Every time I see one of these threads, I picture Philip II of Spain saying to his advisors, "These pirates are ruining my game and it's too much micromanagement to get rid of them. Can I mod them out?"
I just leave an inexpensive combat ship in most ports outside of Europe. Leaving one for each sea zone keeps it pirate free without you having to worry about enemy vessels stomping your little barque.
Some areas I know will be safe from enemy fleets (like the east coast of South America), I let 1 ship actually patrol 4-5 sea zones.
Historically pirates were a MAJOR draw on colonial powers resources and patience. Spain lost a lot of ships to pirates and essentially had to start a convoy process where they loaded all their silver and gold from America into one big shipment with 20 galleons+, which was sent to Spain once a year (or even less, like once every two years).
I prefer the HTTT system to the previous one where you had to go chase them down all the time after combat. I also really like just parking boats in ports to take care of any pirates in that sea zone.
@Ringo73: In the specific case of Mexico, on the Pacific coast, how do the PIR's get ships, if no one else can?
HT *IS* much better, I'll grant. ...
I pretty much completely agree with you here; the non-core shipbuilding restriction seems extremely arbitrary and gamey.The real issue is places like Mexico where you haven't or are unable to explore and get ships to a location because you went by spread of discovery and over land.
Simply being able to build ships in a non core port with a 100% extended time and say a 25%-50% additional cost would solve this.
There's no reason you can't build a ship anywhere, as many ships had to make repairs in the middle of nowhere just to get home. It would make sense that it would take extra time and cost due unfamiliarity with the surroundings, having to track down materials and do alot of work by hand, unless the province happened to have a ship yard in it.
You could also limit the type of ship you can build. I would prefer lights, but even a basic transport or galley just to cover the zone would suffice. I say lights because that is what usually spawns over there, at least in my games. If the Pirates can get a hold of them, so should you. Especially if you made it out that far and were able to take the land. I would say being unable to build Bigs would be a good limiter, as they should require some sort of established sea port to be built properly.
Just my 2 ducats. (1/2 ducat after war taxes.)
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I will disagree with that. PIR in HT *IS* (overall a little) worse in so much that you can't just disable that unfun all together.
I really don't see the issue. Just park a small ship in the port and it covers the seazones outside and to either side. If pirates are already there then send a fleet ahead and smash them, secure the seas before setting up the patrol. If you can't get a ship there then don't complain that you can't adequately protect your extremely unlikely colony.