Stellaris

Stellaris

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No Pirates!
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1.013 MB
2022 年 2 月 24 日 上午 1:23
2024 年 10 月 29 日 上午 10:03
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No Pirates!

描述
This mod sets the multiplier for piracy growth to 0, effectively removing piracy from anything excluding events, it also has an overwrite to the Criminal Heritage civic, removing it from use.

Helps performance a decent bit since Trade Piracy isn't getting calculated, Helps the AI a bit since it doesn't need to build for piracy, helps my sanity a bit since the system is a laggy, obnoxious mess.

I really hate pirates, corporate or otherwise.

This mod will never not work, given that it's a simple overwrite and a Define's edit, but I will keep this version updated to avoid the scary yellow box and red text!

This is marked for 3.14.*, but will work on every version since Megacorp (2.2).
19 条留言
MeniliteZ 8 月 19 日 上午 8:19 
I got a lot of great use out of this back in v3! Just wanted to say thanks! And that I love the screenshot you chose!

I haven't been using it in v4 due to the trade route change, but I recently got a strong pirate fleet from a "Birth of Piracy" event next to one of my colonies. It's in an uninhabited system and hasn't moved, though.
Would this mod remove that event?
Also I'd still enjoy the removal of the Criminal Heritage civic.

Is this mod still is viable in v4? I'm concerned about the "overwrite and a Define's edit" of code that might not even be there anymore.

If you decide to update this, I agree with keeping a v3 version available.
Code 7 月 18 日 下午 6:06 
I agree with Catdroid, sounds like you don't need to update it. But if you do please keep a 3.14 version.
Orion 6 月 4 日 上午 2:54 
It doesn't really need to be updated to 4.0, since with the removal of trade routes, piracy is essentially non-existent
Catdroid 5 月 23 日 下午 2:10 
Not sure when or even if you need to update for 4.0, but would you be able to keep a version for 3.14 if you update due to the amount of issues with 4.0 currently?
Dr. Nolegs  [作者] 2024 年 12 月 25 日 下午 6:19 
Yep! This mod makes your life so much simpler, PDX seems to be planning on revisiting this system given their Q&A's recently, so glad you got value from it.
Eddie Krueger 2024 年 12 月 25 日 下午 1:48 
Works just fine, thanks! Now just my main fleet will make a tour across the empire to visit every red skull.
Eddie Krueger 2024 年 12 月 25 日 下午 12:35 
After 15 minutes of trying to align a patrol route on a 3k+ trade route, and failing because Paradox thinks you DEFINITELY want to secure systems adjacent to them only, I'll give this a shot.
whitefire 2024 年 10 月 9 日 下午 3:18 
Good for AI, good for CPU, good for me, good mod.
Dr. Nolegs  [作者] 2024 年 9 月 14 日 上午 8:23 
@普陀区汉族本科主播

Due to the fact I don't hard overwrite events (for compatibility) there are 2 ways pirates can spawn, not including another mod spawning them.

1. You enabled this mod mid-game, since it simply stops growth it doesn't clear what is already there.
2. Event Pirates, for Vanilla this is only the Thalassocracy, That one Espionage Action, and the Under one Rule event chain.


The First is just a quirk of disabling growth on an existing game, other then the three things listed in the second nothing else Stellaris does will spawn pirates, unless you have a mod that affects that system.
Svarog 2024 年 9 月 14 日 上午 4:03 
the piracy growth was down to zero however sometimes pirates still spawn