19 themes/skins available for your browsing pleasure. A variety of looks, 6 AC2 exclusives - Featuring SMACX, Civ6 Firaxis, and two CivII themes.[new Theme Select Box, bottom right sidebar - works for lurkers, too]
0 Members and 1 Guest are viewing this topic.
What penalties do people give the Pirates?
They always were the strongest faction.
Pushing Thermoclines and Aquafarms later helps a bit.
They never have the land power to conquer anyone,
and they have so much sea power it's difficult to conquer them also.
Making them feel more like a growth faction than an aggressive one, which kinda goes against their whole theme.
You aren't going to be able to start the game with guaranteed sea colonists and coastal start position. Not unless you are binary hacking. If you are binary hacking, you might as well investigate removing the +1 sea minerals bonus.
When you give a land faction a ship, it just dies, because it has been placed on land. Pretty sure it doesn't helpfully shoot off to one side, in a body of water. And you may not even have a body of water to shoot off to anyways.
After many test games I can say this faction set is at least as balanced as the originals.
Cult is sorta so-so, though on abundant life maps they're downright terrifying.
I guess it really is the AI's love of MORALE SE.
If it's boxed in usually it doesn't know to go to the sea or other islands hard enough.
I've also noticed that sea bases tend to expand to the sea much more than land ones. So typically getting down a few sea bases early is a good marker for future growth/victory. This is sort of why the original Pirates did so well, not because of their faction benefits so much as just playing smarter.