Bingeling -> RE: Pirates in pre-warp games (10/14/2015 6:45:24 AM)
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As the above posts says, the pirates is a significant presence in the early game, unless disabled. I would not usually make any deal with the pirates apart from the very first attack before my spaceport is complete and shielded. And I would usually play with automated designs, usually normal AI designs. And I like slow research. That is a setup for a war with pirates, and some protection deals are probably a good idea. My experience in playing pre-warp is that there is little point in doing much until proper Gerax Hyperdrives are available. All that I can achieve is mining some fuel and stuff that I will spend (and more) trying to defend the few mines I got. Since doing nothing is rather boring, I try to deploy mines in my systems once I got the warp bubble drive. If there are significant amount of pirates around, I will experience that my mines are busted almost as fast as I can build them. There is usually some mines left alone though, so I make sure to quickly rebuild those destroyed so that the pirates will destroy them again, leaving my other mines alone. Pirates will swarm any minor colony system so putting mines there is rather pointless. I will in the early days manage to properly defend (in space) just one single new colony, and maybe not even that. I will not manage to defend more than very few mines (if even that) if they are actively hunted by pirates. Thus rebuilding those that are destroyed, and trying to sneak some away in quiet systems with no colonies. I usually have a pirate battles in my capital system where they destroy some of my mines, and my "home fleet" fight them with modest success or less. They will, however, not manage (or even try) to destroy my large capital spaceport while some of my warships are around (and if they do, I have troops on the ground and will intend to rebuild it). So at the start of the game, I am not managing to protect my areas from the pirates, I do manage to do some mining and have some fun, though. The change comes when I am rich enough to field a good size fleet of my AI designed destroyers and frigates. What is a good size? 40 ships?, it would depend on the actual designs. 40-ish ships can not defend 3 colony systems and a few key fuel mines, but they can possibly kill a large pirate base. And my economy should be good enough to build 40 new ships rather soon if they are lost. If my nearest clan is very annoying and lose their large spaceport, they are no longer my nearest clan, and they probably stop being annoying to me. I start taking notes of the clans of annoying pirates, and where in my empire they attack. If they only attack at the northern colony, they are probably based to my north... I hunt down the bases of the annoying pirates. How to find the pirate bases? Long range scanners, steal their maps with spies, or realize that a pirate base is always based on a fuel source, and send ships to visit every single system with a fuel source in the area in question. If you manage to spot a pirate as they arrive or leave, you will get they trajectory of travel, and the pirate base is probably at the other end. Once I have cleared 2-3 sector around "my area" of pirates, the pirate war is over. Any remaining pirates are not hunters, they are prey. Also, I would not consider pre-warp the easy way to start this game. It gives the pirates time to build their wealth, and grab to an uncontested hold of the galaxy.
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