Working with pirate non-agression pacts are great - especially when able to use discovered pirate bases as Vaulter jump points.
The Problem
That said, maintaining them is really tedious and an injection of stress every ten turns as:
- A ton of your systems are given pirate marks.
- At minimum you are artificially and unintentionally setting back your AI opponents N amount of dust per targeted system.
- Whichever pirate fleet happens to be orbiting with you will attack.
- This can lead to loss of resources, throwing off lots of plans.
- Flight paths set up to include a jump from a pirate base turn into warping from it in stead.
- If discovered late, can prompt a complete save game roll-back as you discover your main fleet out on a 30 turn voyage.
So it's a, stressful, mad dash through turn-start dialogs to secure a pact renewal.
Solutions
Pirate non-agression pacts running out is much more serious than minor faction praise doing so. There should be system-side guarding against it. The experience should be more like government laws - only failing when associated resource spend breaks the budget.
Sticking with an "every ten turns, drop a lump sum" makes sense - particularly to support brief pacts. However it would be *very* nice to have a "recurring" toggle somewhere. That would lead to:
- Still supporting the current non-agression pact flow.
- Recurring pacts will at the end of their ten-turn run attempt to self-renew at whatever the current cost is and terminate if that cost exceeds available resources.
- At any point a recurring pact can be switched to non-recurring, making it not renew when it runs out next (the number of turns to that event still displayed in the "forced, N turns" standing label).
Aside from this, jumps should just *never* be automatically translated into warps. I would rather have my fleet stuck somewhere, prompting me to do something about it, rather than discover it automatically on its merry way on a generational voyage.
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