Pirate Civilization

kingchris20

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Updated July 6, 2013

Pirate Civ on Steam Workshop
Pirate Civ on CivFanatics

This mod adds the Pirate Civilization to the game! Aye Matey!

The Pirate leader is Bartholomew "Black Bart" Roberts, the most successful pirate of all time. His trait is Commandeering, giving bonuses to naval units (+2 movement and Prize Ships promotion for melee naval units). The Pirates start with Sailing technology, and all the land combat units have a 75% chance to "persuade" barbian encampments to join their crew!

*******Update 7/6 -

Changed Pirate Colors to Black/White

Improved Icons and other art!

*******Update 1/26 -

Only 1 merchant ship at a time per civ is allowed on the map now. Merchant Ship now produces 75 gold +75perERA from trade missions, it is unavailable until Compass has been researched. Compass is in the 3rd era, so beginning gold is 225, and it goes up by 75 each era. Still produces 30 influence per use on city-states.

*******Update 8/25 -

Flying Dutchman is now a mass murderer! Combat 100, Ranged Combat 120, and does not upgrade.

Added the Rum Distillery, which replaces the windmill and gives +2 production, +5% production, and +2 Happiness, but requires an improved source of Sugar.

*******Update 8/22 -

Royal Fortune now upgrades to a Battleship instead of a Destroyer

Added a new "wonder unit" - the Flying Dutchman

Only one civilization may build the Flying Dutchman, once it is destroyed it is gone for good. Has double the strength of the English Ship of the Line and the Pirate Royal Fortune, 8 movement and 3 range. If someone else builds it, the only way you can obtain it is by capturing it with a unit that has Prize Ships capabilities. The Flying Dutchman may not attack cities or any units on land.

V2 Update 8/18 -

Added a navy maintenance bonus and pillaging bonuses for the Pirates! Arghhhhh!

Bonus Unit - Merchant Ship

You can find merchant ships hanging out around coastal cities. They are perfect "prey" for the Pirate ships. Merchant ships can conduct trade missions with City-States to gain gold and influence, so capturing an enemy merchant ship will yield you the benefits of conducting trade missions without having to build it yourself!

Known Issues: Merchant Ships are built by other civilizations, but they simply move them back and forth due to a limitation in the Unit AI, they still make good prey for the Pirates (or whatever civ you happen to be playing as). Also, the "Conduct Trade Mission" text mentions the Great Merchant, although I tried to change the text, it changed it for the Great Merchants as well, so I just left it as it was.

Black Bart is a pirate, so your standard palace doesn't work for him. Instead he gets Black Bart's Fortune, which provides +4 gold over the standard palace!

The Pirate Unique Building is the Pirate Tavern, replacing the colosseum, and granting +3 happiness and +3 gold!

Now, pirates were especially brutal, and most well known, in the Renaissance Era, and this mod does not forget that. As such, the Pirates get 3 unique units during the renaissance era:

Royal Fortune - replaces the Frigate and is comparable in strength to the English "Ship of the Line". However, Pirates dont need things, they take them, so an additional bonus; the Royal Fortune does not require Iron like the rest of the ships in its class!

Sloop - replaces the Privateer and is more powerful. Specialized in capturing enemy ships and making them their own! Ahh, the good 'ole Pirate way!

Swashbuckler - replaces the musketmen and is comparable in strength to the French Musketeer. The French aren't the only ones who slice and bang with the trusty 'ole cutlass and pistol!

Unique City names that represent the Pirate empire of the late 1600s and early 1700s, and more especially those that Bartholomew Roberts, shall we say "imposed" upon.

Unique spy names, to honor those pirates of friend and foe, and some fictional popular names!

Recommend playing on Island maps, but any will do as it is strongly favored for the Pirate Civ to start along ocean tiles

***Requires Gods and Kings, for espionage and new units the wonderful expansion provides!***
 
The concept is nice, but did you make them overpowered on purpose?

They get England's UA, plus a free tech, plus Prize Ships, plus converting land barbs. That's too much.

Then they get 2 UBs instead of the standard one (or none, in many cases).

And they get 3 UUs instead of the standard one (or two, in many cases).

I understand the temptation to give a new civ a lot of cool stuff, but unless you're giving all the pre-existing civs extra stuff too, you're just making your civ too powerful compared to all the others.

I would really suggest trying to trim things down so they keep in line with the other civs. 1 UB, 1 UU, (or 2 UUs and no UB) and less of a UA.

I'd go with the Sloop, as it is more unique than the others. The Royal Fortune is based on an already existing UU, but it's better because there is no strategic resource requirement. Similarly, the Swashbuckler is based on an existing UU. If you change up the Swashbuckler to be more distinctive from the Musketeer, I'd suggest using that as a second UU, if no UB was taken.

For UB, I'd stick with just the Pirate Tavern.

And to trim down the UA, I'd keep free Sailing tech, and maybe one more thing. Probably Prize Ships or maybe a pillaging bonus.

Feel free to ignore any of my advice. If you like it as is, then by all means, keep it that way. But for me, it gives too much.
 
The concept is nice, but did you make them overpowered on purpose?
...
I would really suggest trying to trim things down so they keep in line with the other civs.

I think the idea is nice, too! However, if you decide you want to balance things, you don't necessarily have to "dump all the good stuff" you have created for them! All of your additions are nicely pirate flavored. So, instead of removing any of them, you could balance the pirate civ by adding more pirate flavored stuff but this time with weaker abilities than the standard units or buildings they replace! This way you give the player a choice of getting all the good things but with the price of accepting some handicaps. Moreover as the weaker units/buildings would also be pirate-related in their look, feel, and name, you'll make the civ even more unique.

For example, you could make them weaker variants of some of the "basic" military units to reflect the fact that pirates indeed were an unruly and undisciplined bunch of rogues and would thus be at a disadvantage against professional soldiers. Similarly they might prefer lighter siege weapons and have onagers instead of catapults, mangonels instead of trebuchets and light cannons instead of cannons etc. The possibilities are quite endless. Of course, only trial and error will tell how many units you need to downsize to make the pirates about equal to the others.

The downsizing need not be totally one-sided, either. As an extra bonus you could give them the amphibious promo so you can have fun launching some coastal raids with them! :)
 
These are some really good tips! thanks,

One thing I had thought about for the UUs is taking all of their combat strengths back down to original (with the frigate, privateer, and musketmen they are based off of) but keeping their other abilities. for example

the Royal Fortune would have the same base strength as the Frigate, but keep the bonus of no strategic resource requirement...........the Sloop would have the same base strength as the privateer, but keep the coastal raider promotion.................and the Swashbucklers would have the same base strength as the musketmen, but keep the amphibious promotion...

As for the UA (not that i am "explaining" myself, but for some background), (+2 movement) I feel that pirates lived by their ability to "know" the ocean and were faster that many other ships because of it (most pirates fled from Navy ships) and could outrun them in most cases......I did go overboard on giving them combat strength bonuses though.........(Prize ships for melee naval units) because thats how pirates expanded their fleet.....(Free sailing) because hey their pirates! haha.........and (Barb convert) based on the same reason for prize ships, because pirates forced captured enemies to join their crew. (it does have to be a defeated encampment for them to join (75% chance), as roaming barbs are just killed 100% of the time)

As for the UBs, I'm thinking keep both but buff them, for example Black Bart's Fortune would remain the same with gold from +3 up to +7, but to offset, it would take a "hit" on the defensive strength (from +2.5 down to +1), leaving the city a little more vunerable early on...................and the Pirate Tavern, currently +3 H & +3 G (which replaces the colosseum +2 H), I think it should be one or the other..........+3 happiness alone, or to keep it Pirate unique +3 gold alone.......
 
These are some really good tips! thanks,

One thing I had thought about for the UUs is taking all of their combat strengths back down to original (with the frigate, privateer, and musketmen they are based off of) but keeping their other abilities. for example

the Royal Fortune would have the same base strength as the Frigate, but keep the bonus of no strategic resource requirement...........the Sloop would have the same base strength as the privateer, but keep the coastal raider promotion.................and the Swashbucklers would have the same base strength as the musketmen, but keep the amphibious promotion...

As for the UA (not that i am "explaining" myself, but for some background), (+2 movement) I feel that pirates lived by their ability to "know" the ocean and were faster that many other ships because of it (most pirates fled from Navy ships) and could outrun them in most cases......I did go overboard on giving them combat strength bonuses though.........(Prize ships for melee naval units) because thats how pirates expanded their fleet.....(Free sailing) because hey their pirates! haha.........and (Barb convert) based on the same reason for prize ships, because pirates forced captured enemies to join their crew. (it does have to be a defeated encampment for them to join (75% chance), as roaming barbs are just killed 100% of the time)

As for the UBs, I'm thinking keep both but buff them, for example Black Bart's Fortune would remain the same with gold from +3 up to +7, but to offset, it would take a "hit" on the defensive strength (from +2.5 down to +1), leaving the city a little more vunerable early on...................and the Pirate Tavern, currently +3 H & +3 G (which replaces the colosseum +2 H), I think it should be one or the other..........+3 happiness alone, or to keep it Pirate unique +3 gold alone.......

My earlier comments were based on balance issues, not theme. I like the theme and the thought you've put into it. Everything you've listed above fits very nicely into a pirate themed civ. In fact, there's probably even more that you could do.

But all of it together makes a civ that is unbalanced when compared to other already existing civs. The existing civs don't take into consideration every aspect that civ was known for throughout history. They focus on one aspect and try to (more or less) balance out with the other civs.

Look at America for example. The U.S. has been one of the leading leaders in science and industry for the last century or so, but America as a civ doesn't get any science or production bonuses. Instead, it focuses on the idea of America's rapid expansion across North America with bonus sight to scout out new lands to settle and cheaper costs for buying up new land. Had America been given bonuses in science and production as well, they would be overpowered (some would argue they are underpowered now, but I don't think so) and unbalanced compared to other civs.

Same with the others civs. France is known for more than just culture. There's more to China than great military leaders. And so on.

Now look at the Pirate civ. It has +2 Movement for ships, which is the same as England has for its UA. Assuming England is balanced with the other pre-existing civs, giving anything more in terms of a UA will unbalance the Pirate civ. While it may fit the pirate theme, it starts to becoming unbalancing when you add things to it, and that's why it's my #1 suggestion of abilities to get rid of. Converting land barbarians may also fit with the theme, but I think it gives to much temptation to create a land army, which shouldn't be the focus of a pirate civ. Focus should be on water and building a "navy." Since embarked land units don't make a very good naval fleet, I suggest getting rid of that ability as well. Free Sailing is good, I think it fits best with the civ's naval focus, but alone it isn't enough. I think converting barbarian ships fits best as a second ability, as long as it isn't as good as the Ottoman's conversion rate. Either that or a pillaging bonus. When I think of pirates, I think of looting and pillaging, so I think that would fit as well. A bonus on pillaging improvements would be nice. Gaining extra gold without taking over a city would be fitting I think, but I don't know how you'd do that. Through Lua probably.

Anyway, like I said before, these are just friendly suggestions. I tend to look at the other already existing civs to compare mine to, to see if it is unbalancing or overpowered. Balancing a civ is difficult, and a lot of times the existing ones don't do a great job of it. But for a general guideline, follow the model of existing civs:

1. Compare your Unique Ability to existing ones. If it is much more powerful or grants many more abilities, tone it down a little.
2. One or two unique units. Don't make your UU better than an existing one unless you feel your UA is rather weak.
3. One Unique Building OR Unique Improvement, but only if you have only one UU. An exception to this can be if you find it necessary to create a unique building in order grant a special UA you want that you can't do because of the limitations on the current XML.

Hope this helps.
 
@abandag That makes a lot of sense, thanks for commenting. Steamworkshop commenters have more or less agreed that my idea of creating a "Pirate Civ Lite" is the best option, so everyone has a choice between an OP Pirate civ and a balanced one.

So as I am buffing my Pirate Civ Lite, I will definitely take off England's UA, and your barbarian comments really made sense, so I will scrap that as well. I'll probably keep Free sailing and Melee naval unit Prize ships---though I think that is the Ottoman UA, so that is still up for debate.........of course if I can find out how to do that pillaging idea, that would be great!

question though, do you (or anyone) have any idea how to make the Free Sailing thing require that the play first researches Pottery? because as it is right now, you get free sailing straight off the bat, without having to research pottery.............idk if that is even necessary though...
 
I can't download...

Sorry, it says that the file is still in the moderation queue, so I am at the mercy of the moderators i guess........unless I am supposed to do something else......I am unsure because this is the first time I have uploaded a file here....

EDIT: however, if you want to try it out now, the Steam Workshop version is working fine
 
@abandag That makes a lot of sense, thanks for commenting. Steamworkshop commenters have more or less agreed that my idea of creating a "Pirate Civ Lite" is the best option, so everyone has a choice between an OP Pirate civ and a balanced one.

So as I am buffing my Pirate Civ Lite, I will definitely take off England's UA, and your barbarian comments really made sense, so I will scrap that as well. I'll probably keep Free sailing and Melee naval unit Prize ships---though I think that is the Ottoman UA, so that is still up for debate.........of course if I can find out how to do that pillaging idea, that would be great!

question though, do you (or anyone) have any idea how to make the Free Sailing thing require that the play first researches Pottery? because as it is right now, you get free sailing straight off the bat, without having to research pottery.............idk if that is even necessary though...

Well, there is <PrereqTech>. This is what Maya has for its trait. Long Count Calander thing is activated when the prereq tech (Theology) is researched. For multilple-part traits, I think that would make it so your entire trait is only activated once the prereq tech is researched. So you'd have to wait until you'd researched Pottery to get the Prize Ships part of the trait as well. Not that it would be a big deal in this case, since Pottery is one of the opener techs you can go for. There might be other ways to go about this (not sure, I'm not that experienced with modding), but I think this is the easiest if you're willing to wait a little for Prize Ships.
 
I really enjoying your Pirate Civ on the Carribean map! Playing with extra resources MOD too. Here are the Civs I put in the world: Pirate (Me), China, US, Inca, Spain, Native American, Mayan, France, Aztec, England, Dutch, Denmark, and Portugal (Mod). It is a tough world full of intrigue-backstabbing-war. Good world for the pirates to excel and actually help out the CS's. alot of trade too. Just built the flying Dutchman and love the concept. Wish it was able to secretly war upon nations without DOW however. Making it a real ghost ship of doom!

Love it! A favorite MOD for sure! Keep it strong...love to play this on Deity as a balancing act!
 
The problem with the <prereqtech> idea is that the free tech isn't actually a part of the trait. Each civilization starts with a free tech, but you can add an additional one, and call it part of the leader trait.
 
I really enjoying your Pirate Civ on the Carribean map! Playing with extra resources MOD too. Here are the Civs I put in the world: Pirate (Me), China, US, Inca, Spain, Native American, Mayan, France, Aztec, England, Dutch, Denmark, and Portugal (Mod). It is a tough world full of intrigue-backstabbing-war. Good world for the pirates to excel and actually help out the CS's. alot of trade too. Just built the flying Dutchman and love the concept. Wish it was able to secretly war upon nations without DOW however. Making it a real ghost ship of doom!

Love it! A favorite MOD for sure! Keep it strong...love to play this on Deity as a balancing act!

Thanks! Yeah, I was looking for a way to make the Flying Dutchman be able to sink ships without starting war, but havent found a way yet :( I'm not sure there is a way, and just like the merchant ships, I wanted those to be taken without starting a war, but couldn't figure that one out either :( haha, I'm loving it as well!
 
Well, there is <PrereqTech>. This is what Maya has for its trait. Long Count Calander thing is activated when the prereq tech (Theology) is researched. For multilple-part traits, I think that would make it so your entire trait is only activated once the prereq tech is researched. So you'd have to wait until you'd researched Pottery to get the Prize Ships part of the trait as well. Not that it would be a big deal in this case, since Pottery is one of the opener techs you can go for. There might be other ways to go about this (not sure, I'm not that experienced with modding), but I think this is the easiest if you're willing to wait a little for Prize Ships.

The problem with the <prereqtech> idea is that the free tech isn't actually a part of the trait. Each civilization starts with a free tech, but you can add an additional one, and call it part of the leader trait.

Actually, as I've been playing around with my other civ mod The Elder Scrolls Civilization V Pack, I have found a way to use that <prereqtech> on the trait (using it for the Dwemer civ to give them free great people after researching a certain tech), but at this point (after several playthroughs) I've found that the advantage of having sailing immediately is not overwhelming enough to change it......When I'm playing against the Pirate Civ, I've found that the navy aspect of the game just isn't that important that early on in the game to make them overpowered because they have sailing immediately....
 
The Flying Dutchman unit is worthy of consideration in any future Civ game. What fun. IF we can make it work independant.

I could certainly see Civs getting some kind of special NAVY unit like this along their paths. Imagine the Japanese with the Battleship Yamato...or the Americans with Old Ironsides the USS Constitution? Obviously...The Bismark...USS Enterprise...or even have them have explorer/benefit type ships...

Or imagine having a capital ship sunk close to shore only to have it turn into an artillery battery as found in Crete etc...

Good source here: http://www.jimwegryn.com/Names/Ships.htm
 
Pirate Civ is now available here on civfanatics!
 
I Always love to add Pirates to my games ...they seem a very good balancer to those seafarer nations...and a good target Civ to "make the world safe" through justified wars. They are a great trade partner as well. Love the work on this Mod. Love the Flying Dutchman...but usually find myself using the "lite" version of late.
 
Poland has taken these colors now, I will have to change the Pirate Civ's colors when Brave New World releases
 
If Venice's UA is legit, (and it likely is), don't you guys think it would be a perfect fit for Pirate Civilization BNW!

Of course if it's possible, I'd give the ability to acquire city states to the Great Admiral
 
Updated July 6 with new colors (Black/White) and new icons and art!

Changed colors to separate from the upcoming Poland civ...
 
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