futurehermit
Deity
- Joined
- Apr 3, 2006
- Messages
- 5,724
Ok, so what are peoples' experiences with pirat...I mean "privateers"
so far?
I want to try a game where I beeline astro-chem and go on a pirate frenzy.
My sense right now is that if you don't beeline them hardcore they have a very limited window of opportunity cuz they die hard to frigates. So, once your opponents start getting chem the life of pirates is on the decline.
So, ideally as you are teching to chem you want to avoid trading around the prerequisites.
The nice thing, however, is that both astro and chem can be lightbulbed with GSs. So, I'm thinking: what if you were to avoid CS (which is ok in a SE!) and focus on lightbulbing your way up the Astro and guilds-gunpowder-chem lines?
Well, that could work in theory, but what does it give you:
-A unit that doesn't fear any pre-renaissance naval unit and can take down galleons (and hold their own vs. ships-of-the-line or whatever they're called)
-A unit that can pillage opponent sea resources without any diplo penalty or war
-Perhaps most importantly (!!!): A unit that can blockade opponent naval trade routes denying them to your opponent and giving you plunder $$$ I'm thinking if you could do this to enough of your opponents (all of them theoretically) then you could really stifle their economy and give yours a nice supplement
And at the end of the day, let's face it pirates are just plain cool
Thoughts?

I want to try a game where I beeline astro-chem and go on a pirate frenzy.
My sense right now is that if you don't beeline them hardcore they have a very limited window of opportunity cuz they die hard to frigates. So, once your opponents start getting chem the life of pirates is on the decline.
So, ideally as you are teching to chem you want to avoid trading around the prerequisites.
The nice thing, however, is that both astro and chem can be lightbulbed with GSs. So, I'm thinking: what if you were to avoid CS (which is ok in a SE!) and focus on lightbulbing your way up the Astro and guilds-gunpowder-chem lines?
Well, that could work in theory, but what does it give you:
-A unit that doesn't fear any pre-renaissance naval unit and can take down galleons (and hold their own vs. ships-of-the-line or whatever they're called)
-A unit that can pillage opponent sea resources without any diplo penalty or war
-Perhaps most importantly (!!!): A unit that can blockade opponent naval trade routes denying them to your opponent and giving you plunder $$$ I'm thinking if you could do this to enough of your opponents (all of them theoretically) then you could really stifle their economy and give yours a nice supplement
And at the end of the day, let's face it pirates are just plain cool

Thoughts?