I don't know why, but this idea came to me and I tried it out and it could not have worked better.
Ingredients:
2 Novlaith Cannons
1 Akkan
1 Pirate Base.
Fire both Novalith Cannons at the Pirate base at around the same time. Then send the Akkan to colonize. Make sure its other abilities are not set to autocast. Upon entering the Pirate Base grav well, direct it immediately to colonize the now sanitary pirate base. Upon completion turn and flee. I used a level 1 Akkan and it was able to escape with about 400 shield remaining and all its hull intact.
This not only allows you to capture the pirate base without taking any losses, but all the pirate ships and Gauss cannons will remain intact to defend it. 50 to 70 Kodiaks are a good defense. The pirates will no longer raid and will be content to protect your little money maker.
Actually, that sounds great. Good thinking.
Of course, don't send the Akkan in immediately, since bombardment radiation prevents immediate colonization.
Genius
If the Akkan has the level 6 ability, you could use it on the way out after colonizing to help protect the Akkan
I didn't realize you could appropriate orbitals and garrison ships of the pirate base by colonizing it. I've always gone around exterminating them with a massive assault force. What effect does this have on your supply cap though? Minor issue really, just curious.
That is awesome. You are a genius. You get karma for that! And thepruplyone, I don't think you actually get control of the pirate forces. You just get the asteroid, and all of the pirate forces will stay there and attack anything that enters, just like they normally do.
Oh I see. So they aren't packing siege frigates there... I guess that was my concern, that you would conquer the base and just get bombed. I misunderstood. Very clever!
You bring up a good point about the supply cap, these ships will defend your new very lucrative asset for the rest of the game without adding anything to your supply cap.
Yes, you are correct, they do not have siege frigates at their own base, They never thought they needed them. HAHAHAHA.
You can sort of do the same thing with culture and/or the Advent's Deliverence Engine. Make the pirate base go neutral. Run in with something to colonize it.
interesting idea, but if I have 2 nova I dont think I've let the pirate base last that long.
I thought Pirates disregarded culture... last I checked, culture did absolutely nothing to their constant 25% alleigance.
AntiCommie-You may not know but colonizing the pirate base nets up to 3.5 credits a second (depending on alliegance), which is likely second only to your home world in credit production. That's 210 a minute or a new Kol every 14 1/4 minutes.
So destoying their base and not colonizing it is like burning down your hen house in order to kill the fox.
The point is, if you can afford 2 novalith cannons, you could have probably won the game (or be well on your way) without messing around with the pirates.
Well, in large maps that sometimes have more than one Pirate Base, it can be a boon. Or even if there is one, it's probably near the center of the map around the star, so you can still have alot of fighting left. I think one Novalith could do the trick if you fired it two, or maybe three times.
quote who="CoolJets" reply="13" id="1953316"]The point is, if you can afford 2 novalith cannons, you could have probably won the game (or be well on your way) without messing around with the pirates.[/quote]
You are correct, only if you enjoy conquering the pirates or are a completist would this strategy be appealing. I may be alone but I fit into both categories.
I don't see why. When the strategy is so easy, what's the harm? On small maps, sure, you would almost have to stop progress to do it, but on large maps, it's nice. Since you usually have multiple pirate bases or one easily accessible one near the center, it'd be easy to get at least one with an hour or more of gametime left.
Rapture with lvl 6 and go in capture ships
I prefer to give a nice XP boost to my caps with all the crap at the pirate base.
If you owned their base you could make it like a hunting preserve for your caps. Send your caps in one at at time. Gain experience and then leave. As the number of pirate ships declined the process could be accelerated and by sending in one cap at a time you would not be splitting the expereince between multiple caps, just the ones you most want to boost.
I thought the same thing, why not do it if it is so easy. I don't want to speak for others but I am interpreting the point as you do not need to conquer the pirates to win the game. To me they are another dangerous ai race and a loose end that should be tied up by the end of the game. It would never dawn on me to quit the game before they are brought to justice, but it is a deep game and everyone enjoys it differently.
To me its like destroying the Antarans in Moo2, you don't need to inorder to win the game. but why wouldn't you?
Great Strategy I'm wondering if it would work if instead of a pirate base, use NAP with an enemy base instead(Computer Al), same principle right?
It would with the exception of the tactical structures. The pirate gauss cannons would fire on an attacker, or you if your ships entered the grav well but why would they? If you did this to an enemy world (Computer ai) the ai's tactical structures would not fire on the same ai, but should fire on a non allied ai/player.
Question on this, if u just colonise the planet leaving behind all the pirates and when the pirate raid occurs. usually i see them appearing in the planet gav well.
If the target is u, wont the seige frigate in the raiding force be attacking it?
It would seem to me that once you have taken the planet there would be no more raids. The pirates would be left without a planet to raid from, and have nothing to do but fly around in the ships they have left, venting their wrath on any foolish enough to reenter the grav well. It seems to be a very plausible strategy, but I still prefer to let the pirates attack specific targets (Cap ships waiting for XP) that I have developed for just this purpose, like a training room.
I think Blair is wrong on this one, to the best of my knowledge Pirates disregard culture (they are always at 25%).
I think this tactic is flawed, Pirates have sisge frigates in the gravity well, right? so the moment you colonize it, they will turn on "their" base.
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