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Freebot

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What are the rules for pirate spawns in this game so you can cut down on the wack-a-mole? Keep a ship in each sea zone? Do fleets suppress pirates within a certain range like in HTTT?
 

Emperor Leo

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I honestly don't know what triggers pirates to spawn, but there is a law which can be passed by some governments which cuts the spawn rate. I would be interested to know more about pirate spawn rates, though.
 

Cheexsta

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Indeed, it's a lot harder to keep pirates down in VV2.2 than in EU3. I found the most effective way once I've gained control of a reasonable shoreline is to keep 1-ship fleets in each sea province neighbouring my ports. The only real hassle is beinging them back to port when war breaks out so I don't lose whole swathes of ships to some sneaky enemy navy taking advantage of me :D

But yes, the 2.31 patch changes pirates quite a lot. It drastically reduces the number of pirate spawns, but increases the number of ships in each fleet. You still have to stay on your toes, but it's much better IMHO.
 

UniversalWolf

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The naval aspects are the most grossly oversimplified parts of the whole game, pirates included. Too bad too, since Pompey's campaign against the Cilician pirates was one of the major events of the time period. In fact, Mediterranean pirates played a significant role in events throughout the game's time frame. Pirates stabbed Spartacus in the back and left him in stranded in Italy. Pirates kidnapped Caesar. Pompey's son, Sextus Pompeius, became a successful pirate leader in and around Sicily after his father's defeat and during the wars of the Triumvirate.
 

BurningEGO

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Poor Spartacus. :p

Never heard of Pirates kidnapping Caesar though. :eek:
 

DarthJF

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Poor Spartacus. :p

Never heard of Pirates kidnapping Caesar though. :eek:
What? Caesar getting kidnapped by pirates is the stuff of legends!

First of all he told the pirates that the 20 talents of silver they were asking as his ransom was too small, and that they should ask 50 talents. Then he told them that he's going to crucify them once he gets free after the ransoms are paid, to which the pirates simply laughed. So Caesar gets bought free by his associates, and the first thing he does is to go for nearest Roman garrison and raise a small army that he leads to the pirate stronghold. Then he cruficied the lot as he had promised. :D
 

Teurlinx

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I think it's something like: There'll always be x pirates in game. If you kill one and you control the whole med there's a big chance the next will spawn in your waters. If only you could herd them into some backwater or at enemy coasts, but they rather die than flee :/
 

Emperor Leo

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I think that barbarian provinces which are adjecent to the sea should have pirate fortresses attached where pirate strength is built up in a similar way to barbarian strength. Then, when they spawn, they should be commanded by a random admiral. You should also be able to assault the pirate fortress (as you would assault an enemy province) and if you're successful, you should get a cash reward and a drop in pirate strength. Also, when you battle a pirate stack, there should be a doubled chance that your ships or admiral could be captured.
 

Cheexsta

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I think that barbarian provinces which are adjecent to the sea should have pirate fortresses attached where pirate strength is built up in a similar way to barbarian strength. Then, when they spawn, they should be commanded by a random admiral. You should also be able to assault the pirate fortress (as you would assault an enemy province) and if you're successful, you should get a cash reward and a drop in pirate strength. Also, when you battle a pirate stack, there should be a doubled chance that your ships or admiral could be captured.
Interesting idea, though I don't think it should be limited to barbarian provinces. Pompey's campaign against the pirates was primarily in Cilicia (IIRC?), for example.
 

Hardradi

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Are there any event scripting controls for spawning pirates and having generals get captured? I'm only familiar with CK scripting but I thought Rome's was pretty similar.

There are controls for pirate_spawn_chance and I think you could indirectly spawn pirates and disband their fleets.

I dont think there are any control over capturing, there is certainly nothing direct in on_actions. It might be able to be done through on_actions and a series of events first transferring the character to the priate faction (if this is possible) and then to prison.

You could then have decision appear for ransoming and base it on the characters wealth and/or family prestige.

A couple of things I would like to see:
- I have always wanted to have a decision where you could recruit pirates;
- It would also be nice if you could bribe them to attack your enemies;
- Ability to bribe them to leave your sea zone; and
- Pirate cultures (Cilician, Illyrian, Cretan, etc)
 

unmerged(94161)

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CK didn't have general capturing per se but it did have a few events that were like "Pay ransom or there's a 75% chance general X dies."

Where is the VV scripting guide anyway? I'm getting ideas.
 

UniversalWolf

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Another aspect of piracy that is absent in the game is the way powerful naval nations would sanction piracy - a very common practice.
 

DarthJF

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I'm pretty sure such an event is entirely possible with the system. Unfortunately I don't know how to make one.