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Malecord

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I'm doing a purple phoenix in 1.31 and I'm having issues with Tunis. I have four galleys hunting pirates on Ragusa TN but that doesn't stop them raiding Greece.

I'm missing something here? Maybe there is some minimum number of cannons required to prevent them raiding? When I was playing colonizers it was just enough to have 3 heavies on the job. Does anyone know if there is a magic number and what that magic number is?
 

bokorthedust

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I have found the magic number to be 5 gallies, but it really depends on their privateering efficiency. Because it's an additive modifier, if they have bonuses you won't reach -99% which is required to stop the AI raiding. Also, it is possible that they have range to reach into the Aegean, in which case you hunting in Ragusa won't stop them, if they are raiding those Greek provinces which are part of the Constantinople node.
 
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Malecord

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Only surefire way to deal with pirates is seizing their coastline.

Yes ofc. And conquering the whole world is the only sure way to prevent coalitions or being declared alltogether.

Back to being serious, the only annoying thing of raiders is that the counter mechanic is incompatible with fighting wars. And in this game you're 80% of the time in war. And ofc that the counter requirements are absolutely non transparent from the game interface.
 
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Malecord

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I have found the magic number to be 5 gallies, but it really depends on their privateering efficiency. Because it's an additive modifier, if they have bonuses you won't reach -99% which is required to stop the AI raiding. Also, it is possible that they have range to reach into the Aegean, in which case you hunting in Ragusa won't stop them, if they are raiding those Greek provinces which are part of the Constantinople node.
5 galleys doesn't work. I'll try with 6...

If I knew this would have caused me all this trouble I would have avoid to vassalize so many slavs and I would have allied them immediately and rape the mamelucks first.
 
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fleetothemoon

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There's no real magical number. The key point is that if others send privateers to that trade node, you will need to be able to counter their privateers with more cannons, otherwise, raids can happen.

Having played a pirate nation, mid-late game raids can only really work if I also have a privateer fleet on the side to counter victim patrol fleets.
 

Fusilliban

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Yeah, raiding is really annoying, and is generally the worst part of growing up in the Med. Everything else is great, though - the AI is so bad at naval stuff that it's really easy to punch way above your weight class in the Med, it's probably the best part of the map to "grow up" in.

The good news is, as soon as you have some manpower + diplo points to spare, there's usually very little stopping you from running over and stomping Fezzan and Tripoli. They're minor powers with low dev, and the AE you generate is very unlikely to change anything. Tunis is the worst, they can put up an actual fight, and sometimes they're allied to the Ottomans.

Best way to handle the TUN/TUR alliance as BYZ: White Peace out Tunis in one of your early break-the-Ottos wars, since handling them is expensive anyway. Their truce timer will run out before the Ottos. When it does, preposition your armies to crush the Ottoman capital ASAP, then declare on TUN. Peace out the Ottomans for gold - a 35% warscore truce with them now will expire around the same time as your older 100% WS timer did. Then take your time and go crush Tunis. It's up to you whether you conquer or vassalize, the main difference is mostly how much you want them to raid in the Genoa node and prevent prosperity from cropping up there.