:00clothing strength, lowers military ally
- 35:01cost, but increases energy upkeep.
- 35:03There's also a few traits like photo
- 35:05adaptive, which gives you different
- 35:07buffs depending on the stars you're in.
- 35:08It does work with multiple stars in a
- 35:10system. Plunderer will give you trade on
- 35:12consumer goods per naval capacity
- 35:14destroyed. Pair this with the pirate
- 35:15empire. Terraphobic is a free pick if
- 35:18you're planning to stay as nomads
- 35:20because you're never going to be on
- 35:22non-artificial worlds. Recursive learner
- 35:24is pretty sick. Depending on what the
- 35:26archship is, will give you more buffs
- 35:28per the districts you have on it. So,
- 35:30the more you go in the game, the bigger
- 35:32the buffs you'll get. Interconnected is
- 35:34a machine trait. It will lower upkeep
- 35:36for the less amount of pops you have.
- 35:38Bit weird of a trait, not a big fan. And
- 35:40combat synced will increase a pop energy
- 35:43upkeep, but give you more engineering
- 35:45output. However, during a war crisis,
- 35:47you'll get 0.1 stability per 100 pops up
- 35:50to 15%. This also applies on artificial
- 35:52worlds. There is obviously more in this
- 35:54DLC such as the champions forge life
- 35:57enclave, defender of the galaxy
- 35:58ascension perk, paragons, and the
- 36:00stellar cannon. This video was just a
- 36:02breakdown on playing as a nomad. I hope
- 36:04it was helpful. If I missed anything,
- 36:07let me know in the comments so others
- 36:08can learn more. Remember to use my code,
- 36:10I'll link in the description if you are
- 36:11buying nomads. Now go watch my first
- 36:13gameplay video with it. That's coming
- 36:15out tomorrow, but it's already up early
- 36:17access for members from just $2. Click
- 36:19it now. I'll see you there.
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