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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.
 

Niora

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Really looking forward to the Apocalypse update, looks really good so far. Dealing with space-Mongols will be a fun interaction that can really make things interesting for later on.

My only question though, will there be any rare techs that can be salvaged from destroying their ships?
 

Ixal

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I hope food is less worthless in Cherry than it is now as otherwise raiding becomes a non-issue as you can always throw food at them. After all you do not need it for anything else.
 

-Marauder-

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He's an admiral. He can't die of old age, and there is some special handling for him in battle, but there are other ways he can be knocked off.
Good to hear but "He"? We're dealing with aliens, what about a female Khan or a Mushroom one?
 

Devanor

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Good to hear but "He"? We're dealing with aliens, what about a female Khan or a Mushroom one?

I'd assume he's saying "he" just like some countries refer to a clock as "she" (despite being an object). The Khan may or may not be female or non-gendered alien.
 

Zergor

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I iam wondering : If you buy mercs to marauders and destroy the marauder faction before the 5 years terms of your mercs... Do you keep them ? Or do they still dissapear ? If so is there a way to pay them for them to stay before they do so ?
 

TheArchduke

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Nice addition of more to deal with in the mid game.

I would love to see some not military, large scale threats as well though. Things such as galactic economic crashes (would require a major economy overhaul obviously), space plagues, gammer ray burst events to mitigate etc.

One underutilized idea in Master of Orion was the Hyperspace block which prevented ship movement. Temporary gamma ray bursts preventing passage on some lanes or what not might be a nice little shaking up of things.
 

Radene

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I'd assume he's saying "he" just like some countries refer to a clock as "she" (despite being an object). The Khan may or may not be female or non-gendered alien.

Yup, a clock is definitely a "she" over here. A house, too.
 

Arizal

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Will it be possible for pirates spawned for an empire to attack another empire systems?
 

Wizzington

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Good to hear but "He"? We're dealing with aliens, what about a female Khan or a Mushroom one?

The Khan is not always male, of course. Just as likely to be female (or non-gendered if a mushroom/plant).
 

Devanor

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The Khan is not always male, of course. Just as likely to be female (or non-gendered if a mushroom/plant).

CALLED IT!
 

miggoycor

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Do pirates respawn? I liked how the First League suffered from overextension and thus were harassed by pirates. Can wanton expansionism or internal economy problems respawn pirates?

Edit: I always found it weird crime was never ever a problem again after the first event fires.
 

Azedeco

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Few questions: The marauders stations look very similar to the enclave stations, are they the same or will they have unique stations?
Do the marauder's have an opinion on you (just like enclaves)
Is the nomad room a placeholder or is it definitive?
Will the marauders have (just like the encleve) unique flag symbols?
What is the great khan flag representing?
 

Caligula Caesar

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The Khan is not always male, of course. Just as likely to be female (or non-gendered if a mushroom/plant).

Would the localisations refer to it as "it" if they are a mushroom/plant? :p
 

Devanor

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Do pirates respawn? I liked how the First League suffered from overextension and thus were harassed by pirates. Can wanton expansionism or internal economy problems respawn pirates?

From what I understand, pirates will keep spawning. Rapid expansion without a proper navy might ruin you.
 

Ezumiyr

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Hm. Not really convinced overall, but I guess I'll see in game. Those features (especially the pirate rework) seem to be more annoying than fun. I don't know if you realize everyone, but pirates are just military units that keep trying to destroy your space stations, and it appears that there's almost no way to permanently get rid of them in 2.0.

But well, that's the kind of thing that relies on balance and tweaking, so let's wait and see.
 

goblin gamer

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I iam wondering : If you buy mercs to marauders and destroy the marauder faction before the 5 years terms of your mercs... Do you keep them ? Or do they still dissapear ? If so is there a way to pay them for them to stay before they do so ?
Or maybe a special event where you can resettle/ vassalise the surviving fleet?