Stellaris' Nomads lets you run an Arkship, but its Wayline system needs work
Stellaris' Nomads expansion lets players try a faction without territory by putting a colony, shipyard and battle fleet all on one Arkship. The expansion adds several fun origins—The Sacred Path and the Forever Cruise among them—so you can play pilgrims hunting sacred sites or a mobile society moving between worlds.
Nomadic play relies on Waystations to harvest and stockpile resources, but those outposts must be picked up by logistics ships and carried back to your Arkship. You can instead harvest directly from planets, but that cuts planetary mining output by 75% for a time and angers the system’s owner, which makes roaming increasingly difficult as the galaxy fills in.
The expansion encourages diplomacy: befriending a faction and signing a Wayline treaty lets you build inside their borders, while contracts such as remote research, transporting sightseers or scanning systems are an easy way to gain influence for more Waylines or treaties.
stellaris, nomads, arkship, waystations, wayline, expansion, logistics ships, planetary mining, wayline treaty, diplomacy