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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.
 

ShiroSWR

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Really liking the idea of Space Mongols, and they would be the perfect Warhammer 40,000 Ork analogue if their species uses the Orc portrait.

Also, the option "You misunderstand. We meant your surrender." has got to be the most Badass Boast in the game now.

But that has me wondering now: can you start as Marauders? Or maybe have your own ruler become their Khan?
 

Ashen Rain

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@Wiz When you say the Marauders are "nomadic" do you mean that purely in an aesthetic sense i.e. they live in space stations and have no planets? Or will they actually travel across the galaxy? I imagine something like they abandon a system and claim a different adjacent one, crawling their way through space in amoeba-like fashion.

Regardless, 2.0 and apocalypse look incredible and will make stellaris the game I've always wanted! Can we expect new savage music to accompany this? The composer always does a phenomenal job (side question if one was to attend PDXCon, would one have the chance to meet said composer?)
 

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@Wiz Apocalypse is looking amazing, can't wait to play it.

I have a question about the crises in 2.0, especially with the addition of the Horde Mid-Game one. Will we be getting an option to allow all crisis events to trigger in a single game?

Nothing quite says Apocalypse like having the Horde, Robot Uprisings, as well as extra-galactic & extra-dimensional invaders all showing up on your empire's boarders over the course of a single play through. :cool:
 

mysticdueler

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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 am assuming that pirate spawn rate/chance is unaffected by the presence of any ships in a system, only on whether or not said system has a starbase in it? Otherwise, players could fall back on an old Civilization strategy - fog busting (barbarians in Civ won’t spawn in revealed territory, only in Fog of War. Therefore players would send out single units to extend the range of sight, leaving little to no space for the barbarians to spawn in from)
 

Stormcow

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This is really odd. the last bunch of DDs about the v2 patch have made me really excited, to the point of not wanting to play again until they come out.....

but then the announcement of apocalypse features, world killers, marauders, mid game horde crisis... have left me feeling really meh about it.

maybe i have reached my fill of new goodness and everything since DD99 has not sunk in properly? i dont understand my own feelings
 

Hyomoto

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Are you saying that hard difficulty needs to be harder?
Not really, because hard is mostly just "the AI cheats more". Does it even affect anything else? What I would like is for the game to be less about any decision being fine and more about few decisions being wholly good.

That is why I assume these threats won't be particularly menacing. The game lacks a grey middle ground inside your own borders, you can pretty much make any decision and easily cancel out any negatives. The outside world is only mildly more aggressive and outside of head canon, empires don't really end up being particularly distinct.

So no.
 
Last edited:

Shachza

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Gah! That's utterly revolting! You're hugging Blorgs! BLORGS! They're the most disgusting race in existence and you want to hug one!

Look, it's not like anyone wants to hug a Blorg, but when they strike up the Jolly Blorger and go on a rampage demanding your hugs or your life, well...


I'll admit it's a tough decision. They are Blorgs, even if their appendage is waving a raygun at you. :confused:
 

Razzlie

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This is really odd. the last bunch of DDs about the v2 patch have made me really excited, to the point of not wanting to play again until they come out.....

but then the announcement of apocalypse features, world killers, marauders, mid game horde crisis... have left me feeling really meh about it.

maybe i have reached my fill of new goodness and everything since DD99 has not sunk in properly? i dont understand my own feelings

Clearly, the flood of emotions has caused a shock and shut down your ability to feel anything. It's just that good.
 

EU3NOOB

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Look, it's not like anyone wants to hug a Blorg, but when they strike up the Jolly Blorger and go on a rampage demanding your hugs or your life, well...


I'll admit it's a tough decision. They are Blorgs, even if their appendage is waving a raygun at you. :confused:

Well, if it were me, I'd fight and glass their disgusting homeworld and declare "Mission Accomplished"!
 

methegrate

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Does this mean you like this or dislike this?

I would dislike have an optimal way or the one way to play the game to win.

However I do like the inclusion of critical resources. For example Civ5 has some critical resources like horses and iron. If you want to build horsemen or spear man, you do need those resources, either by discovering, trading or conquering. This makes interesting game play as such resources creates conflict.

What I would like to see is that due to circumstances or resources you emphasize your society or research:
Perhaps you like resources for armor or shields, you may emphasize in lets say cloak technology. While your neighbor has lots of that and has heavy armored ships, but less cloak because he doesn't have those resources.

Due to everyone starting with basically the same kind of technologies: armor shields missiles etc, you may emphasize on a certain branch of laser tech, while your neighbor has empathize on another category of laser tech. Kind of like Star Trek the Breen technologies vs Klingon cloak vs "standard" Federation. Or you emphasize on fighters and carriers while other focuses on corvette or destroyers (bigger ships require certain resources) etc, while another has to focus on the bigger ships.

I think it's something Stellaris needs to either fix or address somehow. Strategy is about accepting tradeoffs and making zero-sum decisions based on limited resources. It's why chess only lets you move one piece at a time. Piece movement becomes a very scarce resource that you have to maximize. It's a balancing act that I think Stellaris hasn't quite hit yet (but, of course, all comments are pre-2.0, into which the developers are clearly pouring a lot of thought).

Personally, I love the idea of critical resources in Stellaris. I've always thought it would be a good idea. Your description is exactly how I'd see it play out. If you have shield resources you go down the road of the Federation, building amazing defensive technology. Without them, maybe armor, etc. I like the idea of having your strategy in part defined by what's available on the game board, with different empires evolving based on what resources they have available.

This also does a great job in other games of driving midgame conflict. If your neighbor suddenly unlocks a powerful resource that you don't have, peace may just no longer be an option. Or that backwater empire might suddenly become a powerhouse.
 
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Person012345

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Not really, because hard is mostly just "the AI cheats more". Does it even affect anything else? What I would like is for the game to be less about any decision being fine and more about few decisions being wholly good.

That is why I assume these threats won't be particularly menacing. The game lacks a grey middle ground inside your own borders, you can pretty much make any decision and easily cancel out any negatives. The outside world is only mildly more aggressive and outside of head canon, empires don't really end up being particularly distinct.

So no.
Well if you only play on medium difficulty and minmax, then I wouldn't expect an especially hard challenge. Medium will be based around the majority of players playing as the devs intend. If you want more a more threatening environment then you should play on harder difficulties (although there's plenty of room to discuss how harder difficultes should work and be balanced).
 

ShiroSWR

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  • Stellaris: Apocalypse
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I play on medium and without advanced player starts, because the AI already cheats enough as it is. In my first campaign, a Fanatical Purifier empire happened to be one of the Advanced Start AIs and destroyed me less than 40 years in - not fun.
 

Dan_Daniel2000

Omni Central Extermination Core
13 Badges
Oct 15, 2016
918
75
  • Stellaris: Synthetic Dawn
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Stellaris
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Federations
I play on medium and without advanced player starts, because the AI already cheats enough as it is. In my first campaign, a Fanatical Purifier empire happened to be one of the Advanced Start AIs and destroyed me less than 40 years in - not fun.
The AI doesnt cheat on normal, what are you talking about?