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Stellaris Dev Diary #101 - Marauders, Pirates and the Horde

Hello everyone and welcome to another Stellaris development diary. Today, we continue talking about the Apocalypse expansion and 2.0 'Cherryh' update, on the topic of Marauders and Pirates.

Marauders (Apocalypse Feature)
Marauders are a new type of non-playable empire that those with the Apocalypse expansion can encounter in the galaxy. They are essentially nomadic FTL societies that have eschewed planetary living in favor of living on ships and stations in and around a handful of resource-rich systems, subsisting largely on raiding each other and extorting tribute from settled empires. Being born spacefarers, they are hardy warriors and expert ship crew, able to muster impressive fleets despite their relative lack of technology compared to other older civilizations (such as Fallen Empires). Marauders are always hostile to regular empires, but will generally not attack them unless you attempt to enter their home systems, or they are in the process of raiding them.
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Marauders will occasionally set out to raid settled empires they have established contact with. Before raiding, they will offer said empire a chance to pay them off with a hefty tribute of minerals, energy or food. If you refuse, they will send a fleet to that empire's territory, pillaging stations and raiding planets for slaves, stopping only when they are either destroyed or satisfied with the amount of booty they have amassed. While in the process of raiding, they can still be bought off with tribute, but the price will be raised significantly from if you just agreed to pay them off from the start. Settled empires can pay a Marauder empire to conduct a raid on one of their rivals, both diverting their attention from yourself and potentially weakening that rival's military and economy. A Marauder empire can be wiped out by destroying all stations and ships in their home systems, but these systems are well defended and will take a powerful mid to late game navy to deal with.
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Settled empires can also enlist the aid of Marauders as mercenaries. At the start of the game, it is possible to hire them as Generals or Admirals with a high starting skill and special traits, and after a certain amount of time has passed, the option to hire their fleets will also be unlocked. Marauder fleets cost a large energy payment up-front, and consist of a fixed-size fleet that cannot be split, merged or disbanded, with a leader that cannot be reassigned. The fleet does not count towards your naval cap and will not cost any maintenance, but will only serve you for a period of 5 years, after which you will have to renew their contract by paying the full cost again.
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Horde Mid-Game Crisis (Apocalypse Feature)
Also new in the Apocalypse expansion is something we're calling the Horde Mid-Game Crisis. This is an event chain that can trigger after the first 100 years of the game, where one of the Marauder empires unifies under a Great Khan. Once this happens, the Marauder empire becomes a Horde, and will begin expanding in all directions, claiming empty systems and sending fleets to destroy the Starbases of any empire that will not submit to the Khan. At any time, it possible for a regular empire to submit to the Khan and become a Satrapy, a type of subject that has to pay part of its income and naval capacity in tribute to the Khan, but is otherwise left to its own devices. The Horde will grow stronger for every system it conquers and Satrapy it acquires, but it is a fragile construct, held together only by the personality of the Khan. If the Great Khan is killed in battle, or falls victim to disease or assassination, the Horde will collapse, at which point one of several things will happen to the Horde and its Satrapies: It may dissolve into a myriad of squabbling successor states, or a new, democratic Federation may form out of its ashes. Regardless, the appearance of the Khan and the Horde is sure to shake up the galactic scene of any game in which it makes an appearance.
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Pirate Rework (Cherryh Feature)
Finally, though not directly related to Marauders, we wanted to mention that we have made some changes to pirates in the 2.0 'Cherryh' update. Back in the dev diary about Starbases, we talked about discouraging 'snaking' and leaving empty systems inside your borders by adjusting the influence costs. This turned out not to work so well in testing for a variety of reasons, and so we decided on a different solution, by expanding on the concept of pirates. Now, once the Birth of Space Piracy event has fired, Pirates will be able to spawn in empty systems bordering your empire. These pirates will attack your systems and pillage your stations until they are destroyed, and will grow stronger and more numerous over the course of the game. They are especially likely to spawn in systems that are fully surrounded by your borders, making any empty systems in the middle of your empire into potential hotbeds of trouble that you are likely going to want to take control of sooner or later. As part of these changes, we have removed most of the static pirate spawns in the galaxy, leaving only their home system with the Pirate Galleon.
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That's all for today! Next week we'll continue talking about Cherryh and the Apocalypse expansion, on the topic of Edicts and Unity Ambitions.
 

Goosecreature

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hmmm not sure about the Pirate change, it seems counter productive to claiming space system by system.

We were never really happy about the fact that pirates would spawn once early in the game, only to never be seen again (aside from the system-specific ones you can run into). It makes sense that pirates would operate on the lawless fringes of colonized space, and this also means that they will disappear when the borders of empires start to run into one another.

Of course, we don't want them to appear too often to the point of frustration, so there are cooldowns that limit how often they can spawn.
 

Nippleworthy

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I do not know what to think of all this. 2.0 sounds a bit ... unpredictable?! There is no picture in my head. English is not my mother tongue, so maybe i did not understand that correctly: A sealed system is not open to anyone except the Khan's ships? Do they have a special drive or cloaking device?
 

Spaceman78

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I havent seen this question anyway so...

If you as a player have the civic Barbaric Despoilers,

  1. you go and capture some slaves.. what happens if you capture those slaves less than 20% habitability, due to their own traits, civics, different habitability preference.. Does it mean they are useless as slaves? It could possble result in very unhappy slaves, because except being slaves, the planet does not suit them (tropical vs artic).
  2. Where do initially captured slaves go.. are they assigned automatically or do you assign them? If automatically, they may go to planet unsuited for them.
  3. If there is no space in your planets.
  4. Using raiding bombardment stance, do I correct understand, that they disregard fortress and defensive armies on the planet?
  5. Any info on the Despoilation Casus Beli?
If 1 mean you have very very unhappy slaves, then Barbaric Despoilers, is not as great as it seems.
 
Last edited:

Rostigpepe

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FInally we'll have something other than determined exterminators and devouring swarms to deal with earlier in the game. Hopefully their hired armies, and paid raids will be useful as that'd open up a way to actually fight other empires if you're going for something like a one planet strategy.
 

NoOneBCE

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We were never really happy about the fact that pirates would spawn once early in the game, only to never be seen again (aside from the system-specific ones you can run into). It makes sense that pirates would operate on the lawless fringes of colonized space, and this also means that they will disappear when the borders of empires start to run into one another.

Of course, we don't want them to appear too often to the point of frustration, so there are cooldowns that limit how often they can spawn.

I would like to say a quick thank you for responding to my comment in a very consice and infromative way, my conserns in regards to the pirates have been aleviated.

Really looking forward to the Expansion and keep up the good work.
 

Zergor

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I really hope that the pirate spawn could be influenced.
It should be minimal (aka normal) for gesalt consciousness and empires with perfectly happy pops. And this should augment the more your pops are unhappy (slaves would count way less than free pops for both balance and logic reason : A slave has a hard time finding the way to become a pirate, but still count). That way empires that are not very united because of slavery, xenophobia, recent conquests, etc... would generate a bit more pirates. These tend to be the msot powerful empires so a bit of trouble for them can't really hurt the balance.
 

AresOfThrace

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This is great stuff. No complains there.

Well, given that you manage to implement it relatively bug-free.

By the way, will it be possible to build up enough strenght to fight marauders before they start raiding you for the first time? Or will you always have to pay them off to avoid extinction due to losses of ships and ressources?
 
Last edited:

Devanor

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We were never really happy about the fact that pirates would spawn once early in the game, only to never be seen again (aside from the system-specific ones you can run into). It makes sense that pirates would operate on the lawless fringes of colonized space, and this also means that they will disappear when the borders of empires start to run into one another.

Of course, we don't want them to appear too often to the point of frustration, so there are cooldowns that limit how often they can spawn.

What about the "young blood" that suicides against your capital's space station? What triggers them?
 

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Will there be any events relating to She of the Void in the future, or will this character simply be left as an obscure reference? I'd love to see things like this get more fleshed out in the lore and writing of the game over time, to give you a stronger sense of a world that everything takes place in. Not too much though, it's nice when you leave things to the imagination so people can decide what they see in something.
 

Goosecreature

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By the way, will it be possible to build up enough strenght to fight marauders before they start raiding you for the first time? Or will you always have to pay them off to avoid extinction due to losses of ships and ressources?

Yes, this is possible - especially if you have an upgraded defensive starbase that their raiding forces have to get past.
 

Goosecreature

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Will there be any events relating to She of the Void in the future, or will this character simply be left as an obscure reference? I'd love to see things like this get more fleshed out in the lore and writing of the game over time, to give you a stronger sense of a world that everything takes place in. Not too much though, it's nice when you leave things to the imagination so people can decide what they see in something.

Nothing is planned at the moment, but you never know. As you said, providing more detailed lore elements that add immersion without interfering with the player's imagination is always something of a balancing act.
 
Jan 18, 2018
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I do not know what to think of all this. 2.0 sounds a bit ... unpredictable?! There is no picture in my head. English is not my mother tongue, so maybe i did not understand that correctly: A sealed system is not open to anyone except the Khan's ships? Do they have a special drive or cloaking device?
Pirates are NOT marauders.