Faction
Vanguard Nomads
A fleet-based nomadic civilisation of traders and diplomats who call no single world home.
Lore
The Nomads abandoned planetary life generations ago, choosing the freedom of the void. Their vast caravan fleets drift between the stars, trading goods, brokering treaties, and slipping through nebulae that would strand lesser navigators.
Starting loadout
Starting fleet
- scout_corvette
- scout_corvette
Starting tech
- warp_theory
- xenolinguistics
Bonus resources
- influence
Bonuses
| Type | Target | Value | Description |
|---|---|---|---|
| movementModifier | nebula | -15% | -15% nebula movement cost. |
| diplomacyRelationModifier | — | +15% | +15% diplomacy passive relation drift. |
| resourceProductionModifier | influence | +10% | +10% influence production. |
| startingStockpile | influence | +2% | Start with 200 extra influence. |
Playstyle
Opener. Two scouts at start, xenolinguistics already researched, and -15% nebula movement. Use nebulae as highways — opponents pay full cost to chase you, you don’t. Establish trade contact with rival factions early; your +15% diplomacy drift compounds.
Mid-game. Influence-based playstyle. Use diplomatic relations to fragment opposing alliances; your +10% influence production funds treaty-making. Stay mobile — the Nomads do not contest territory in the traditional sense.
Late game. Influence- and trade-based victory paths suit you. When the Diplomatic Victory condition is implemented, the Nomads will have the strongest natural lane to it. In the interim, leverage trade routes for resource arbitrage and force enemies into wars they cannot afford.
Hard against: Terran Directorate, who can absorb your skirmishing pressure and out-produce you. Easy against: Orion Hegemony, who cannot pin you down for a decisive battle.


Updated 2026-06-17