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Maurading Pirates

Maurading Pirates

That do, you know, pirate stuff.

Here is another thing I'd like to see: Maurading Pirates. That do...pirate stuff.

How about a 'minor race' of sorts that was pirates. They could run a protection racket against you (or other civs), for them to 'protect' your trade routes. ("Gosh, wouldn't it be a shame if your trade routes were set on by pirates? I hear they're pretty bad in this sector...let me do you a favor. For three easy payments of 250BC, I'll see to it that those nasty pirates don't bother you.")

They could have a planet to base thier operations out of, but with the ability to evacuate the planet if a civ comes after them in force. Or maybe just have them spring up again, like the cat that wouldn't go away.

How about pirates that spring up from the criminal element of an unhappy planet? A sort of insurgency...maybe a terribly unhappy planet would just become a pirate planet, a splinter off your own empire. Of course, this would require the uber-leader to send in 'pacification' troops to re-take the planet by force.

Woohoo! Pacification troops!

Anyway, I'd like to see pirates be more than what they are now. Maybe it would help if they didn't have a galactic range requirement so they could maurade and pillage anywhere they please rather than just sitting in some corner of the galaxy just waiting to be shot up by someone.
75,609 views 39 replies
Reply #26 Top
Arr matey that I be.

Seriously though. I like the pirate ideas. One of my fav games was/is 1602 and 1503. Great pirate stuff in those games. But alas, this is GC II. A great game in its own right. But here is hoping that Pirates and Minors can one day rise up against the masses. Heck I might even play a campaign like that.
Reply #27 Top
The multicore stuff Brad just raved about in Dev Journals makes me think we have real hope here for both the pirates & uppity minors. If a thread can sit cooking stats full time, can't another thread cook up some of this "dark corners" stuff that Wheeloffire seems so passionate about?
Reply #28 Top
How do you figure that one?


What gave me this idea is the concept of 'range'. Your ships cannot fly too far from your nearest planet or starbase. That is an in game rule, so naturally it is logical to apply it to everything else in the game. It makes no sense that you can have pirates flying around in space that have nowhare to ever dock and sell their goods or whatever pirates do. That dousn't mean they are not fun to have anyway!
Reply #29 Top
It makes no sense that you can have pirates flying around in space that have nowhare to ever dock and sell their goods or whatever pirates do.


Pirates go where they want, and deal with everyone that has a black market.
So their range would be the entire galaxy.
Reply #30 Top
Pirates go where they want, and deal with everyone that has a black market.
So their range would be the entire galaxy.



A very good point. except that as far as i know, all races are hostile towards pirates.
Have you ever tried trading with a race that you are at war with? your freighter cannot enter orbit! So even if their was a black market on that planet, how can it be accessed?
Reply #31 Top
It is not the governments that trade with them, but underground elements.

And since pirates do not have planets for a base, they probably have starbases or other structures that serve the purpose.

Pirates generally came in from off the galactic map, and would hi-tail it off the map when things got rough. When they came back, they were twice as powerfull.

But, those were the 'pirates of old'; now there are only 'weak old men' pirates.
Reply #32 Top
It is not the governments that trade with them, but underground elements.

And since pirates do not have planets for a base, they probably have starbases or other structures that serve the purpose.

Pirates generally came in from off the galactic map, and would hi-tail it off the map when things got rough. When they came back, they were twice as powerfull.


Nicely put Moosetek13. You and I are obviously on the same page when it comes to pirates.  

The multicore stuff Brad just raved about in Dev Journals makes me think we have real hope here for both the pirates & uppity minors. If a thread can sit cooking stats full time


Trying to at least keep this one simmering a little while longer.  
Reply #33 Top
Pirates should have fast, but weak ships. They should raid traders and for every trader they raid, they get more money. They can also get money from destroying other ships, but they get the most from traders.

With that money, they can upgrade their ships. Pirates actually have access to all technologies that at least 2 civs have (like the barbarians in Civ).

Pirates can upgrade and buy ships, with the money they get from raiding.

Eventually pirates could get so powerful or wealthy, that civs would find themselves incapable of playing the game, without making peace with the pirates, which requires a monthly tribute.

So pirates are initially a small problem, but gradually grow bigger and bigger if left alone.
Reply #34 Top
Pirates should have fast, but weak ships. They should raid traders and for every trader they raid, they get more money. They can also get money from destroying other ships, but they get the most from traders.

With that money, they can upgrade their ships. Pirates actually have access to all technologies that at least 2 civs have (like the barbarians in Civ).

Pirates can upgrade and buy ships, with the money they get from raiding.

Eventually pirates could get so powerful or wealthy, that civs would find themselves incapable of playing the game, without making peace with the pirates, which requires a monthly tribute.

So pirates are initially a small problem, but gradually grow bigger and bigger if left alone.


I like those idea.However in the latest beta, they instantly had blackhole generators on every hard point  .

Reply #35 Top
I just got hit with pirates in my lats game (1.4). It blew. I had the game more or less won...I had my borders pushed way forward, and my borders were well defended. But the pirates spawned in well behind my lines, and they were way tougher than I think pirates should be, and they proceeded to wipe the floor with all my starbases


Pirates/Barbarians should be just tough enough to test your defenses, forcing you not to leave things unfortified (*which admittedly I did, I suppose), but not to tear through starbases with 2 or 3 defensive upgrades.
Reply #36 Top
I just got hit with pirates in my lats game (1.4). It blew. I had the game more or less won...I had my borders pushed way forward, and my borders were well defended. But the pirates spawned in well behind my lines, and they were way tougher than I think pirates should be, and they proceeded to wipe the floor with all my starbases


Pirates/Barbarians should be just tough enough to test your defenses, forcing you not to leave things unfortified (*which admittedly I did, I suppose), but not to tear through starbases with 2 or 3 defensive upgrades.


In general pirates should not be front line ships, but fast ships that raid and then flee weak points, particularly freighters.

The more freighters and other ships they destroy, the richer they get, and the more pirates there are.
Reply #37 Top
Like minors, pirates could just periodically occupy some Quality 0 planet, albeit in secret, and launch raids from there.
Reply #38 Top

I want Pirates!

There should be a neutral threat like in GalCiv 1 do you remember this in-space-living-Alien-animal ?

 

Reply #39 Top

Quoting GoblinCookie, reply 8
Pirates should have fast, but weak ships. They should raid traders and for every trader they raid, they get more money. They can also get money from destroying other ships, but they get the most from traders.

With that money, they can upgrade their ships. Pirates actually have access to all technologies that at least 2 civs have (like the barbarians in Civ).

Pirates can upgrade and buy ships, with the money they get from raiding.

Eventually pirates could get so powerful or wealthy, that civs would find themselves incapable of playing the game, without making peace with the pirates, which requires a monthly tribute.

So pirates are initially a small problem, but gradually grow bigger and bigger if left alone.


This sounds like a good idea. Pirates fighting all-out with big, interstellar fleets don't make sense to me. They should just raid freighters in certain routes and run away with their fast ships. Your defense fleets arrive ten weeks later, with no pirates in sight.

And as for who would support the Space Pirates... think, who supported the Pirates in the Age of Discovery? Governaments. The English, the French and the Dutch were pretty pissed off that they didn't take part on the division of South America between Spain and Portugal, so they started raiding ships, mainly those ships full of silver coming from Spanish America.

Pirates should't be just a neutral force who attack everyone (Although some real pirates were like that, most were actually privateers), they should be small bands who can be hired by governaments with influence and shady contacts in outer, poorer colonies. Bringing economic ruin to your enemies by paying a group of Space Privateers to raid their trade routes seems to be a interesting option for me.

I wish there were food freights like in MOO2. That would certainly make Privateers even more frightening, capable of starving whole planets.