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Shoobs

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Sep 12, 2007
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Has anyone attempted to do this?

By this, I mean, more and multiple pirate stations popping up, making it an actual threat for mid and late games. At war and not.
 
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You could probably do a simple hack of the Pirate event and take out the fire_only_once option and mess with the flags.
 
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I'm considering doing something highly complicated...which may never see the light of day because Hahaha... coding. Ages..... sob
 
lol that a good idea:? I think im going to explore this!!! Lol

At the very least it'll be realistic. Larger you get, the more people want to take your shit. Including pirates.

Just have to do it in a way thats interesting... like privateers, freedom liberators, pirate fleets, and so on.
 
At the very least it'll be realistic. Larger you get, the more people want to take your shit. Including pirates.

Just have to do it in a way thats interesting... like privateers, freedom liberators, pirate fleets, and so on.

Yeah, that's the difficult part. We don't want them to be an invader or a grand menace but something that pester us and have to periodically exterminate.
 
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A mild invasion now and then can prove to be entertaining. Should you be able to hold those planets on the other side of your space when you're busy trying to exterminate on two foes on the other side of the galaxy? Do you divert forces away while trying to stop someone from being able to build a new fleet or do you just suck it up?
 
I think we take aspects of both the Pirate Events and the Crisis Events merge them, and allow to happen more occuring, especially with the Spawnning and as late game occurs even spawn multiple species as one Pirate? and each time or as you grow stronger it becomes more hectic.

That could be possible ive been looking at the events, can even make sure if you have a civilian trading mod that they attack them more?

Can also if you have the Belters Mod, allow them to take over an Asteroid and have an actual base? Ive seen on the crisis events the Swarms etc do take over planets and can build. You mix it up with the Mod im making which is amalgamation of Global Annihilation / Exterminatus / Glassing / Improved Space Battles.

We can literally blow up the asteroid LOL

Could be interesting!!! lol
 
You could start by changing the vanilla pirate events to remove the has_country_flag = birth_of_piracy, at a quick glance it's never removed, which is why pirates can't happen again.
 
You could start by changing the vanilla pirate events to remove the has_country_flag = birth_of_piracy, at a quick glance it's never removed, which is why pirates can't happen again.
I know what CAN be done. I have it mapped out mentally. The problem I have... is its been so long since I've coded that I might not be willing to go through the effort. Particularly since I just want to game when I get home and I have tons of time to type things out while working :(
 
It would be also interesting to link it to the collectivist/individualist and spiritualist/materialist ethos. I believe individualist and materialist ethos should be grounds for more frequent yet petty piracy, and spiritualist/collectivist piracy would be much more rare, but on a grander scale (outcast hive/society with different views for collectivist, cultists for spiritualists).
 
It would be also interesting to link it to the collectivist/individualist and spiritualist/materialist ethos. I believe individualist and materialist ethos should be grounds for more frequent yet petty piracy, and spiritualist/collectivist piracy would be much more rare, but on a grander scale (outcast hive/society with different views for collectivist, cultists for spiritualists).
Was apart of my mental mapping, though I was going to have spiritualist and collectivists privy to OTHER nation tech rather than your own, if possible, as there would be many wiling to taking pot shots at more authoritarian or otherwise weaker seeming regimes. I was also considering privateering as a potential bonus to a Militarist ethos, specifically funding pirates for surrounding nations.
 
One of the problems I ran into when looking into doing something like this was where exactly do you have the pirates spawn? The original event spawns a pirate station in an empty system close to the empire. Once that is destroyed you could just do the same thing over and over again. But then what happens when there are no more empty systems to spawn in? It doesn't really work to have pirates traveling through other empires to get to yours or having their base suddenly appear in one of your systems. While that could work it would make it trivial to find and destroy.

An interesting thing to do would be to find a way to spawn the station in a controlled system that does not have any active colonies, defense bases, or outposts but make it not show up on radar until a ship is in system. That would still give the feel of pirates having secret bases but not having to find an empty system.

Then how do you keep it balanced and interesting? It might be easier after Asimov when we get some more math in the scripts and could compare naval capacity but atm spawing a pirate fleet 50 years in is a crap-shoot on how big it should be made.
 
Yes, I added continual pirates into relativity a couple of days ago. There's already a vanilla event which will periodically spawn fresh pirates in a system that contains a pirate station. I just added another event that causes pirate stations to spawn in a random uncontrolled system every few years. This should keep pirates around for a while in the early game, before they eventually go extinct as the universe fills up. You could fairly easily adapt the event to work in just empty systems regardless of ownership, though.
 
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How about pirates evolving into slavers? If a pirate fleet encounters a planet with a primitive race, and has encountered a space faring race that allows slavery, it will establish a slaver station, selling slaves to those races that allow it, and raiding frontier settlements of other space faring races for additional slaves. If they get enough resources, they may evolve into a full-blown empire.
 
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How about pirates evolving into slavers? If a pirate fleet encounters a planet with a primitive race, and has encountered a space faring race that allows slavery, it will establish a slaver station, selling slaves to those races that allow it, and raiding frontier settlements of other space faring races for additional slaves. If they get enough resources, they may evolve into a full-blown empire.

That's more in the realm of what PDX can add to the game rather than what we can possibly mod in.
 
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More pirates and piracy would actually be nice, so us peaceful-type players have a nice source of baddun's to sharpen our admirals' teeth against.

It would be nice if the pirates didn't always use the same tech the player uses, too; alien space pirates using the tech of other empires, possibly even pirates who form into larger, multi-cultural bands using the best of both races' tech. It really ruins a torpedos-and-armor guy's day when the other guys are blazing away with 100% armor-bypass weapons and have lots of PD.
 
More pirates and piracy would actually be nice, so us peaceful-type players have a nice source of baddun's to sharpen our admirals' teeth against.

It would be nice if the pirates didn't always use the same tech the player uses, too; alien space pirates using the tech of other empires, possibly even pirates who form into larger, multi-cultural bands using the best of both races' tech. It really ruins a torpedos-and-armor guy's day when the other guys are blazing away with 100% armor-bypass weapons and have lots of PD.

Pirates are more or less a kind of spawned monsters, not a real AI faction (basically they are tied to the Empire that spawned them). We can however toy with the fleet they spawn so they use more variety of weapons and upgrade to better designs as the game go on. The problem right now is how to make them respawn after the player kill them while not making them an impossible task to beat.