Stellaris

Stellaris

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Realistic Pirates [3.14.☠]
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4.935 MB
13 Feb, 2022 @ 1:56pm
24 Apr @ 1:12am
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Realistic Pirates [3.14.☠]

In 3 collections by FirePrince
Vassals Expanded and Reworked
55 items
FirePrince's ADT Recommendations (3.14)
52 items
FirerPrince Stellaris 3.14
46 items
Description
Bring more life to the galaxy, kinda like living systems does.
This mod is a merged continuation of Pirate Waves 3 (+Marauders edition) by ScepraX (+Realistic Pirates by Maltheal), modded Pirate Republic by lpslucasps and The Outer Bulwark (Beta) by Obscuris.

Pirate Waves
This mod spawns pirate fleets dynamically (continuously and endlessly). Every once in a while a pirate station and fleet will appear at an asteroid, barren or habitable planet, usually in some part of the galaxy that’s not owned by any country. The pirate fleet will venture out into the galaxy, raiding solar systems belonging to countries and setting up new pirate stations. Each pirate station will produce a new pirate fleet and disappear 10 years after being build.

How strong the fleets are depends on the difficulty level chosen and the time that has passed in the game. The pirates will start to appear 10 years into the game. If the fleet power of the country closest to where the pirates appear is inadequate compared to the pirates, the power of the fleets spawned will drop.

You can set the difficulty of this mod as well as the interval at which a new pirate station and fleet appear using the settings. With it, you can also disable the creation of new pirate stations and fleets.

Includes a pirate kill counter event in your situation log, containing an overview of the interaction with the pirates. This will appear after encountering them for the first time.

Settings
To set the probability of appearance, you can use the "Pirate Waves" settings via Dynamic Mod Menu or Edict (if not present). The minimum chance is 1% (averaging 1 pirate fleet every 100 months) but you can increase this to up to 100% (averaging 1 pirate fleet every month). Default chance is 5% (averaging 1 pirate fleet every 20 months).

You can use the "Pirate Waves Difficulty" settings to set the power level of the fleets. This will also limit the maximum amount of ships the pirate countries can manage.

The difficult settings are also applied to Marauders, Privateers and the Pirate Republic (only after the game runs 10 years).

Multiplayer
In a multiplayer game, the spawn settings of a random player who has not disabled spawning will be used. If all players except one disable the mod, only the settings of that player will be used. From the difficulty settings, the lowest will be used.

Disabling
The Pirates Waves can be deactivated via menu settings, there are options for several factions available.

If you decide to disable this mod in the game loader or unsubscribe the mod, some existing pirates spawned with this mod will no longer move. Your situation log will also contain a corrupt entry where the kill counter was.

Compatibility
Compatible with savegames.
✔️ Should be compat with most mods (as merger_trigger are used), some mods might influence the gameplay if they modify the pirate ships.
✔️ NSC3 must be below
✔️ The Great Khan Expanded should not matter
• There is a full patched marauder_events.txt included as an aside (depends on load order, e.g. should be below ZoFE and Marauders Remodeled).
• Khorgis Khan (should be above)
• The difficult settings for Marauders are overridden by the Crisis Manager Mid-Game Edition.
• Not compat with the actual Pirate Republic mod (as a version is already included).
Freebooters Origin (reborn)

Vanilla Fixes
• Includes all (3.7) vanilla marauders (marauder_events.txt) and pirates fixes known to me (same as listed on The Great Khan Expanded).

Planned
• Pirate fleets can be hired (with Enclave & Apocalypse DLC?)
• Pirate fleets can board ships
• Randomize Pirate Graphical Culture
• Pirate Artifact
• Pirate Crisis
Maybe include Pirate Ships Extended?
• The Outer Bulwark - needs some rework and options

Localization
• English 🇺🇸 – ScepraX
• Русский 🇷🇺 – ScepraX
• Deutsch 🇩🇪 – FirePrince
• Español 🇪🇸 – DARH
• Français 🇫🇷 – Pata
All other officially supported languages are only machine-translated.

Notes
  • You will be notified if a pirate station has been build in a system of which you have a high intel level.
  • There are two pirate countries, and they are not on good terms with each other. There’s an individual statistic about pirates killing pirates in the situation log.
  • If you own and activated the Apocalypse DLC, raiders will be mixed in with the pirates. Ratio is 80% pirate and 20% marauder ships.
  • Pirates will often take breaks to split their loot and fix up their ships, and need a year to build a new pirate station.
  • Pirate stations, ships and fleets have random names from extended pirate name lists.
  • Killing pirates and marauders will provide a small amount of minerals and energy, depending on the type of pirate ship. Defeating pirates will also provide a very small amount of unity and engineering research.
  • If you ignore the pirate stations for too long you’ll regret it as they will send endless waves of pirate fleets. They really like the part of the galaxy that no one looks at, and they will grow and expand until they have enough fleets to destroy your outposts. Some AI countries may become infested with pirates if there’s a lot of unowned space around them. You can help them by destroying the pirate stations in unowned space, or exploit this by declaring war on them. Changing the settings of the mod will also help them or destroy them, depending on how it’s used.
  • FTL inhibitors work really well against pirates.
  • Mercenary & Privateer (espionage pirates) fleets are also affected by this mod. This results in smaller fleets in the beginning but massive fleets during the endgame. The AI uses them, so be prepared.
  • Low probability of spawning new Marauder Enclaves(if 3 pirate systems fit together and not already 3 exists)

Credit
• ScepraX – initiating this mod (Maltheal for continuing)
• lpslucasps – The Pirate Republic
Twinks Pirate City
• Obscuris – The Outer Bulwark (OtherPlayers for updating first contact) opt-in since 3.4
Jon Dunham – the Khan room
MrFunEGUY – Improved Diadochi

Testing
If you wish to create pirates manually, you can access the debug mode in the menu.

Bug?
You can use the menu option "Recreate Pirate Countries" or the console command:
event pirate_waves.666
Which will immediately remove all pirate stations and fleets from the galaxy and recycle the pirate countries, after which the mod should work.

[discordapp.com]

● GitHub repository[github.com]
If you wanna support my work[paypal.me].
348 Comments
Sabaithal 22 May @ 12:16pm 
Doesn't work on 4.0 (unsurprisingly), keeps spamming popups repeatedly.
tilarium 17 May @ 12:50am 
It’s not updated for 4.0, so yeah, it’s not working.
Kar 16 May @ 9:27pm 
it's spamming alerts everyday it's been a year into the game and it's still doing it.
I Darkstar X 14 May @ 5:51am 
Seems to spam alerts at the start of a game.
Dr. Quackers M.D. 25 Apr @ 8:47am 
spawns pirate fleets dynamically, no its arbitrary.
Dynamic implies taking more factors into account. If that was the case my crime free empire should not be spawning pirates in systems i own that are with in 1 to 3 jumps of 3 star fortress with enough trade protection to make a Ferengi drool.
Factors like economy, trade protection, last time a military fleet passe thru, storm protection, goals for the pirate that when meet will cause disbanding, maybe sometimes that thing is a job and i can get a free fleet with high upkeep and a leader who might not agree with me, maybe they want a hab and to be a free port under your realm, or maybe they just want to pillage.
Point is this feel far far far far from dynamic.
Lawnmower 7 Apr @ 10:24am 
Yeah seriously, i put it on ensign after captain was just way to annoying. On captain i had constant pirate fleets where each one rivaled my total fleet power. And that was even when i put it on 1 pirate spawn every 100 months. So i restarted and tried ensign because i liked the concept of the mod.

But god damn, 10 years in and i'm sitting on around 2k fleet power with another 10 corvettes being built. POW 3k pirate fleet just right next door. I cant even imagine what it would be like if the difficulty was on Grand Admiral.
FirePrince  [author] 5 Apr @ 8:48pm 
THX for criticism: I'll consider this in the next update and default halve the number of pirate ships.
CometDeer 10 Mar @ 1:32pm 
This mod really missed the mark for me. It doesn't really feel like any care at all has been taken to balance any of the elements of the mod and as a result this isn't very fun to play with.

- The pirates are fun in principle, but they seem WAY too overtuned. Economy doesn't matter to them, and they can spam fleets and stations while being mostly impervious to any "strategic damage". Killing their bases does nothing but stop that specific base from being used as a fleet spawn point.

- The Outer Bulwark is even worse as far as I'm concerned. They will at some point """"ask"""" you if they can use your planets to do some science. If you say no, they will send two fleets sporting about 100k military power each to permanently destroy your space stations and bombard your planets. At the point in the game where I was I had COMBINED maybe 90k fleet power between my 3 fleets, and I definitely had the strongest military out of the normal factions at that point.
perl 10 Jan @ 9:03am 
Is it possible to get a setting to affect the AI less? I notice AI empires really struggle with the pirates since they never attack their bases
Za_vcya 29 Dec, 2024 @ 7:11am 
Не играл, но планирую, респект за обновления