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Vlad123

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I was wondering .. why not make playable pirates? Why do I have to be an Empire? Why can not raid planets, ships (other pirate bases), kidnap pops (and ask for redemptions), destroying planets ... stealing research (difficult for the pirates have salaried researchers ... but if you want, you can put both methods) ... in short, create chaos, play a game ... just for the sake of making chaos ... nice to conquer and purify the species ... but it's slow and boring ... better develop their piratical empire of terror ... maybe develop your base in an unexplored region of the galaxy and from there attacks the planets / ships (the pirates are immune to close border). They would kind of "space Norse" XD
 

extrapancake

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I agree, or at least be able to hire privateers to do this. For now I like to play a fanatic militarist/individualist pirate king empire who likes to take tributaries, but its not quite the same.
 

The Founder

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I was wondering .. why not make playable pirates? Why do I have to be an Empire? Why can not raid planets, ships (other pirate bases), kidnap pops (and ask for redemptions), destroying planets ... stealing research (difficult for the pirates have salaried researchers ... but if you want, you can put both methods) ... in short, create chaos, play a game ... just for the sake of making chaos ... nice to conquer and purify the species ... but it's slow and boring ... better develop their piratical empire of terror ... maybe develop your base in an unexplored region of the galaxy and from there attacks the planets / ships (the pirates are immune to close border). They would kind of "space Norse" XD
Militarist using Tributaries while playing tall themself.

When last we saw teh Domination Tradition it had quite some support for a tall planet/military build based around subjugating other empires. But it might have been reworked since then. Still most of the stuff they aluded to is explicitly mentioned in the modding side of the patchnotes (like Naval Cap from Vassals and Reserch sharing from Vassals).
 

Elfwind

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I agree, I feel stellaris has a lot of opportunities to do things different especially with Wiz planning on giving people leeway to set their own victory goals. Giving us the ability to play as pirates, nomads or be the "dungeon master" fallen empire in multiplayer games would go a long way in setting it apart from other games. Especially if it had a fleshed out system which pirates acquire unique traits, abilities and technologies from raiding etc.

Even letting players join late as extra-galactic nomads or crisis entities if the already present players are ok with it would be an interesting change.
 

Artaios Greybark

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You would lose many of the game's features like developing planets, colonizing and expanding.
 

Sheriff Godwin Law

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And for that matter, why do we have to be an FTL civilization? Why can't I play as stone age primitives!? They can add a tech tree with goals and objectives for each era, create interactions for if you're stuffed into a reservation!
 

scaper12123

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Cool concept, but it would work better as its own game rather than something you can do in Stellaris. There should be a pirate enclave we can get and interact with.
 

Admiral

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And for that matter, why do we have to be an FTL civilization? Why can't I play as stone age primitives!? They can add a tech tree with goals and objectives for each era, create interactions for if you're stuffed into a reservation!
In a post on War of The World's in relation to Stellaris (someone wanted a patch or mod wherein you would start off as Martians next to an Industrial-era earth) I made the observation that you could have there be interplanetary civilizations, empires that have colonized multiple planets in the same star system but lack the FTL capability necessary to travel between stars. This was inspired by the fact that the Martians in the novel invade earth via capsules fired from some sort of gun built into the planet and not "spaceships" in any conventional sense. It seems they would be confined to just the solar system even if they did conquer earth.

In any case, I don't intend being an interplanetary civilization to be an option for players so much as an intermediate step between Early Space Age primitives and full-fledged FTL empires. It seems a bit weird to go from "we just put our first satellite into orbit" to "we can create wormholes in spacetime" without anything in-between.
 

Untrustedlife

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In a post on War of The World's in relation to Stellaris (someone wanted a patch or mod wherein you would start off as Martians next to an Industrial-era earth) I made the observation that you could have there be interplanetary civilizations, empires that have colonized multiple planets in the same star system but lack the FTL capability necessary to travel between stars. This was inspired by the fact that the Martians in the novel invade earth via capsules fired from some sort of gun built into the planet and not "spaceships" in any conventional sense. It seems they would be confined to just the solar system even if they did conquer earth.

In any case, I don't intend being an interplanetary civilization to be an option for players so much as an intermediate step between Early Space Age primitives and full-fledged FTL empires. It seems a bit weird to go from "we just put our first satellite into orbit" to "we can create wormholes in spacetime" without anything in-between.

Reminds me of the neutrals from the space empires series.



About playable pirates, im more interested in empire types that change how resources are gathered, the nomad mod (or whatever its called) has some interesting mechanics but its op as heck, what if stellaris allowed you to create ships that orbit a planet and gather resources while orbiting awhile applying more and more negative modifiers to the planets they are mining, if this a thing suddenly ship based empires are more in reach. I imagine pirates starting with a large station (like a bigger habitat, with the ability to build ships) built outside of the gravity well of a solar system) and ships that can orbit planets to grather resources and the ability to build more of these special stations but being unable to colonize planets (not stations) until they research a late game tech. , it may work alright. May require alot of balancing but I could legit see it working. Maybe keep them allowed to build mining stations, and research stations. Give them a special subject type that is paying them "protection money" and it may even be fun.


Im not sure playing it would be hugely fun without a working galactic economy, but If its balanced and it works i would play it (even if they were weaker then most civs I would still play it just for the challenge of it)

pinging @Wiz
 

Jacovich

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I feel like raiding should be a thing you can do, it would give you a reason to build the defence stations, or to split your fleet.
As a reward you could get a lump some of the mine you destroyed. Ill add more later but im tired
 

TomatoJuice

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I would be ok if the game just did something with all the pirates.

They are pirate fleets that can crush early game empires. But they just sit in a system and do nothing.
Let them extort protection money.
Attack the richest non FE empire.
Sell Slave pops to slave empires.
Give you quests and Mercenary options.
Maybe there could be even war between pirate clans as a micro war in the heaven event.
 

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Well, in Distant Worlds (imo, still the best space strategy game on the market, but Stellaris is SLOWLY getting there) you can play as pirates, it's pretty neat, but not something you would do over playing as a normal empire. However, it is a nice change of pace.

Wouldn't mind seeing it in Stellaris too, smuggling stuff, raiding empires, sabotaging their minning operations, etc. Would be fun.
 

The Founder

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In any case, I don't intend being an interplanetary civilization to be an option for players so much as an intermediate step between Early Space Age primitives and full-fledged FTL empires. It seems a bit weird to go from "we just put our first satellite into orbit" to "we can create wormholes in spacetime" without anything in-between.
The MTTH to go from Early Space Age (Satelites and Space Stations) to FTL is 100 years, as with any other advancement.
Advancement has a lockout for at least 60 years after it last happened.

The only real issues is that humasn "took so long" with 200 years from thier early space age. But that is mostly explained by them doing that whole "Unity Initiative" Wormhole experiment.
MTTH of 100 years for the Failed Wormhole drive.
MTTH of another 100 years for Warpdrive.

About playable pirates, im more interested in empire types that change how resources are gathered, the nomad mod (or whatever its called) has some interesting mechanics but its op as heck, what if stellaris allowed you to create ships that orbit a planet and gather resources while orbiting awhile applying more and more negative modifiers to the planets they are mining, if this a thing suddenly ship based empires are more in reach. I imagine pirates starting with a large station (like a bigger habitat, with the ability to build ships) built outside of the gravity well of a solar system) and ships that can orbit planets to grather resources and the ability to build more of these special stations but being unable to colonize planets (not stations) until they research a late game tech. , it may work alright. May require alot of balancing but I could legit see it working. Maybe keep them allowed to build mining stations, and research stations. Give them a special subject type that is paying them "protection money" and it may even be fun.
Wiking Raids in CK 2 work something like that. But they have the whole Fortification/Siege Systems to be based on.

Note that "being Tributary" already is paying protection money. According to the text, the deal was supposed to be: "You pay us 25% of your income. In turn we will not attack. And do not ask us to defend you or anything." Tributary is a protection racket, nothing less.
Expect the Diplomatic request for it to involve the words "Nice planet. Would be a shame if anything happened to it."

Isn't that sort of the point, creating an experience different to what is already there.
Those are the parts a lot of work has been put into. Those are the engaging parts of the game. Those are the parts worked on most for 1.5.
 

Aries666

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The MTTH to go from Early Space Age (Satelites and Space Stations) to FTL is 100 years, as with any other advancement.
Advancement has a lockout for at least 60 years after it last happened.

The only real issues is that humasn "took so long" with 200 years from thier early space age. But that is mostly explained by them doing that whole "Unity Initiative" Wormhole experiment.
MTTH of 100 years for the Failed Wormhole drive.
MTTH of another 100 years for Warpdrive.


Wiking Raids in CK 2 work something like that. But they have the whole Fortification/Siege Systems to be based on.

Note that "being Tributary" already is paying protection money. According to the text, the deal was supposed to be: "You pay us 25% of your income. In turn we will not attack. And do not ask us to defend you or anything." Tributary is a protection racket, nothing less.
Expect the Diplomatic request for it to involve the words "Nice planet. Would be a shame if anything happened to it."


Those are the parts a lot of work has been put into. Those are the engaging parts of the game. Those are the parts worked on most for 1.5.
Indeed but if I'm playing something different like pirates I don't want it to play like a normal empire with a jolly roger. I would expect those features to have proxies specifically for pirates similar to the way hordes are managed in CK2.
 

RELee

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The concept has appeal, obviously, but the game is just not setup well for allowing the player to become a pirate. You will always lose, just like pirates under AI control do now. Even as poor a player as I am, pirates are not a major concern in any game of mine.

I hate to beat a dead horse, but Stars! had features that allowed a player to set up as a pirate empire. With freighters that could carry minerals or pop, a superstealth species had the tools to investigate cargo and make decisions on what and where to strike, having stealth mechanics to reduce the effectiveness of the sensors belonging to other species, but at the cost of reducing economic effectiveness somewhat.

It's nothing Paradox couldn't handle if they so choose, but it will again introduce some major changes in game play.

Just my opinion, of course. ;)
 

STABBY5

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If they ever put playable nomads in, then you will have your pirates. Before then I can't see a way of making them work and not be just another empire.
 

Vlad123

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1 Badges
Feb 7, 2015
1.669
1.290
  • Crusader Kings II: The Old Gods
Other ideas:
Capturing pops and sell them as slaves.
gain (or plunder the planets). If you capture you can ask for a ransom in exchange for the plants (normal planetary invasions). If you plunder the resources are added (by event).
the idea came to me seeing the event of pirates (we have raided the pirates stations), playing Ck2 and good, beautiful, but very old, Port royal 2. There, you could really make a pirate, but you needed a base (and for having had to win three enemy cities to war on behalf of your country) ...
- Farsi hire as mercenaries in return for resources (credits / minerals / strategic resources) technologies / technology agreement or outpost (or more outposts) in that empire. If you can not attack that empire outpost (well you can, but it is highly discouraged because it is such an ally).
-Make tax pre FTL nations. or establish a pirate recruitment center and eventually have a fixed outpost, which produces resources (such industries would be controlled), and to destroy it must invade the planet. The pop of the aforementioned planet will have the "pirate ethics" which basically hates all empires (happiness -1000%) and the only way to remove it or will purge, or remove it with the genetic modification.