Stellaris

Stellaris

78 ratings
No Pirates!
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1.013 MB
24 Feb, 2022 @ 1:23am
29 Oct, 2024 @ 10:03am
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No Pirates!

Description
This mod sets the multiplier for piracy growth to 0, effectively removing piracy from anything excluding events, it also has an overwrite to the Criminal Heritage civic, removing it from use.

Helps performance a decent bit since Trade Piracy isn't getting calculated, Helps the AI a bit since it doesn't need to build for piracy, helps my sanity a bit since the system is a laggy, obnoxious mess.

I really hate pirates, corporate or otherwise.

This mod will never not work, given that it's a simple overwrite and a Define's edit, but I will keep this version updated to avoid the scary yellow box and red text!

This is marked for 3.14.*, but will work on every version since Megacorp (2.2).
16 Comments
Catdroid 23 May @ 2:10pm 
Not sure when or even if you need to update for 4.0, but would you be able to keep a version for 3.14 if you update due to the amount of issues with 4.0 currently?
Dr. Nolegs  [author] 25 Dec, 2024 @ 6:19pm 
Yep! This mod makes your life so much simpler, PDX seems to be planning on revisiting this system given their Q&A's recently, so glad you got value from it.
Eddie Krueger 25 Dec, 2024 @ 1:48pm 
Works just fine, thanks! Now just my main fleet will make a tour across the empire to visit every red skull.
Eddie Krueger 25 Dec, 2024 @ 12:35pm 
After 15 minutes of trying to align a patrol route on a 3k+ trade route, and failing because Paradox thinks you DEFINITELY want to secure systems adjacent to them only, I'll give this a shot.
whitefire 9 Oct, 2024 @ 3:18pm 
Good for AI, good for CPU, good for me, good mod.
Dr. Nolegs  [author] 14 Sep, 2024 @ 8:23am 
@普陀区汉族本科主播

Due to the fact I don't hard overwrite events (for compatibility) there are 2 ways pirates can spawn, not including another mod spawning them.

1. You enabled this mod mid-game, since it simply stops growth it doesn't clear what is already there.
2. Event Pirates, for Vanilla this is only the Thalassocracy, That one Espionage Action, and the Under one Rule event chain.


The First is just a quirk of disabling growth on an existing game, other then the three things listed in the second nothing else Stellaris does will spawn pirates, unless you have a mod that affects that system.
普陀区汉族本科主播 14 Sep, 2024 @ 4:03am 
the piracy growth was down to zero however sometimes pirates still spawn
dust_on_the_code 20 May, 2023 @ 4:36am 
nice mod i hate pirates becuse in the late game it just straight up fully stops the game for minutes at a time to create a single fleet becuse it created a new empire.
LeAnomalocaris 10 May, 2023 @ 4:12pm 
Good, pirates are such an unfun mechanic
Take the meds 11 Feb, 2023 @ 10:56pm 
nice mod, I fuckin HATE pirates stealing my trade. I cant learn how to patrol so might as well just get rid of em