Should we have actual Privateers?

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Rath12

Second Lieutenant
50 Badges
Jun 16, 2016
179
183
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Stellaris: Leviathans Story Pack
  • Prison Architect
  • Stellaris: Lithoids
  • Prison Architect: Psych Ward
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Battle for Bosporus
  • Island Bound
  • Stellaris: Nemesis
  • Hearts of Iron IV: No Step Back
  • Cities: Skylines
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Res Publica
  • Crusader Kings II
  • Cities: Skylines Deluxe Edition
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Crusader Kings II: Conclave
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
I really want to be able to have at least individualist and militaristic empires to be able to fund space privateers to attack their enemies, perhaps via an edict. Privateers should act like allies, but they should either cost a certain amount of energy per ship destroyed or per month. Privateers could also rebel if you run out of money, like ck2 Mercs.
 
  • 2
  • 1
Reactions:

SacremPyrobolum

Lt. General
90 Badges
Jul 31, 2012
1.550
786
  • Crusader Kings II
  • Hearts of Iron III
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Cities: Skylines
  • Crusader Kings II: Conclave
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Lithoids
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - Parklife
  • Hearts of Iron IV: Together for Victory
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris
  • Stellaris: Galaxy Edition
  • Cities: Skylines - Mass Transit
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Campus
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Federations
  • Stellaris: Ancient Relics
  • Europa Universalis IV: Cradle of Civilization
  • Cities: Skylines Industries
  • Shadowrun: Dragonfall
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV
  • Hearts of Iron IV: La Resistance
  • Victoria 2
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • Shadowrun Returns
  • Crusader Kings II: Holy Fury
  • Shadowrun: Hong Kong
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Prison Architect
  • Europa Universalis IV: Golden Century
The problem with privateers is that they would be instantly wiped out by a small fleet of ships and trying to buff them up to compete would make them feel unrealistic. Anything above destroyer sized privateer ships is pushing what I can believe as typical for pirate ships, and they would have to have generally crappier tech on top of that.

On top of that, there is no inter-empire trade for them to raid since we don't have civilian ships on any kind. All they can do is "raid" (destroy) stations in isolated systems which makes them no different from regular non-empire threats like space crystals and such.

I suppose you could just make them a sector wide modifier or something that reduced credits and energy until you stations enough ships in it but that's just lazy.

Space pirates and privateers need their own dedicated expansion which also included actual civilian trading vessels for them to pray on as well as a system for them to evade empire fleets which should be able to kill them.
 
  • 5
  • 1
Reactions:

Rath12

Second Lieutenant
50 Badges
Jun 16, 2016
179
183
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Stellaris: Leviathans Story Pack
  • Prison Architect
  • Stellaris: Lithoids
  • Prison Architect: Psych Ward
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Battle for Bosporus
  • Island Bound
  • Stellaris: Nemesis
  • Hearts of Iron IV: No Step Back
  • Cities: Skylines
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Res Publica
  • Crusader Kings II
  • Cities: Skylines Deluxe Edition
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Crusader Kings II: Conclave
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
Raiding stations in undefended systems sounds pretty nice. Its a cool way to wage war, if there was an automatic way to have construction ships repair after they were destroyed. It could be kinda op vs wormhole empires but thats a given.

Of course trade would be very cool. Even just import/export food would be nice.
 
  • 1
Reactions:

Ingros

First Lieutenant
100 Badges
Aug 4, 2009
210
41
  • Sword of the Stars II
  • Impire
  • Pillars of Eternity
  • Magicka
  • Majesty 2
  • March of the Eagles
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
  • Sengoku
  • Sword of the Stars
  • Ancient Space
  • Stellaris
  • Supreme Ruler: Cold War
  • Europa Universalis IV: Third Rome
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Age of Wonders III
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Cossacks
  • Hearts of Iron III: Their Finest Hour
  • Arsenal of Democracy
  • Cities in Motion
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III Complete
  • A Game of Dwarves
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For The Glory
  • For the Motherland
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis 4: Emperor
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Europa Universalis III Complete
In an easy form they could change the energy and mineral production that any mining station and any planet without a spaceport would send a tradefleet to the next spaceport every month or twice... and then the minerals and energy would be counted to your empire stash
And to raid these fleets and stations those privateers would be very handy or a nuisance ;-)
 

Me_

Myself
82 Badges
Jan 14, 2011
9.666
12.619
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Third Rome
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sengoku
  • Semper Fi
  • Europa Universalis: Rome
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: The Old Gods
  • Crusader Kings II
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Galaxy Edition
  • Stellaris
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Warlock: Master of the Arcane
  • Victoria 2
I'd rather have proper pirates first. Then you could have an option to pay them to not attack you or pay them more to attack a specific empire.
 
  • 1
Reactions:

Drakonn

Major
45 Badges
May 27, 2016
685
59
  • Ancient Space
  • Pillars of Eternity
  • Stellaris: Synthetic Dawn
  • Surviving Mars: First Colony Edition
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Industries
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Campus
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • Age of Wonders: Planetfall Sign Up
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Battle for Bosporus
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Victoria 3 Sign Up
  • Cities: Skylines - Green Cities
  • Cities: Skylines
  • Mount & Blade: Warband
  • Cities: Skylines - After Dark
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • BATTLETECH
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Stellaris: Humanoids Species Pack
  • Imperator: Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II
I'd rather have proper pirates first. Then you could have an option to pay them to not attack you or pay them more to attack a specific empire.

Hopefully it will be better than how Sins of a Solar Empire did it though because that turned into a click fest of who could dump the largest amount of resources into the pirates for bribes.
 

Wyrm

General
35 Badges
Dec 7, 2003
1.801
1.484
  • Stellaris: Distant Stars
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines Industries
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • BATTLETECH: Heavy Metal
  • Stellaris: Federations
  • Hearts of Iron IV: Colonel
  • 500k Club
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron III
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Expansion Pass
  • Stellaris - Path to Destruction bundle
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • BATTLETECH
  • Surviving Mars
Speaking of Sins of a Solar Empire, I think they could have pirates work in a way like the TEC Carriers Embargo-ability.

http://sinsofasolarempire.wikia.com/wiki/Embargo

So, as long as there is a pirate presence in a system, it would funnel away resources. I'd also like to be able to do this with normal fleet assets in times of war.
 

safe-keeper

• ← 2mm hole in reality
54 Badges
Sep 6, 2012
8.588
14.373
livetkanfly.com
  • Crusader Kings II
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris - Path to Destruction bundle
  • Stellaris
  • Cities: Skylines - After Dark
  • Semper Fi
  • Europa Universalis IV: Res Publica
  • Magicka
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • Europa Universalis IV: Art of War
  • Cities in Motion
  • For the Motherland
  • Divine Wind
  • Europa Universalis III Complete
  • Europa Universalis III: Chronicles
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Expansion Pass
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • Steel Division: Normand 44 Sign-up
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • Steel Division: Normandy 44 -  Back to Hell
  • Cities: Skylines - Parklife
  • Shadowrun: Dragonfall
  • Cities: Skylines Industries
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Mare Nostrum
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Europa Universalis IV: El Dorado
  • Hearts of Iron IV: No Step Back
  • 500k Club
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
The problem with privateers is that they would be instantly wiped out by a small fleet of ships and trying to buff them up to compete would make them feel unrealistic. Anything above destroyer sized privateer ships is pushing what I can believe as typical for pirate ships, and they would have to have generally crappier tech on top of that.

On top of that, there is no inter-empire trade for them to raid since we don't have civilian ships on any kind. All they can do is "raid" (destroy) stations in isolated systems which makes them no different from regular non-empire threats like space crystals and such.

I suppose you could just make them a sector wide modifier or something that reduced credits and energy until you stations enough ships in it but that's just lazy.

Space pirates and privateers need their own dedicated expansion which also included actual civilian trading vessels for them to pray on as well as a system for them to evade empire fleets which should be able to kill them.
Yeah, this is the problem with implementing pirates in PDX games, there's just nowhere for them to hide. So as you say, they would need their own system, perhaps spawning in poorly defended star systems to perform a hit-and-fade raid, for then to disappear again some time thereafter. Then you could work to figure out where their hidden base was through research projects or whatever, and once you discovered it, it would spawn somewhere so that you could strike at it and destroy the pirates.

Would be an incentive for players to spread out their navy, just like in Europa Universalis. Corvettes could probably work well as pirate hunting ships.
 

monsterfurby

Not really a fascist brony
122 Badges
Jul 5, 2005
2.290
901
  • Crusader Kings II: Conclave
  • Tyranny: Archon Edition
  • King Arthur II
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Cities: Skylines - Snowfall
  • Supreme Ruler: Cold War
  • Impire
  • Crusader Kings II: Horse Lords
  • Magicka 2
  • Stellaris: Humanoids Species Pack
  • Warlock: Master of the Arcane
  • War of the Roses
  • 500k Club
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines Deluxe Edition
  • Stellaris: Apocalypse
  • Magicka: Wizard Wars Founder Wizard
  • Mount & Blade: With Fire and Sword
  • Pillars of Eternity
  • Europa Universalis IV: Mandate of Heaven
  • Cities in Motion 2
  • Cities: Skylines - Parklife
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Cradle of Civilization
  • Cities: Skylines - Green Cities
  • Age of Wonders III
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Death or Dishonor
  • BATTLETECH
  • Europa Universalis IV: Third Rome
  • Knights of Honor
  • Stellaris: Nemesis
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Mass Transit
  • Europa Universalis III: Chronicles
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Call to arms event
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
Anything that supports cold wars and sub-war conflict is a much needed addition to the game in my book.
 
  • 4
Reactions:

Bobylein

Captain
71 Badges
May 13, 2016
403
173
  • Crusader Kings II: Legacy of Rome
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - After Dark
  • Stellaris: Synthetic Dawn
  • Cities: Skylines Deluxe Edition
  • Warlock 2: The Exiled
  • Sword of the Stars II
  • Europa Universalis IV: Res Publica
  • Magicka
  • Leviathan: Warships
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Crusader Kings II
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis IV: Conquest of Paradise
  • Hearts of Iron IV: Death or Dishonor
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Parklife Pre-Order
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • Steel Division: Normandy 44 Deluxe Edition
  • BATTLETECH
  • Surviving Mars
  • Cities: Skylines - Green Cities
  • Stellaris: Necroids
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Steel Division: Normandy 44 -  Back to Hell
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Common Sense
  • Magicka 2
  • Crusader Kings II: Way of Life
  • Cities: Skylines
  • War of the Roses
  • Warlock: Master of the Arcane
  • The Showdown Effect
Oh I loved the pirates and mercenaries in Distant Worlds, if you had enough money you could wage a war just with them.
You just said: Hey destroy that station there, you'll get [high amount of money] for it and any pirate or mercenary faction could choose to do it.

Also you only know who paid an attack on your stations if either you have spies in the right positions or an ally who tells it then to you had.
 

Vaar

Sergeant
31 Badges
Jul 15, 2015
85
51
  • Crusader Kings II: Charlemagne
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Europa Universalis IV: Res Publica
  • Magicka
  • Impire
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Dungeonland
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Europa Universalis IV
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
  • Imperator: Rome Sign Up
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Age of Wonders III
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Victoria 2
I think hell yes we should, just like pirates and mercenaries like are mentioned as well. As I've mentioned before, these should come with the "trade and economy" expansion as those features are required to take advantage of.
 

Ezumiyr

Field Marshal
73 Badges
Jul 21, 2012
4.066
7.653
  • Crusader Kings II
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Mare Nostrum
  • Magicka 2
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Third Rome
  • Cities: Skylines Deluxe Edition
  • Crusader Kings II: Jade Dragon
  • Stellaris: Synthetic Dawn
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Cities in Motion
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Magicka
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Cadet
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Victoria 3 Sign Up
  • Surviving Mars
  • Age of Wonders III
  • Stellaris Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Warlock 2: The Exiled
  • Victoria 2
There are already too many ships in Stellaris. If they reduce the number of ships each empire has, it would make each ship more important, and it will render privateers more believable. You don't need to buy privateers in Stellaris, it's way easier to build more ships, since they don't cost much. The events to get free ships are really nice in early game, but later onit doesn't make the difference. The same thing would be true for privateers : they would need to scale with the empires' fleet power, and it doesn't really make sense.

But if it's just 3 big/medium converted military ships which are added to your 15-ships fleet, then it's nice.
I think we can't have thiskind of addition as long as the military aspect of the game relies solely on death stacks.
 

Vaar

Sergeant
31 Badges
Jul 15, 2015
85
51
  • Crusader Kings II: Charlemagne
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Europa Universalis IV: Res Publica
  • Magicka
  • Impire
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Dungeonland
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Europa Universalis IV
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
  • Imperator: Rome Sign Up
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Age of Wonders III
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Victoria 2
There are already too many ships in Stellaris. If they reduce the number of ships each empire has, it would make each ship more important, and it will render privateers more believable. You don't need to buy privateers in Stellaris, it's way easier to build more ships, since they don't cost much. The events to get free ships are really nice in early game, but later onit doesn't make the difference. The same thing would be true for privateers : they would need to scale with the empires' fleet power, and it doesn't really make sense.

But if it's just 3 big/medium converted military ships which are added to your 15-ships fleet, then it's nice.
I think we can't have thiskind of addition as long as the military aspect of the game relies solely on death stacks.

That's why it needs to be added as part of a trade and economy update. Privateers or pirates shouldn't be fighting the main fleet. That's not their role. They are used to hurt an economy, by attacking trade ships and stations, and make the enemy split their fleet. In other games that did this well, you didn't pay to send pirates at an enemy who was sitting at peace with nothing better to do than hunt pirates, you sent pirates to destroy their stations when they were at war with a 3rd power which made the war last longer and soften them up or weaken their power.

I do agree that we need to lower the number of ships, though. End game lag is insane with the current focus of mass small ships.
 
  • 1
Reactions:

Zoinker

First Lieutenant
84 Badges
May 17, 2013
232
253
  • Europa Universalis IV: Cossacks
  • Cities: Skylines Deluxe Edition
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: Mare Nostrum
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Stellaris: Galaxy Edition
  • Stellaris Sign-up
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Crusader Kings II: Monks and Mystics
  • BATTLETECH
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome Deluxe Edition
  • Prison Architect
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Crusader Kings III
  • Battle for Bosporus
  • Stellaris: Necroids
  • Europa Universalis IV
  • Cities: Skylines
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • BATTLETECH - Digital Deluxe Edition
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Golden Century
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Stellaris: Humanoids Species Pack
  • Victoria 2
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Mandate of Heaven
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Victoria 2: A House Divided
Having pirates attack stations would barely hurt a large enough empire in the mid to lategame (unless maybe for frontier outposts) since their output never scales with planetary outputs. Mining and research stations are very important in the early game when you're trying to scrounge up enough resources to improve infrastructure, colonize and get a large enough fleet of corvettes to discourage your neighbors, and at that point a three ship fleet of pirates is enough of a nuisance to be relevant. But once your resource structures reach level 4-5 each planet will be producing enough resources and research to match over a dozen non-colonized systems.
 

Vaar

Sergeant
31 Badges
Jul 15, 2015
85
51
  • Crusader Kings II: Charlemagne
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Europa Universalis IV: Res Publica
  • Magicka
  • Impire
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Dungeonland
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Europa Universalis IV
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
  • Imperator: Rome Sign Up
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Age of Wonders III
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Victoria 2
Having pirates attack stations would barely hurt a large enough empire in the mid to lategame (unless maybe for frontier outposts) since their output never scales with planetary outputs. Mining and research stations are very important in the early game when you're trying to scrounge up enough resources to improve infrastructure, colonize and get a large enough fleet of corvettes to discourage your neighbors, and at that point a three ship fleet of pirates is enough of a nuisance to be relevant. But once your resource structures reach level 4-5 each planet will be producing enough resources and research to match over a dozen non-colonized systems.

Which is why we need an economy in the game. It is a requirement above all else to make this game realistic and interesting. The real damage would come from planets losing food, people staving and happiness dropping. War would become painful with each player likely losing population and mass resources. It would give options to smaller empires, rather than just facing a doom stack.
 
  • 1
Reactions:

Zoinker

First Lieutenant
84 Badges
May 17, 2013
232
253
  • Europa Universalis IV: Cossacks
  • Cities: Skylines Deluxe Edition
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: Mare Nostrum
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Stellaris: Galaxy Edition
  • Stellaris Sign-up
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Crusader Kings II: Monks and Mystics
  • BATTLETECH
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome Deluxe Edition
  • Prison Architect
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Crusader Kings III
  • Battle for Bosporus
  • Stellaris: Necroids
  • Europa Universalis IV
  • Cities: Skylines
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • BATTLETECH - Digital Deluxe Edition
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Golden Century
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Stellaris: Humanoids Species Pack
  • Victoria 2
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Mandate of Heaven
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Victoria 2: A House Divided
It'd be interesting to see how orbital habitats will factor into this. Currently, a fleet rampaging in your territory shooting down stations is just an annoyance to a large enough empire, but if orbital habitats can be destroyed, then that could be a significant loss depending on how many pops they hold and how many resources they produce (or consume).

I wasn't that excited before, but right now I can't wait for tomorrow's dev diary!
 

Drakonn

Major
45 Badges
May 27, 2016
685
59
  • Ancient Space
  • Pillars of Eternity
  • Stellaris: Synthetic Dawn
  • Surviving Mars: First Colony Edition
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Industries
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Campus
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • Age of Wonders: Planetfall Sign Up
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Battle for Bosporus
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Victoria 3 Sign Up
  • Cities: Skylines - Green Cities
  • Cities: Skylines
  • Mount & Blade: Warband
  • Cities: Skylines - After Dark
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • BATTLETECH
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Stellaris: Humanoids Species Pack
  • Imperator: Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II
Speaking of Sins of a Solar Empire, I think they could have pirates work in a way like the TEC Carriers Embargo-ability.

http://sinsofasolarempire.wikia.com/wiki/Embargo

So, as long as there is a pirate presence in a system, it would funnel away resources. I'd also like to be able to do this with normal fleet assets in times of war.

This isn't a bad idea and it could make people actually pay attention or divert resources to deal with them. Could give the pirates a planetary raiding passive (similar to the Strike debuff on a planet from Factions) to where they have a chance to ruin a building and take away resources/production (or a pop if they are slavers). Granted, we do have the planetary fortifications and garrison we'd have to excuse away. Having pirates spawn a minor invasion might be too much annoyance but if the player has let them rampage for a while then I could see this being a valid option.

Tie this effect to a hidden pirate outpost you have to track down that spawns somewhere nearby your colonies once found (explaining pirates in range of them) and scaling with your empire. This way we don't really have to worry about pirate fleets never being equal of an Empire until they divert resources to find them. Having this station spawn smaller fleets to stations/orbitals from time to time could work to be an annoyance to the player as well diverting ships and defensive stations.
 

BlackUmbrellas

Field Marshal
33 Badges
Nov 22, 2016
9.311
3.678
  • Stellaris: Synthetic Dawn
  • Age of Wonders: Planetfall
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Prison Architect
  • Cities: Skylines - Campus
  • Stellaris: Ancient Relics
  • Stellaris: Apocalypse
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall - Revelations
  • Prison Architect: Psych Ward
  • Stellaris: Federations
  • Island Bound
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Cities: Skylines - Parklife
  • Stellaris: Humanoids Species Pack
  • Cities: Skylines - Green Cities
  • Surviving Mars
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Cities: Skylines
  • Teleglitch: Die More Edition
  • Crusader Kings II
I definitely think the role of pirates needs to be expanded. Once the "Birth of Space Piracy" event triggers, they should be a constant potential problem; with all the attention the Factions system is getting and what we know about POPs fleeing and potentially even settling new planets, civil unrest in your empire should be able to spawn new pirate bases (and the pirates should be able to grow in number and produce more ships).

Being able to foster this sort of activity in enemy empires would, of course, be a logical addition alongside other expansions to diplomacy/espionage.
 
  • 1
Reactions:

Ezumiyr

Field Marshal
73 Badges
Jul 21, 2012
4.066
7.653
  • Crusader Kings II
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Mare Nostrum
  • Magicka 2
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Third Rome
  • Cities: Skylines Deluxe Edition
  • Crusader Kings II: Jade Dragon
  • Stellaris: Synthetic Dawn
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Cities in Motion
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Magicka
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Cadet
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Victoria 3 Sign Up
  • Surviving Mars
  • Age of Wonders III
  • Stellaris Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Warlock 2: The Exiled
  • Victoria 2
That's why it needs to be added as part of a trade and economy update. Privateers or pirates shouldn't be fighting the main fleet. That's not their role. They are used to hurt an economy, by attacking trade ships and stations, and make the enemy split their fleet. In other games that did this well, you didn't pay to send pirates at an enemy who was sitting at peace with nothing better to do than hunt pirates, you sent pirates to destroy their stations when they were at war with a 3rd power which made the war last longer and soften them up or weaken their power.

I get what you mean, but there are several problems with that:
- If I want to hurt an empire that is already at war with someone else, it's still better to declare a war, even if it's just to detroy their economy. It's even more efficient to change an empire into a tributary than paying privateers and hope they do something bad to another empire.
- If there's this kind of economy system, then we would also need patrols, because wandering privateers just seem annoying, and not really a threat. It would mean that the chasing game would be extended to peace time. It would also mean that you need to micromanage or automatize some fleets just for that task.
- It would either not really hurt this empire's economy, and condemn it to lose. I privateers are too strong, nobody would want to declare wars. If they are too weak, people will only struggle to remember that they have to rebuild the stations their lost. If they are perfectly balanced (which I really doubt) they would still be too strong, because they would just act as mercenaries.
And the best proof it wouldn't work is that currently, nobody who knows the game actually send little fleet to destroy the enemy's mining stations, because it's either useless (for big empires) or too risky (in the early game).
I think many people overestimate the value of stations. Either they are crucial for your empire and without them it's game over (in early game), or they don't really mean much. They become to widely spread anyway for a fleet of privateers to cause much harm. And there's still no reason to split your fleet if it's too dangerous: you would destroy your enemy's fleet first. It would require a perfect timing to profit from split fleets, like: the enemy is at war, they destroy their enemies, then you send your privateers. Your enemy split his fleet, then you declare a war against them and jump on their split fleet. That's cool, but still too rare to justify a whole new feature.

Therefore, this kind of privateers shouldn't me modeled as pirate fleets, but only affect trade routes (probably as modifiers). But even then it would make more sense to allow players to make hostile takeovers or to send rogue AIs to destroy other empires' economies than to use privateers - where would they come from? Why wouldn't it be possible to identify who they are, and who paid them? How could they have expansive ships? The pirates we currently have in Stellaris don't make sense either. They're just standing there in their ships, doing nothing until someone attack them.
I think it would just be better to remove them, and set up a mechanics that allows us to pay other empires to declare wars, plus the possibility to declare trade wars (wars without the possibility to invade worlds, but only blockade or embargo them, like the Trade Federation in Star Wars), and maybe even looting entire planets (which would make raider/pirate empires viable).
--------------
Same thing for privateers à la Civilization: in Stellaris, they would destroy stations and stuff. It would just be annoying and have no real consequence, or in the early game, completely destroy this empire.

Just imagine that you are the target of such privateers:
- You're not at war, they raid your stations and flee - you'll just rebuild them. Almost no consequence.
- You're not at war, they raid your stations, they're weaker than your fleet and you have the time to chase them. You'll just rebuild the stations you lost. Almost no consequence.
- You're not at war, and they are more powerful than your fleet. The first empire to declare a war against you will win. Game over.
- You're at war, and you can't handle the privateers, and you have a little empire. You lose the war because of the privateers. Game over.
- You're at war, and you can't handle the privateers, and you have a big empire. At worst, you'll lose the war, but it's not because of the privateers. At best, you'll just need to rebuild your stations. Almost no consequence.
- You're at war, and you can handle the privateers. It will make your war a bit longer. Almost no consequence.

In short: if your economy is ruined to the point that your fleet suffer from penalties, it's gameover. And the privateers aren't able to do that, which is the most likely, they're useless. You can't use privateers to hurt an empire that's already more powerful than yours, and using them against empires that are weaker than yours is a waste of ressources. Privateers in Civ work because they're naval units (while cities are on land) and they cost you production and allow you to steal some gold (and also force the other empire to spend a few turns to rebuild the lost units/improvements). In Stellaris, building time and costs are meaningless and you'll lose what - 300 minerals at most? And 20 min/creds per month at most? So what's the point exactly, grinding a few minerals from their economy, hoping it will have a relevent impact on their economy?

I think that if something should be inspired by Civ in Stellaris, it's the corporations from Civ4. It would make trade more dynamic and would allow more interesting non-military operations. It could lead some empires to become more isolationists, while others would have their economy controlled by galactic corps. It would be really nice if the actors of Stellaris weren't only governments and pops (what would happen if your next president is controlled by a corporation based in another empire, for example?), and it would make factions even more important.