So, what am I missing here? Why can't I build the criminal network facility? Something to do with the planet's population number? Or the fact that they are unfriendly, or an independent colony perhaps? Thanks.

ORIGINAL: Breet
In some of the preview build streams I saw (Das24680) the only way to get a criminal network was to wait for the advisory to popup the message for it, Even when over the 200k price mark. (also pirate base and fortress showup in the option, you just cannot click it unless you have the 30/100 k)
ORIGINAL: adamsolo
After I turned on the "suggest colony facilities" advisor (was set to manual before) I got the pop up to build the criminal network, and was allowed to build it (it did cost around 200K). However, you should be allowed to do it in "manual" as well, just like the pirate base and fortress.
On the subject of "advisors" vs "manual", I want to point out an odd diplomacy issue. I had "suggest diplomacy deals" ON while playing with a regular empire, and I was offered the possibility via advisor pop up to request the lift of a trade embargo for a third party empire. However, I couldn't do the same thing manually, i.e. by talking directly to the empire in question and asking them to lift the embargo on the third party. That and now this facility only buildable through the advisor? You should look at other possible things only possible through advisors, because I suspect many people like to go full (or almost full) "manual".
Erik, the save is 20MB, the upload function says is too large. How do I upload it?
ORIGINAL: adamsolo
By the way, both the pirate base and fortress took me many many years to build. The independent colony population was around 1500-2000M. And, I'm playing with the mercenaries which should build pirate bases 25% faster. And, to make things worse, every now and then a rogue pirate ship slipped through the defenses (and they were a lot of defenses!!) and if they dropped a single troop I immediately lost all progress on the bases and had to start all over again, This happened way too many times.
Am I doing something wrong here? How do I defend my colonies better to protect my pirate bases under construction? No matter what I do, built a space port, a defense base, 2 big fleets patrolling, and rogue pirate ships still managed to drop troops and destroy my pirate base's progress. Any tips on how to speedup the pirate base's building process and on how to defend them from rogue raiders better?
Oh, and by the way, if you raid your own controlled planet building a pirate base there you also destroy your pirate base progress. Is this bug or feature? I incidentally hit raid more than once and lost all progress on my pirate bases. I think something should be done about this. It seems like your ships are too passive and allow a single rogue ship to destroy years of work on the pirate bases.
ORIGINAL: Erik Rutins
ORIGINAL: adamsolo
By the way, both the pirate base and fortress took me many many years to build. The independent colony population was around 1500-2000M. And, I'm playing with the mercenaries which should build pirate bases 25% faster. And, to make things worse, every now and then a rogue pirate ship slipped through the defenses (and they were a lot of defenses!!) and if they dropped a single troop I immediately lost all progress on the bases and had to start all over again, This happened way too many times.
Am I doing something wrong here? How do I defend my colonies better to protect my pirate bases under construction? No matter what I do, built a space port, a defense base, 2 big fleets patrolling, and rogue pirate ships still managed to drop troops and destroy my pirate base's progress. Any tips on how to speedup the pirate base's building process and on how to defend them from rogue raiders better?
Oh, and by the way, if you raid your own controlled planet building a pirate base there you also destroy your pirate base progress. Is this bug or feature? I incidentally hit raid more than once and lost all progress on my pirate bases. I think something should be done about this. It seems like your ships are too passive and allow a single rogue ship to destroy years of work on the pirate bases.
Three builds before release, we made a tweak to make bases under construction more vulnerable and make bases a bit easier to destroy. We're still investigating, but it appears that this broke a few things and we didn't catch it before release. Expect an update to make pirate bases more resilient.
Regards,
- Erik
ORIGINAL: Raap
One thing that I noticed when trying to protect my own on-planet pirate bases was that I would have 'peace treaties' with other pirate empires. That, of course, prevented my ships and defenses from attacking them automatically. Since the planet is not technically 'yours' they will be coming to raid even with the treaties. So basically, they go through your defenses unharmed.
My solution was to break all treaties and not accept new ones. After that point, I stopped having that problem as any raiders were chased away before they got close enough to drop raid pods.
ORIGINAL: Erik Rutins
Three builds before release, we made a tweak to make bases under construction more vulnerable and make bases a bit easier to destroy. We're still investigating, but it appears that this broke a few things and we didn't catch it before release. Expect an update to make pirate bases more resilient.
What version did you see that with? I'll have a play with pirate mode again and see if I get the same thing.ORIGINAL: adamsolo
I report that it's now possible to build a criminal network manually via the build action buttons. However, the cost was not subtracted from my treasury. The 250K were not subtracted. I have a save point in case you need it.
The last one, 1.9.0.4ORIGINAL: Kayoz
What version did you see that with? I'll have a play with pirate mode again and see if I get the same thing.ORIGINAL: adamsolo
I report that it's now possible to build a criminal network manually via the build action buttons. However, the cost was not subtracted from my treasury. The 250K were not subtracted. I have a save point in case you need it.