Handling Pirate bases on planets?

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Bingeling
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RE: Handling Pirate bases on planets?

Post by Bingeling »

ORIGINAL: FingNewGuy

Which decisions in DW are NOT significant?
"Hm, should I put the mine on the 64% steel and 38% gold, or the 58% steel and 45% gold asteroid of the capital system asteroid field?"

Pirates can be either an interesting challenge, or a nuisance. Handling a lot of nuisance is not fun, overcoming challenges is. Remembering to disable respawning pirates is step one in avoiding pirate nuisances.
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FingNewGuy
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RE: Handling Pirate bases on planets?

Post by FingNewGuy »

[:D]
pkoko
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RE: Handling Pirate bases on planets?

Post by pkoko »

If you have protection agreement with pirates, Can you take out their bases? Also, The pirate faction in my game is very powerful and protection only costs 165 cr a month. So it doesn't make sense for me to fight them. Is there any disadvantage in letting the pirate remain friends?
Tormodino
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RE: Handling Pirate bases on planets?

Post by Tormodino »

I get some pretty good results from having them fight each other, so I would say not always.
On the other hand, they are annoying once they start spamming ships. Smacking them early and hard allows you to expand without having to deal with them.

You can certainly manipulate the pirates, and at a certain point your economy will certainly be strong enough to pay them all off. Then you can take out one after the other at your leisure.
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Tehlongone
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RE: Handling Pirate bases on planets?

Post by Tehlongone »

ORIGINAL: pkoko

If you have protection agreement with pirates, Can you take out their bases? Also, The pirate faction in my game is very powerful and protection only costs 165 cr a month. So it doesn't make sense for me to fight them. Is there any disadvantage in letting the pirate remain friends?
You can take out their bases yes, but the moment you attack the treaty is void, so... :)

I've sometimes allowed one to remain for a while until I had the fleets to comfortably destroy them fast. Problem with keeping them is that there are hidden costs in their presence. That is, corruption in your colonies and even if they don't attack your freighters they still attack those of your trading partners. They also take up space and burn fuel.
Aeson
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RE: Handling Pirate bases on planets?

Post by Aeson »

How does a planetary shield stop pirates from landing troops?
Couldn't say, although it is possible that assault pods count as a bombardment weapon. Alternatively, planetary shields may count as a shield with sufficient strength to be impenetrable to the boarding pod (if you examine the boarding pod descriptions, there is a line in there that refers to the maximum shield strength that the pods can penetrate).

I can nevertheless confirm that planetary shields do in fact appear to prevent raids, as I spawned a colony with a Planetary Shield in my starting system as a pirate and then gave myself about a dozen warships equipped with boarding pods, stuck them in a fleet, and ordered them to raid the planet. Despite the lack of troops on the planet and my ships making repeated passes over the world with 'raid planet' orders, no boarding pods were launched and no raiders appeared on the planet's surface.
Also, The pirate faction in my game is very powerful and protection only costs 165 cr a month. So it doesn't make sense for me to fight them. Is there any disadvantage in letting the pirate remain friends?
Paying the pirates 165 credits per month is about 2000 credits off your cashflow, and probably only covers the maintenance of one small pirate ship. This is nevertheless 2000 credits that you could be using to fund your own military, and 2000 credits that the pirate faction doesn't need to come up with from other sources. Long-term, you're better off building up a space navy and crushing all pirates (dead pirates can't go back on their agreements, after all), as protection agreements also give the pirates license to keep their warships hanging around at your colonies, which allows them to build up control at the planet and thus build hidden bases, hidden fortresses, and eventually criminal networks (although any world with more than a few billion inhabitants is more or less immune to pirate control, as at that population level passive gains in control from orbiting vessels are typically outstripped by natural reductions in control level due to the planet's populace); control also grants pirates some portion of the planetary income, which may siphon off some of your taxes and will help the pirates stay strong. Short-term, 2000 credits per year for 'protection' from a strong pirate faction isn't a bad deal, and may be worth maintaining until you've made your fleets ready to make a move against the pirate faction or until someone else cripples this group of pirates.
If you have protection agreement with pirates, Can you take out their bases?
Yes. As with any other entity, this will not necessarily cause your faction and the pirates to break off relations, but it may result in the cancellation of protection agreements as attacking or destroying ships and bases (including the hidden planetary bases) adds a malus to your relations rating with that pirate faction.
Nanaki
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RE: Handling Pirate bases on planets?

Post by Nanaki »

ORIGINAL: pkoko
If you have protection agreement with pirates, Can you take out their bases? Also, The pirate faction in my game is very powerful and protection only costs 165 cr a month. So it doesn't make sense for me to fight them. Is there any disadvantage in letting the pirate remain friends?

I am fairly sure you can attack their hidden bases on your planets without the protection agreement breaking, but nothing beyond that. The unfortunate bit is that no matter what pirates lose their oomph fairly rapidly as the game progresses, so you eventually reach a point where you can just smack around the pirates.
I ate the batter of the bulge at Hans' Haus of Luftwaffles
Tormodino
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RE: Handling Pirate bases on planets?

Post by Tormodino »

Mostly correct, Nanaki, but I had a game where the pirates basically sieged me to death by camping and cleaning out the majority of my systems. It was surreal and quite cool. Even with some heavy micro I could not dislodge them. I had quite a few system, and my economy was ok, but I was not match for hundreds of tech equal pirate ships buzzing around and swatting any attempt at making a fleet.

Anyone have similar experiences? Most of the time they are a simply stomp away. If they consistently did what happened in that game they would be super scary :D
Aeson
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RE: Handling Pirate bases on planets?

Post by Aeson »

I had quite a few system, and my economy was ok, but I was not match for hundreds of tech equal pirate ships buzzing around and swatting any attempt at making a fleet.

Anyone have similar experiences? Most of the time they are a simply stomp away. If they consistently did what happened in that game they would be super scary :D
This sort of thing happens occasionally, mostly when the pirates have lots of time to develop and corrupt independents, or when they can hit an empire hard and early. Often it means that the empires in the area were particularly slow to acquire warp tech and so were unable to field a navy capable of threatening the pirates at a point when the empires could have held back the pirates, and thus the pirates have run away with the independents and might still be exacting significant tributes from the planetary empires as "protection." It can also happen if you agree to pay the larger protection fees and leave them going too long, or in regions where there aren't any planetary empires but are a fair number of independents.

In this type of situation, my suggestion would be to see if you can get a strong enough set of defensive bases up around your main colony (or colonies, but you probably shouldn't be having this problem across your whole empire if you have multiple colonies unless it's legendary pirates) to allow you to build construction ships or resupply ships that you've outfitted as heavy battleships, and keep any warships and construction ships you do manage to build close to the defensive bases (yes, this means babysitting them, but it's not like you have much else to do if you're being overrun by pirates). If it's only a regional issue (e.g. a new expansion that's a bit far from your original cluster), build up a comparable fleet at home and send it over with some resupply ships to act as fueling stations. I would also tend to say that it's probably not worth paying protection fees at this point, as the pirates aren't honoring them if they're knocking your fleets out and so all it's doing is funding the very pirates who are causing your issues. Large garrisons can reduce raiding success, but if you're really facing hundreds of pirate ships you'd probably require unreasonably strong garrisons to properly defend each colony. If there are multiple pirate factions in the region, you can try getting them to fight one another and weaken them enough to get your fleet off the ground that way.
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