Do pirate worlds have a capital or surrender/collaspe point ?

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tkobo
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Do pirate worlds have a capital or surrender/collaspe point ?

Post by tkobo »

Im not finding any, and i am wondering if they should ?I find it kind of interesting the planet/moon cant be fully pacified.If rebels etc... are going to be added ,these moons would be a great place for them.
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Re: Do pirate worlds have a capital or surrender/collaspe point ?

Post by CeaganP »

I don't think they have any yet. When they are created I think we just make the cities for them. We have had some ideas along those same lines. Maybe the Space Pirates will go into hiding and come back bigger and better...That would make for an interesting interaction.
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Re: Do pirate worlds have a capital or surrender/collaspe point ?

Post by tkobo »

Well, pirates can have capitals now.

They still have a problem with getting garrisons up before the cit falls though.
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Re: Do pirate worlds have a capital or surrender/collaspe point ?

Post by Balthagor »

probably lack manpower
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Re: Do pirate worlds have a capital or surrender/collaspe point ?

Post by tkobo »

The latest pirate world im invading now, has no known military. No mil facilities at all that i can find.No default units have shown themselves despite how much of the planet ive occupied, and no garrisons.

Pehaps pirate worlds need a small group default units (starting units), special low man power garrisons , and at least one military ground production facility ?
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Re: Do pirate worlds have a capital or surrender/collaspe point ?

Post by tkobo »

Just to keep this thread up to date,pirate worlds now have both capitals and collapse points.And they seem to have a larger standing force.
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Re: Do pirate worlds have a capital or surrender/collaspe point ?

Post by tkobo »

Okay, the pirates now having real units stationed inside their cities is a huge improvement for them .Not sure where they hide when not deployed as cities cant reserve units,BUT im thinking of these units as improved garrisons as they seem to spawn in the cities.

One issue i noted though,is they tend to charge out of the city one hex or so when an enemy is detected.This creates an opportunity for the attacker to seize the city before they get back inside it,which often happens.It would be better for them if at least one unit stayed behind in the city.
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Re: Do pirate worlds have a capital or surrender/collaspe point ?

Post by CeaganP »

That's interesting. I'll mention that, would it be too strong if they did that?

That is obviously tactically superior to them charging out as a whole group
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Re: Do pirate worlds have a capital or surrender/collaspe point ?

Post by tkobo »

I dont think they'd be too strong if the entire group stayed in the city.Two 7 stack transports full of infantry tend to be enough to defeat a pirate world atm.I think youve pretty much nailed pirate worlds as that light snack/place to learn combat world invasion.Just need a few small tweaks.

* fix the charge out issue
* make it so the army production is closer to the original capital. Right now, the army production tends to be placed on the map edge.This means all those troops usually never reach the combat area due to supply and distance.
* make it so the pirate starting armies in cities either show all the time,or make it clear they are some form of garrison that spawns in the city. A simple name change would work nicely.Call those units "pirate garrisons" or something equally descriptive.
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Re: Do pirate worlds have a capital or surrender/collaspe point ?

Post by Balthagor »

Thanks for the suggestions and all the testing. Regarding the placement of the land fabrication, I think that's a broader issue about where things are put during generation of a planet. I've started ticket 27525 and am working on that specific design today. I'll come back to the other issues later, I've added your notes to our Pirates design doc.
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Re: Do pirate worlds have a capital or surrender/collaspe point ?

Post by tkobo »

I dont know how placement of military production facilities is decided now, but if you could make them spawn (at world generation) in high population zones, it would go along way to solving the military bases being to far from key areas like capitals.
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