I didn't know a better place to put this after my main Stellaris Forum thread got no traction what-so-ever.
So here goes in perhaps a better home to A. Design a Test/Challenge B. Show how barf inducing the challenge winds up being
Fluff/Mechanic Interplay:
Basic Conceit is you're doing a pirate pressgang that wants to get everyone in on the pirate life whether they like it or not. I've done this playstyle for months now and I really enjoy it, there's actual game system support to fudge the large parts of idea, praise Zarqlan!
The primary fluff MO is kidnapping pops for self and/or turning out sub gangs that are part of the larger pirate syndicate that treat you as kind of the head of the whole outfit. You will need to take one ethic that allows resettlement/kidnapping. Criminal Syndicate is also required at the start because the game recognizes Criminal Syndicate/Letters of Marquee as a 'Pirate Haven' and are we a Pirate Haven or Slavers With Pirate Pretensions and Pirate-Like Attributes? The former, you can ask for us by name. Letters of Marquee has to show up. I actually take Refurbishment Division as my 2nd Civic, and it feels fluffy as hell, but since I refuse to take anything but Letters as my 3rd, it feels fine and congruent on the whole.
The secondary fluff MO is that there is no reason for pirates to extend themselves into the whole Domestic Economy Fandango as a way of life, so the starting Habitat (or Planet if you want to pick this challenge up and have a different idea for Origin), is all you need and all you got - Pirates let the saps and suckers do the work for them and skim the cream off the top! Allowances made for starbases on Cool Things, where Cool Things is vaguely 'Merc Enclaves, Archaeological Sites, Megastructures, Wormholes/L-Gates/Gateways', I am sure I am forgetting a few other Cool Things that exist but these are the major things I've actually already done on pilot playthroughs of the idea. Pirates are cool and part of that is being fascinated by cool things and hanging around cool things - booty any way you define it, hehehe. If you conquer a planet/hab/ringworld, take what you need and spin off what you can't take ASAP. Wars intrude on ASAP, and that's okay, but its like, if there is any daylight to release, you gotta release.
The third fluff MO is that Relics and Artifacts are Very Cool Things, so Letters of Marquee to potentially ever fight for Relics on purpose is a requirement either at the start or taken as 3rd Civic. I have never taken it as one of the first two Civics, because I always take it as a third without question, but I do like trying things out and I can't wait that long to try things out, I digress. Archaeo Engineers as AP is up to you, not required - admire them in a case or use them to unleash the beast, wanting them and then having them is the important part.
Beyond that, a lot of things go and generally can find some irksome truthy rationale for taking it as a Mad Fighty Galaxy Gangster Pirate God. I think Federations-as-Fronts is totally fine but if you don't want any Federeenos up in your business, let them lay low. Trade Leagues and Martial Alliances mostly spring to mind.
Mechanical Limits/No Limits without the fluff.
0. Must start with Criminal Syndicate and must take Letters of Marquee at some point. Start is fine, along the way is fine, but you must take it.
1. Must take Ethics that allow resettlement and/or kidnapping.
2. One Hab/Planet/Ringworld Segment, must gift/vassal conquest gains with obvious mechanical exception for Wars in progress.
3. Starbases allowed on vaguely defined 'Cool Things', and can not go over limit.
Edit; 4. Must put at least 1 pirate haven on all BOs
Is there anything else out there that I missed or would be a good impediment or requirement to toss in there? I really want to test the limits of possibility and spite the naysayers who claim its too hard or not fun. If it ain't your cup of tea, fair enough, but if you've been kind of intrigued by how much you can get away with NOT doing that is considered 'solid standard play', I think it's a pretty good specification and type to give it whirl.
Now lest you think I haven't even attempted it yet...
I have attempted it and am on my....6th? Pilot game where I am getting a feel for it and trying to suss out any oversights to limit or impediment or must do's. The first pilot games made it obvious that 1 hab/1 starbase was going to ludicrously hard with all the tools and methods I use not strictly relying on multiple habs, theoretically, but most certainly enjoyed being able to found more than one merc enclave or net the -5% fee at the market by setting up shop on a Mercantile Enclave, and just for the pretense of aping a more 'normal' game with Archeological Sites or even getting to the L-Gate first. I want a challenge but thats less of a challenge and more of seeking a 'perfect' start, with 'perfect' partners nearby, with 'perfect' enemies just beyond...like that's already too many potentially perfect dominoes to predicate the experience.
The 2nd pilot game was going very well after removing that limit as it actually allowed me to sensibly expand to planets more than 4 jumps away, but put the pilot on ice after I got stabbed in the neck via a Federation War where - 1. I was not the primary defender 2. It was a humiliation war 3. I was right freaking next door to the primary attacker 4. I basically got locked out of my hab immediately, like a child lifting the keys off me and hopping back in the car, and I was potentially stuck for years without a habitat to do anything on really. Sad about that one because that war was declared right as I was wrapping up another war that went ludicrously well, and would have gone even better with even 1 day between them to vassalize out the booty gained, but no such happenstance. I could have sat and waited and done other things, but it was a pilot game and 'get stuck doing nothing because you got invaded' is a potential discovered, but damned if I'm gonna keep going with it to test out parameters for the challenge itself. If I were primary defender I would have just surrendered and moved on with the penalty and shame. Caught with my pants down on a victory lap is totally a 'got me, well played' moment that doesn't need me to actually whittle my fleets down to try and prevent the inevitable from inevitably happening.
3rd pilot - Crummy start and limit violation because I miscounted hops due to parallaxing stellar systems and couldn't create a vassal due to the 5 jumps away rule on sectors.
4th pilot - Crummy start with even crummier neighbors than previous start, and I set up a Trade League with a Rogue Servitor only to realize that everyone nearby kinda hates them and will have nothing to do with them, so already preseeding the 2nd pilot's problem before I even get to do anything glorious.
5th pilot - In a drunken and high stupor, I try a rush because I am sick of trying to force a federation and winding up with an unlikable bozo as my partner and maybe I should switch it up, only to pick on the wrong neighbor (I shoulda guessed they were an advanced neighbor but didnt have intel yet...which was impetuous of me, I admit) and having to limp home with half a fleet that was half busted and the albatross of an unresolved war I should have never declared.
6th pilot - The one I'm on. It's going, not quite as aggressively good as the 2nd one but already have a 3 partner federation under the belt and just won my first war, which was an Ideology War to split up an adjacent rival. Annoyingly the liberated became they rival's vassal straight away but so far the limits and impediments have been upheld. Settled a few colonies into vassals, snagged two Observation Post sites within 4 jumps of home (another example of why I don't think 1 starbase is sensible. On top of all limits you can't even watch xenos play stickball and pick up a few strategic tactical tips or soak in the legend of Rollie Tentacles? cmon).
I will probably start taking screenshots and sharing 'The Sauce' sooner rather than later but I did want to get some kind of clearance that this
1. A Challenge
2. The limits and must dos make sense
3. I am not missing anything so far
I would love some guidance and assistance though on figuring out the parameters and finding edge cases or situations I haven't covered or experienced yet. Basically I want to be able to type it up as a One Sheet to hand off to someone else and they can get into it with minimal instruction or question about what they're are and aren't allowed to do. And if you wanna give it a go yourself, all the better, the galaxy is too big to go it alone!
So here goes in perhaps a better home to A. Design a Test/Challenge B. Show how barf inducing the challenge winds up being
Fluff/Mechanic Interplay:
Basic Conceit is you're doing a pirate pressgang that wants to get everyone in on the pirate life whether they like it or not. I've done this playstyle for months now and I really enjoy it, there's actual game system support to fudge the large parts of idea, praise Zarqlan!
The primary fluff MO is kidnapping pops for self and/or turning out sub gangs that are part of the larger pirate syndicate that treat you as kind of the head of the whole outfit. You will need to take one ethic that allows resettlement/kidnapping. Criminal Syndicate is also required at the start because the game recognizes Criminal Syndicate/Letters of Marquee as a 'Pirate Haven' and are we a Pirate Haven or Slavers With Pirate Pretensions and Pirate-Like Attributes? The former, you can ask for us by name. Letters of Marquee has to show up. I actually take Refurbishment Division as my 2nd Civic, and it feels fluffy as hell, but since I refuse to take anything but Letters as my 3rd, it feels fine and congruent on the whole.
The secondary fluff MO is that there is no reason for pirates to extend themselves into the whole Domestic Economy Fandango as a way of life, so the starting Habitat (or Planet if you want to pick this challenge up and have a different idea for Origin), is all you need and all you got - Pirates let the saps and suckers do the work for them and skim the cream off the top! Allowances made for starbases on Cool Things, where Cool Things is vaguely 'Merc Enclaves, Archaeological Sites, Megastructures, Wormholes/L-Gates/Gateways', I am sure I am forgetting a few other Cool Things that exist but these are the major things I've actually already done on pilot playthroughs of the idea. Pirates are cool and part of that is being fascinated by cool things and hanging around cool things - booty any way you define it, hehehe. If you conquer a planet/hab/ringworld, take what you need and spin off what you can't take ASAP. Wars intrude on ASAP, and that's okay, but its like, if there is any daylight to release, you gotta release.
The third fluff MO is that Relics and Artifacts are Very Cool Things, so Letters of Marquee to potentially ever fight for Relics on purpose is a requirement either at the start or taken as 3rd Civic. I have never taken it as one of the first two Civics, because I always take it as a third without question, but I do like trying things out and I can't wait that long to try things out, I digress. Archaeo Engineers as AP is up to you, not required - admire them in a case or use them to unleash the beast, wanting them and then having them is the important part.
Beyond that, a lot of things go and generally can find some irksome truthy rationale for taking it as a Mad Fighty Galaxy Gangster Pirate God. I think Federations-as-Fronts is totally fine but if you don't want any Federeenos up in your business, let them lay low. Trade Leagues and Martial Alliances mostly spring to mind.
Mechanical Limits/No Limits without the fluff.
0. Must start with Criminal Syndicate and must take Letters of Marquee at some point. Start is fine, along the way is fine, but you must take it.
1. Must take Ethics that allow resettlement and/or kidnapping.
2. One Hab/Planet/Ringworld Segment, must gift/vassal conquest gains with obvious mechanical exception for Wars in progress.
3. Starbases allowed on vaguely defined 'Cool Things', and can not go over limit.
Edit; 4. Must put at least 1 pirate haven on all BOs
Is there anything else out there that I missed or would be a good impediment or requirement to toss in there? I really want to test the limits of possibility and spite the naysayers who claim its too hard or not fun. If it ain't your cup of tea, fair enough, but if you've been kind of intrigued by how much you can get away with NOT doing that is considered 'solid standard play', I think it's a pretty good specification and type to give it whirl.
Now lest you think I haven't even attempted it yet...
I have attempted it and am on my....6th? Pilot game where I am getting a feel for it and trying to suss out any oversights to limit or impediment or must do's. The first pilot games made it obvious that 1 hab/1 starbase was going to ludicrously hard with all the tools and methods I use not strictly relying on multiple habs, theoretically, but most certainly enjoyed being able to found more than one merc enclave or net the -5% fee at the market by setting up shop on a Mercantile Enclave, and just for the pretense of aping a more 'normal' game with Archeological Sites or even getting to the L-Gate first. I want a challenge but thats less of a challenge and more of seeking a 'perfect' start, with 'perfect' partners nearby, with 'perfect' enemies just beyond...like that's already too many potentially perfect dominoes to predicate the experience.
The 2nd pilot game was going very well after removing that limit as it actually allowed me to sensibly expand to planets more than 4 jumps away, but put the pilot on ice after I got stabbed in the neck via a Federation War where - 1. I was not the primary defender 2. It was a humiliation war 3. I was right freaking next door to the primary attacker 4. I basically got locked out of my hab immediately, like a child lifting the keys off me and hopping back in the car, and I was potentially stuck for years without a habitat to do anything on really. Sad about that one because that war was declared right as I was wrapping up another war that went ludicrously well, and would have gone even better with even 1 day between them to vassalize out the booty gained, but no such happenstance. I could have sat and waited and done other things, but it was a pilot game and 'get stuck doing nothing because you got invaded' is a potential discovered, but damned if I'm gonna keep going with it to test out parameters for the challenge itself. If I were primary defender I would have just surrendered and moved on with the penalty and shame. Caught with my pants down on a victory lap is totally a 'got me, well played' moment that doesn't need me to actually whittle my fleets down to try and prevent the inevitable from inevitably happening.
3rd pilot - Crummy start and limit violation because I miscounted hops due to parallaxing stellar systems and couldn't create a vassal due to the 5 jumps away rule on sectors.
4th pilot - Crummy start with even crummier neighbors than previous start, and I set up a Trade League with a Rogue Servitor only to realize that everyone nearby kinda hates them and will have nothing to do with them, so already preseeding the 2nd pilot's problem before I even get to do anything glorious.
5th pilot - In a drunken and high stupor, I try a rush because I am sick of trying to force a federation and winding up with an unlikable bozo as my partner and maybe I should switch it up, only to pick on the wrong neighbor (I shoulda guessed they were an advanced neighbor but didnt have intel yet...which was impetuous of me, I admit) and having to limp home with half a fleet that was half busted and the albatross of an unresolved war I should have never declared.
6th pilot - The one I'm on. It's going, not quite as aggressively good as the 2nd one but already have a 3 partner federation under the belt and just won my first war, which was an Ideology War to split up an adjacent rival. Annoyingly the liberated became they rival's vassal straight away but so far the limits and impediments have been upheld. Settled a few colonies into vassals, snagged two Observation Post sites within 4 jumps of home (another example of why I don't think 1 starbase is sensible. On top of all limits you can't even watch xenos play stickball and pick up a few strategic tactical tips or soak in the legend of Rollie Tentacles? cmon).
I will probably start taking screenshots and sharing 'The Sauce' sooner rather than later but I did want to get some kind of clearance that this
1. A Challenge
2. The limits and must dos make sense
3. I am not missing anything so far
I would love some guidance and assistance though on figuring out the parameters and finding edge cases or situations I haven't covered or experienced yet. Basically I want to be able to type it up as a One Sheet to hand off to someone else and they can get into it with minimal instruction or question about what they're are and aren't allowed to do. And if you wanna give it a go yourself, all the better, the galaxy is too big to go it alone!
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