Stellaris

Stellaris

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The Lawless Space 2.0 (Pirate Expansion)
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14 Jul @ 2:43am
25 Aug @ 8:54am
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The Lawless Space 2.0 (Pirate Expansion)

Description
Are you tired of the lackluster piracy system in vanilla Stellaris? This mod focuses on making pirates a unique and legitimate threat, reworking them with the goal of providing additional challenge for regular empires and liven up the galaxy in general.

Currently supported game version: v4.0.*

The outlaws gather

Once a regular empire is in contact with another regular empire (if there is one), and 15 years have passed since game start, there is a very small monthly chance for a Pirate Haven station to appear along with several guard fleets. If a suitable free system exists outside the empire's borders, the pirates will spawn there. Otherwise, they instead have a tiny monthly chance to spawn inside the parent empire's borders if it controls at least 32 systems. The spawn chance is influenced by various factors: criminal/deviant activity and low naval coverage (<30%) raise the chance, while high naval coverage (>70%) and enacted GALPOL/ISD resolution lower it.

Each regular empire can only have one offshoot pirate country at a time. Destroying a Pirate Haven forces the owner country to disband and prevents its parent empire from spawning new pirates for at least 15 years.

Pirate relations

Pirate countries can raid any regular empire 1 or 2 systems away from their home system once every 7 years on average. These raids are done through covert infiltration, resulting in a small pirate fleet being placed inside the target empire's system as well as the theft of some energy, minerals and trade, scaling with years passed.

Criminal Heritage and Letters of Marque empires can bribe their offshoot pirates to make them neutral (a time-limited opportunity to do so is presented whenever an offshoot pirate country spawns). Bribed pirates no longer raid their parent empire until provoked. Instead, they can raid any regular empire bordering the parent once a starbase is built in the pirate home system.

The Arm Privateers espionage operation is slightly altered to make use of the new features. If the target empire has a hostile offshoot pirate country, the privateers will belong to that country. In addition, the mod fixes a bug in pirate fleet power calculation logic for certain vanilla pirate-spawning events, which resulted in unfairly powerful fleets being summoned.

A dynamic threat

All regular pirate ships and stations now use stronger exotic designs based on space fauna salvage and have a much lower chance to spawn debris. Each pirate country is randomly assigned 1 of 3 raider designs and 1 of 2 frigate designs upon initial spawn (cruiser and galleon designs are constant).

Destroyed Pirate Heavens provide resource rewards as well as a chance to discover L-Gate insights. The home system guard fleets replenish once every 2 years on average and gradually increase in count and strength up to 7 times. The power-ups happen globally for all pirates, around once every 31 years by default. The interval is dynamically adjusted depending on galaxy settings so that the 6th power-up aways happens at endgame start.

The pirate fleet behavior is largely unchanged, save for a few special cases. Most notably, the Pirate Haven guards are now able to destroy hostile starbases in their systems to prevent enemy occupation.

Languages and compatibility

This mod reuses as much vanilla content as possible, ensuring availability in all languages by default. It only overrides a handful of pirate events and ship designs, keeping the footprint small and making it play nicely with most other mods, except those that alter pirates as well. However, adding or removing it mid-playthrough is NOT recommended.

Have fun with your new lawless threats!
44 Comments
RedRapture 21 Aug @ 12:02pm 
@Watchman Reery? I will go look! See if it's updated, read the comments, all that good jazz.
Nider001  [author] 21 Aug @ 10:06am 
@Watchman, friendly reminder to cite @RedRapture to show who you are replying to and avoid confusion
Watchman 21 Aug @ 9:40am 
There's already a mod that does p much exactly that, "Shroud Rising". Basically translates 40k Chaos shenanigans into Stellaris complete with Legally Distinct Necron Pylons and all that jazz to shut down the Shroud incursions.

Don't think it's been updated to 4.x tho.
Nider001  [author] 18 Aug @ 10:40am 
@RedRapture, sounds like a solid idea for a new mid-game crisis, but would certainly require a lot of work on custom assets and localization. Not sure I'll be up for such big project any time soon.
RedRapture 17 Aug @ 8:34am 
Hey, so, love this mod, and have an idea for another. You're the only one that I know of right now who's done something similar.

Warp Breaches.

A mod that adds in the Chaos stuff from Warhammer in the form of a random raiding group. Now and then, a breach happens in a system either in or near an empire's territory. From the breach flows a fleet that attacks the nearest inhabited system. If it succeeds in conquering the system, the breach spawns in an invading force that tries to invade and occupy the planet. If the empire doesn't respond after a period of time, the forces of Chaos drag a portion of the planet's population back off into the Warp, causing the fleet, invasion force, and a sizable chunk of the planet's population to go away.
foverlor 15 Aug @ 10:18am 
cool beans bruv
Nider001  [author] 28 Jul @ 7:21pm 
@cjjohnson995, how do you mean?
cjjohnson995 28 Jul @ 1:59pm 
Can you make it produce more for people who want more, such as a toggle option?
Mystic 26 Jul @ 10:59am 
@Nider001 I understand your motivation, and I generally agree with this approach and follow it in my own projects.
The downside is that the designer very often has very specific context in mind.
For example, they prefer playing on large maps where empires quickly become huge, so their numbers don't work for players who prefer smaller maps or higher player density.
But of course there are almost always ways to solve that by dynamic values using formulas or rules instead of fixed numbers, providing the designer has enough motivation and time on their hands to address that.

In any case, best of luck with your project, and thank you for creating it and sharing with the community,
Nider001  [author] 25 Jul @ 11:23pm 
@Dr. Quackers M.D., your link does not work. Pirate raids spawn in random empire-controlled system without deep space citadel or upgraded starbase as well as several other restrictions. Overall, the system is selected similarly to how systems are chosen by vanilla pirates, but with additional conditions. It's very good that they spawned close to your fleet this time - I assume you've managed to take them out quickly and without issue. Lore-wise, they covertly infiltrate the system, either smuggling ships in through illicit routes or even building them on-site.