TOA V 0.92(b) 0.004 Pirates Mega Event

Pirates Mega Event ! Overwhelmed

Not sure if any one else has encountered the Pirate Mega Event yet in TOA yet though?

Playing as the Terrans versus 5 main AI races on a "huge map" with mega events "on".

Have been playing a game of TOA Beta off and on for the last 2 weeks (up-dating the beta version as and when released).

Have had a few mega events "play out" with no problems, until the "pirate mega event". All of a sudden the whole galaxy is filled with 100+ pirate fleets that set about about destroying everything in sight. These are powerfull fleets with combined "hit points" of between 100 - 200 HP and toting advanced weapons too and move points of 5+.

I played about 40 turns before "retiring", as the remaining AI races (Korath, Drengin, Korx) and the Terrans were completely overwhelmed. No one had a chance of taking on the pirates fleets, they were too numerous and too powerfull.

Not sure if was a bug or the "event" needs tuning down, but it completely runied the game... all star and mining bases in the galaxy were completely destroyed and the pirated, moving in fleets of 2 or 3 were going from planet to planet destroying any ships in orbit.

There was no way any race could take on over a 100+ pirate fleets! Just plain stupid.



2,278 views 3 replies
Reply #1 Top
The mega pirates event, and the similar but unrelated peacekeepers event, are designed to upset your game. Really, all the mega events should, but these are the most effective. And now, some copy/pasta:

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Basically, you have 5 options, all based on the fact that everyone else is equally disabled. Listed from hardest to easiest

1 - Influence Victory. Nearly impossible, as you can't build influence bases. Crank out embassies on your planets and boost your population as much as possible, and hope planets feel like flipping.

2 - Tech rush. Stop trying to build anything, and research like mad until you can build ships to beat the peacekeepers, then roll over them. While you're at it, roll over your neighbors, too

3 - Hyper Transports. Max out engine, miniaturization, and soldiering techs, then build insanely fast transports. All of the AI planets are open to invasion, as long as your transports are fast enough to evade the PKs.

4 - Diplomatic Victory. Bribe people into alliances. Unless you have a good diplo race, this is going to be a chore, so maybe use the hyper transports to knock off anyone who won't ally.

5 - Tech Victory. Start converting your planets to as much research as you can pay for, and go for broke. If you play with tech victory turned off, this is obviously not an option. Still, probably the fastest way to win.
Reply #2 Top
Yeah, that is definitely working as intended. One just has to play through it, which can take hundreds of turns sometimes. There are also tactics through which one can lure away the pirate or Peacekeeper ships long enough to build a fleet of ships that can actually fight them. I usually use a fast freighter or something similar to draw them out of my space and then try to put together a fleet large and powerful enough to take them on. This often requires a research rush in key tech areas (weapons and defense mostly). The bottom line is that with time they can be beaten.
Reply #3 Top
I fully agree with you, it's completely broken-- at least for its level of frequency. It basically kills the influence path, and puts a 100 turn snooze button on military victory. I'd like to see it toned down somewhat to the point where defense is feasible-if-difficult-- as opposed to "OK, everything's gone, if you're lucky you may be able to make custom ships to take these things on at the top of your tech tree."

Barring that, I'd like to see its frequency reduced. I don't mind it disrupting the flow of the game, in fact I kinda like it-- but it seems to be the defining event of every other game I play.