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https://psteamcommunity.yuanyoumao.com/workshop/filedetails/discussion/800155077/1697169163401041118/?tscn=1530425548#c1727575977543433965
edit: yep, that's it.
Wouldn't you (also) want to scale them depending on the development setting (pre-warp, post-warp, advanced)? They do seem to grow in strength with time. If that is actaually the case, then the upscaling of their strength should be delayed somewhat if you're for instance starting in the pre-warp setting.
Preferably, they'd also scale based on the research speed, building speed, growth speed, etc. If you have very fast settings, then you develop a lot faster than with very slow settings. If pirates have a fixed development speed, then they will be weak for the fast settings and strong for the slow development settings.
By the way, I have never experienced any problems with pirates and I play with pre-warp, slow development settings at high difficulty levels. I don't specifically use outposts to stop them, but usually a bunch of well-designed frigates. However, I have not yet played the latest version of your mod. Have you increased their power?
I of course have no idea whether it's doable for WhatIsSoll to scale pirates based on the indicated settings.
@jens the problem I've seen is that they don't build defenses on their colonized planets, not that their home world has issues.
Really I think this feature "pirates" could use a substantial rework to make them more interesting, but for now, I'm just going to modify this logic a bit and see if it helps.
***** Enhancements *****
Chg.0.0.5.8: Modified logic for pirate spawning so instead of counting from start of the game, it counts from first pirate spawn to determine what blueprint to use. This should help a bit in pre-warp startups.