Nanaki
Posts: 306
Joined: 6/4/2014 Status: offline
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Well, the ones I would probably consider high priority are: - Counterespionage vs Sabotage (Note: Not very fun to have a mining station/starport under construction blowing up every week...) - Development bonus from multiple wonders on the same planet do not stack, it only seems to apply one and ignore the rest. Ruins are also affected by this as their development bonus is counted as a 'wonder' - Smugglers will not repair if damaged, even if they are idling or docked with an owned spaceport - Smugglers will not retrofit their ships, even if it is a massive improvement (early-game tech vs late-game tech) and the pirates have more than enough money to afford it (Note: These are especially bad since you have no control over smugglers (you cannot even scrap them), and you still have to pay their maintenance costs) - Empires will scan and attack smugglers that are providing resources that the empire requested - Pirate-built wonders do not count towards the wonder cap. I built a Boskara highspeed shipyard as a pirate and roughly a few years after completion an empire built the same highspeed shipyard, even though I already had one fully built. Because of this pirates can also build multiple wonders of the same type, if they own multiple planets, can be big exploit - Pirates do not gain any research bonus from research-oriented wonders (Note: Likely due to the wonders providing the same locational research bonus as anamolies, which pirates cannot benefit from by design, this also makes the research bonus from anamolies completely worthless to research-oriented empires whom acquire the research wonders first, considering no locational-based anamoly will ever match or surpass the +50% bonus from wonders) - Pirates do not gain any research bonus from scientist skills - Most Race-wide modifiers do not work with pirates, I only confirmed two to work so far (Extra Intelligence Agents, Military/Civilian Ship Size modifier), rest do not function at all (Note: This only gives you three viable choices for pirates, Ackdarian, Haakonish, and Ketarov) - The Facility defense bonus provided by Smuggler/Mercenary pirate playstyles does not appear to do anything (Note: I play as Smuggler, I watched a few of my pirate bases/fortresses get attacked and I only see the +50% Defender bonus) - Pirates cannot change their Home Base, and cannot get a new Home Base if their initial one is destroyed (Note: Important since pirates do not pay maintenance costs on their home base)
< Message edited by Nanaki -- 6/19/2014 4:42:20 PM >
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I ate the batter of the bulge at Hans' Haus of Luftwaffles
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