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Old May 24th, 2002, 09:10 PM
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Default P&N v3.0 Nomads

I hadn't played P&N for quite some time, so I was a little surprised when I found resource ships had been removed from nomads. I'm not exactly sure how a nomadic race is supposed to be planet-free and still maintain their ships. I took 20% maintenance reduction and the merchants culture (+5% maint. red.), and for a base with miniaturized/automated bridge/LS/CQ and an Ultra-Recycler Node (total cost 2500/1550/1100), I still pay 5/3/2 in maintenance. With a Crystalline Restructuring Facility III (30% maint reduc.), it comes down to 3/2/1, as long as I'm in that system. With the default 1000/1000/1000 income, I sure can't build even a few high-tech dreadnoughts or battle cruisers.

With the old system, nomads could become too powerful (at least for their intended role). However, I don't see how they're supposed to cope without a planet now. Help???
[edit--typos]

[ May 24, 2002, 20:25: Message edited by: Krsqk ]
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Old May 25th, 2002, 01:42 AM
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Default Re: P&N v3.0 Nomads

With the basic $1000, you can maintain upto 200 of your 5/3/2 maintenance ships. Thats pretty good!
Even with 100 ships, you're still building at half the rate you started at.

The main sticking point for nomads is now building those ships. Making trade alliances is great for a constant supply of income, and will keep you out of military trouble at the same time.
If you are trading with 5 races, you are getting half as many resources as the average normal player! That is amazing for a nomadic race that pays peanuts for maintenance

In order to quickly boost your fleet size, you can indulge in a little piracy.
Capture a few ships, or a resource producing colony, and you will suddenly have vast new wealth.
Also, try fighters. You do get two extra sizes of fighter, and can mount sensors and solar panels.

For sure, you will need to micromanage and play tactical combats. For the most part, you should avoid combat.

I think the key is to focus your attention. Don't try to be a general commanding a huge army; instead play as a captain, leading your ragtag band of explorers.
You won't make much of a mark on the relative power graphs, but that is not what is important to a nomad.
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Old May 25th, 2002, 06:07 AM
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Default Re: P&N v3.0 Nomads

I thought you couldn't establish trade with races if you didn't have a planet, though. And I thought the whole point of nomads (and pirates, to some extent) was to be independent of planets. I realize that a decent fleet of ships capable of defending itself could still be fielded, given the time free from attack. My concern is that, without the planet to establish friendly trade relations with neighbors, any ships entering the system will attack the nomad fleet, which builds up at a much slower rate. Does this just depend on luck, or is at least one planet necessary, or am I missing something?
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Old May 25th, 2002, 07:10 AM
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Default Re: P&N v3.0 Nomads

The planet is very helpful, but not nessesary.

Once you have a spaceyard ship, and a nice nebula to hide in or a few black holes to hide behind, you can build at leisure.

The planet may also become a liability later on, because it does leave you vulnerable to intel attacks.
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