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Pirate Waves 3: Marauders
File Size
0.005 MB
Apr 19, 2018 @ 2:09pm
Jun 2, 2018 @ 9:35am
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Pirate Waves 3: Marauders

In 2 collections by ScepraX
ScepraX's Mod Collection for v2.1
19 items
Pirates & Monsters (& More)
4 items
Stellaris version supported: v2.1.*

Pirate Waves 3: Marauders
Replaces the marauder fleets with fleets from the mod Pirates Waves 3. This will result in more varied fleets consisting for 80% out of marauders ships and 20% pirate ships.

The fleets will increase at the same pace as those of Pirate Waves meaning they will become increasingly larger with years passed. The difficulty policies of Pirate Waves will be applied to the Marauders fleets that are created. In contrast with the pirates from Pirate Waves the Marauder fleets will ignore the fleet power of nearby countries.

Pirate Waves difficult settings are applied to fleets that are created by the Marauders after the game has started.

Compatible with existing saves. Can be removed without an impact on existing games.

  • If used without Pirates Waves 3 no Marauders fleet will appear and you'll get errors.
  • Doesn't overwrite the Marauder events but does overwrite the marauder effects. A couple of warnings will appear in the error.log stating this.
  • Disabling Pirate Waves through the policies will have no impact on this mod. Changing the spawn interval through the policies neither. The only policy that does have an effect is the difficulty policy.
  • Mercenary fleets are also affected by this mod. This results in pretty small fleets in the beginning but massive fleets during the endgame. The AI uses them so be prepared. All mercenary fleets are the same regardless of energy costs.
  • Crysis will allow for multiple marauder crisis events / Khans.
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Parse Jun 21, 2018 @ 2:10pm 
Can you add a policy option to disable the mercenary fleets from being affected?
Kontinuation Jun 12, 2018 @ 4:46pm 
We really need a "Leviathan Waves" now:steamhappy:
kevinhann May 27, 2018 @ 10:11am 
Does it work with 2.1?
xnadu27 May 6, 2018 @ 3:35am 
ScepraX  [author] May 4, 2018 @ 2:25pm 
I only now found out you can hire ridiculously strong mercenaries with this mod. A 20k fleet with no upkeep for 6500 energy seems like cheating. Though the AI managed to use it better than me to be honest.
ScepraX  [author] Apr 23, 2018 @ 1:42pm 
@Chirumiru ShiRoz: Well I don't know if it's even possible to check whether fleets can actually merge so a mod that tries to do that through events, which is what I think you're saying, would be incompatible with any fleet that has the settings changed. Most marauders fleets can't be upgrades, disbanded, change composition or change leader.

I'm afraid I can't really fix this issue. The mod that tries to make them merge should exclude the Marauder country from their code. And the Sentinels as well while they're at it. Those country have fleets that are limited in options. This is all conjecture though.

I haven't changed anything to how the Marauders operate. No events were changed. No fleet settings were changed. Other than the ships that the fleets consist of nothing was modfiied. The only thing in this mod are overwritten scripted effects for Marauder ship based fleets creation. It should not have an effect on this bug.
Chirumiru ShiRoz Apr 23, 2018 @ 1:28pm 
I think that's what's causing the AI to bug, it tries to merge but it can't. I think it may have something to do with Glavius AI/Enhanced AI mods?
ScepraX  [author] Apr 23, 2018 @ 1:12pm 
@Chirumiru ShiRoz: The marauder fleets should be prohibited from merging. This is the case in the Vanilla scripted effects and the ones from this mod as I haven't changed it.
Chirumiru ShiRoz Apr 23, 2018 @ 12:02pm 
@Sceprax Not sure if it's related to this mod or just generic AI-dumbness, but the Horde's fleets are stuck trying to merge themselves to form bigger fleets and they end up stucking in their home starting area.
Chirumiru ShiRoz Apr 23, 2018 @ 11:59am 
Damn that's a bummer, I have other mods that also overwrites crisis event, guess I'll have to live with only one khan lol.