The Empty Vagrant-Lightweight Version FOR 2.5.1

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Authors: EDDY, shv2013

Last revision: 3 Jan at 13:43 UTC

File size: 113.07 MB

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Description:
The Empty Vagrant-Lightweight Version FOR 2.5.1

"S M L "SLOTS PRODUCT COMMON RESOURCE,"P" SLOTS PROVIDE MODIFIER,"H" PRODUCT MANPOWER

WARNING: OUR MOD CAN NOT RUN WITH MOD “Modifiers fix" .Our mod is base of "Modifier fix",we have including its.IF YOU RUN TOGETHER,MAYBE WILL HAVE ERUPTION FOR STELLARIS.

This mod set up a nomadic country. When you use this country, you will not need population to get resource. You only need adjust your homeship production.The "homeship" can be seen as a planet. Our resources are producted by homeship. We will not need planet and population.

Our fleet has one sole purpose, and our ancestors have to leave our home planet and start their journey to the space. They hope we can find the meaning of our existence, so we lived with this faith for thousands of years after we left our home.

1. civics:
This mod starts from the national policy of “Void nomad”. Almost everything needs to start to choose this citizenship. Since it takes up 1 points of citizenship, it will be corrected according to the selected trend or polity.Moreover, this mod does not need to rely on the planet and pops to survive, even if it loses all the colonies, it can still make a comeback. In contrast, the fleet, especially the home fleet, needs to be protected.Any country with a fanatic ethics or a Gestalt Consciousness can choose the civic, and each ethics will result in a unique government type.

Fanatic Spiritualist — Void Order
Fanatic Materialist — Void Consensus
Fanatic Militarist — Void Hunter
Fanatic Pacifist — Void Voyager
Fanatic Authoritarian — Void Court
Fanatic Egalitarian — Void Committee
Fanatic Xenophile — Void League
Fanatic Xenophobe — Void Junta
Machine Intelligence
Hive Mind

Each government will receive a corresponded modifier.After unlocking more national policy points, you can choose new ones: speculative atmosphere, exploration instinct, radical confrontation, production formation, orbital industry, efficient liaison, trade freedom, trade freedom, criminal fleet, private fleet, free fleet, the mother of Void 27 national policies, such as warrior culture, production joint system, slave trade fleet, orbit industry.

2.Technology:
In order to adapt to the economic system of the home ship, this mod deliberately shields many buildings or technologies that can only be effective for the planet, and incorporates the correction and production component technology unique to the home ship economic system. Every government type has its unique tech tree, and the final reward will be appealing.

3.Traditions:
Since the lack of population, we replace some tradition for the void nomad empire.

Some common questions

1. Isn’t Void frugal Vagrant without a planet, why is there a population and a planet at the beginning?
This is because of STELLARIS hardcode limitations. Special projects require at least one place as the origin of the project. This can be a ship or planet, but for special projects that do not seem to have a "scope" (such as diplomatic deciphering projects for you and neighboring countries), they are carried out in the capital by default. This means that you should keep at least one ball in the early stage. Of course, you can blow up the ball at any time in the Star Order.

2. Why can’t my homeship see the total ship output?
This is because of STELLARIS hardcode limitations. At least within my ability, I can’t do it in the ship design interface like the planet interface, which can display the production number in real time (I didn’t find that statistical interface at all)

3. Why is it not optional to limit the traits?
Because there is no such statement. Traits only support statements of mutually exclusive traits and cannot accept other judgments.

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太虚游民

SML槽常规生产部件,P槽加成,H槽人力部件

我们的舰队有着一个使命, 我们的先祖不得不离开母星并启程驶向太虚。他们希望我们能找到我们一族存在的意义,所以我们以这个目标为信仰才活到今天,直到我们离开家乡沙丘之后的千年。

1.政体

本mod从“太虚流浪”这个国策开始,几乎一切的内容都需要开局选择这个公民性,由于其占用了1点公民性点数,故之后会根据所选的思潮或政体,分别可以获得修正。并且,此mod完全不需要依靠星球和人口(pops)便可以生存,就算失去了全部的殖民地,也依旧可以东山再起,与之相对的,舰队特别是家园舰舰队则需要重点保护。任何一种极端思潮或格式塔政体都可以加载这个国策,并且每一种思潮都可以作为一种特殊的政府分支

极端唯心——太虚教团
极端唯物——太虚学府
极端军国——太虚猎手
极端和平——太虚行者
极端权威——太虚王庭
极端平等——太虚议会
极端亲外——太虚商贾
极端排外——太虚舰国
智械——太虚机械
蜂群——太虚虫群

在解锁了更多国策点数之后可以选择新增加的:思辨氛围、探索本能、激进对抗、生产编队、轨道工业、高效联络、贸易自由、贸易自由、犯罪舰队、私营舰队、自由舰队、虚空之母、战士文化、生产联统、贩奴舰队、轨道工业等27个国策。

2.科技Technology:
为了适应家园舰的经济系统,本mod刻意屏蔽了很多建筑或者只能对星球生效的科技,并加入了家园舰经济系统所特有的修正和生产部件科技。思潮专属科技,每一种游民分支(思潮),都可以获得一条科技线,并且最终的科技奖励非常诱人。

3.传统
为了适应没有人口的情况,对游民的传统进行了替换,在使用游民政体时,新的传统与需求相适应。

一些常见问题

1.太虚流浪不是不需要星球吗,为什么开局还有人口和星球?
这是因为蠢驴的硬代码限制。特殊项目需要至少一个地方为项目的发起地,这个可以是舰船或者星球,但是对于那些看上去没有“范围”的特殊项目(例如你和周边国家的外交破译项目),是默认在首都展开的,这就代表你的前期应该至少保留一个球。当然,你随时可以在星球法令里面炸掉该球。

2.为什么我的家园舰不能看到合计的舰船产出?
这是因为蠢驴的硬代码限制。至少在我的能力范围内,我还做不到在舰船设计界面做到像星球界面那样,可以即时地显示生产数目(我根本没找到那个统计的接口)

3.为什么没有对特质做限定太虚流浪国策才可选?
因为没有这个语句。特质仅仅支持互斥特质的语句而无法接受其他的判断。

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