Stellaris · published
by Eladrin
Hello everyone! Today the team will be going over some of the general gameplay differences you’ll see when playing a Nomadic empire. After going over the fine print of Nomad Contracts, we’ll take a luxury trip on the Forever Cruise, look over the newest model of Civilian Arkships and Logistics Ships, harvest some resources, reprocess some unnecessary planetoids, build some kilostructures, and examine our Arkship’s operation reserves and infrastructure. Let’s get moving!
I’m PDX_Ferry and I’m here to talk about Contracts and the Forever Cruise origin. Contracts let settled empires outsource work to nomads. Need hostile space fauna cleared from a system? Resources harvested? A third party to join your wars? Issue a Contract! They come in four categories: Military, Science, Resource, and Diplomacy, and cost Trade to issue.
Right-click a system to issue contracts
From the nomad side, contracts are a way to earn income. Accept a contract, send your Arkship to the location, complete the work, and collect the Trade reward.
A Waystation in this system will benefit us both.
Some contracts require that you complete one or more special projects, perform Arkship fleet orders like Harvest Resources, or bombard planets in the Raid Planet contract. Completed contracts reward you with increasing amounts of trade and also improve Opinion and Trust with the issuer, opening the door to Wayline Pacts and deeper diplomacy.
Right-click a system, pick a contract, and let a nomad handle it.
Let’s take a simple example: as an issuer, the Clear Blockers contract lets you remove all natural planetary blockers from a colony without researching the necessary technologies. As long as a nomadic empire in the galaxy has researched the new Planetary Engineering tech, the contract becomes available for you to issue.
Can you have it done by Monday?
On the nomad side, you fly an Arkship to the system, complete a special project, and collect the reward. Nomadic empires are limited to one contract per Arkship, but with the ability to build more Arkships it's possible to accept more contracts.
And we would appreciate getting paid on time.
Nomads have new Focus Tasks, some related to contracts and some to other parts of the nomadic experience, and modified Focus Progression steps. The Progression Tiers have also been adjusted for all empires to make it easier to reach the highest tiers.
Nomadic Focus Tasks
Arkship upgrade techs as guaranteed research options.
You can read more on contracts and other nomadic topics in the Databank by using the new Nomads DLC text filter.
Extra, extra, read all about it!
Welcome to the Forever Cruise! Your suite is ready, the zero-gravity sucrose fountain is operational, and the observation decks are open. Nebulae to witness, alien shores to visit, spectacles yet unimagined. Our crew exists to make it happen.
Forever is a long time, especially towards the end.
The Forever Cruise begins with two species on one Arkship. The Crew is your primary species, who fills every working role on the ship. The Passengers are your secondary species: a class of leisure-seekers that generate Unity at a steep Consumer Goods cost. The Crew part can be a regular empire, a Hive Mind, or Machine Intelligence, including a special variant of Rogue Servitor.
Error 301: Guest permanently moved to the spa.
At the heart of the Forever Cruise is a question that never goes away: who does this ship serve? The Passenger Satisfaction situation tracks this as a persistent tug-of-war. If passengers grow bored, the needle drifts toward Planetfall on the left. If the crew is overworked, it drifts toward Mutiny on the right. You start in the middle, in Cruising Steady, and your job is to keep it from reaching either extreme.
Forget the crisis. This bar is your real endgame threat.
Both sides of the ship issue their own Contracts, which are internal demands that affect the direction that the Passenger Satisfaction situation moves. Passenger Contracts are about entertainment while Crew Contracts are about maintenance and stress relief. The Forever Cruise can also complete regular contracts issued by other empires, but remember that passengers are so used to entertainment that a Harvest Resource contract will bore them.
Satisfy one side, disappoint the other.
The Forever Cruise introduces the unique Service District, which has district specializations for the Crew or Passengers. The Habitation Decks (City District) can be specialized as a Fabrication Deck for the crew, an Observation Deck for passengers, or a Utility Deck for both. The origin adds eight unique buildings, for example the Passenger Estates, which increase your First Class Passenger capacity, and the Enrichment Labs, which turn passengers into amateur researchers.
No hypothesis, no method, no rigor. Somehow, results.
For the crew side, buildings like the Holo-Production Studios churn out passenger fantasies on demand, which boosts Entertainers. The Crew Coordination Center unlocks the Activity Manager, a new Elite Stratum job that boosts Worker and Specialist output across the Arkship.
I see you're mid-repair of the hull breach, but have you logged this task in the tracking system?
But push the situation too far in either direction and it is over. With Planetfall, the passengers force you to settle, which turns you into a regular settled empire. With Mutiny, the crew revolts and demands government changes. Both outcomes strip away everything that makes the Forever Cruise unique. Can you keep the cruise running forever?
Alfray Stryke is back with another Intel Report on Arkships:
<Civilian-Class Arkship Intel has been decrypted>
Civilian Arkship Tiers
If Scientific Arkships are meant to explore the galaxy and find uncharted wonders, Civilian Arkships are industrial powerhouses meant to refine those wonders into something useful.
Selecting a Civilian Arkship in Empire creation.
Now the keen-eyed amongst our community may have noticed that the Voidfarers origin grantsArkship Action Speed: +20%. This applies to all of the special Fleet Orders we’ll be detailing today, but not the Deep Scan and Subspace Image orders from last week, since those use Survey Speed modifiers. The primary Fleet Orders these will apply to belong to the category of Harvesting Actions: These actions share some common features:
They target celestial objects that are NOT a star or habitable world.
They harvest resources depending on local resource deposits
Depending on the planet class of the targeted celestial object, they harvest additional resources.
The amount of harvested resources depends on the size of the deposits.
Although Nomadic Empires start the game with the Strategic Extraction technology, additional technologies can be researched to improve the harvesting of strategic and rare resource deposits.
Harvesting resources in owned systems will have diplomatic consequences with the system owner.
After harvesting has been completed, the celestial object has the Resource Depletion modifier applied to it for a number of years (depending on the action used).
This prevents another harvesting action while it is present.
Reduces Resources from Mining Stations in orbit of the celestial object by 75%
Can be removed by Deep Scanning the celestial object.