Stellaris

Stellaris

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Realistic Pirates [3.11.☠]
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Feb 13, 2022 @ 1:56pm
Apr 24 @ 1:39am
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Realistic Pirates [3.11.☠]

In 3 collections by FirePrince
Vassals Expanded and Reworked
55 items
FirePrince's ADT Recommendations 3.0+
49 items
FirerPrince Stellaris
35 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 compatible 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 compatible with the actual Pirate Republic mod (as a version is already included).

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) optin 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.

Donations are always welcomed: If you wanna support me.[paypal.me]
[discordapp.com]

● GitHub repository[github.com]
308 Comments
Alferner May 12 @ 1:36am 
Is it just me or does the Khan always die really quickly for others when using this mod too?
Szybs Apr 18 @ 1:29am 
hi FirePrince,

There is a critical bug in your mod.

I've found that when this mod is enabled Space Amoeba cannot destroy (disable) System Space Stations, they are engaging the station, and when the space station reach 1 hull point it stays like that for whole game.

Then leads to a huge lag in game as the Amoeba is constantly circling around station firing at it but it cannot destroy it.

Not sure if that affects other space creatures but I've found that with space amoebas so far
AnotherExample Mar 18 @ 10:07am 
What is the recommended settings when the Pirate waves settings pop up?
Should I activate bulwark? And If I normally play on GA, what is the recommended piracy difficulty from the getgo?
Anton Rabe Mar 15 @ 3:30pm 
It would be cool to have a Civic or an origin that allows you to interact positively with pirates.
For example, provide them with shelter on your territory and in return they give resources
Salv Feb 10 @ 11:54am 
I also see crisis fleets flying right through some systems that have starbases with defense platforms, neither firing on each other, which I suspect might also be coming from this mod. Earlier in the game this particular station was defeated by pirate wave fleets, I dunno if that is a coincidence.
Salv Feb 10 @ 9:34am 
Hello, I just noticed a curious behavior from AI ships that might be from this mod. Sometimes AI empire fleets seem to behave like the pirate wave fleets in terms of entering a system, then sitting 'afk' at weird places like pirates do while building pirate stations. This even seemed to happen with Unbidden fleets! I'm not sure if this behavior is really caused by this mod, or if these were just coincidences by funky AI.
Also, the AI seems to have a bit of a tough time clearing out pirate stations in neighboring systems. This results in chunks of the galaxy filled with pirate stations that the player has to clear out themselves. Is this behavior intended?
Alferner Feb 10 @ 8:03am 
I started a game with only me fallen empires and lots of primitives and then this happend.
Alferner Feb 10 @ 8:02am 
Rn this
{LINK REMOVED}
FirePrince  [author] Feb 10 @ 7:27am 
Not that bad, or? ;-P will be changed in 3.11, thx
Alferner Feb 10 @ 6:22am 
It seems that primitive civilizations who become spacefaring is neutral to the pirates