Pirates have often been discussed many times in many threads for Civ4Col modding. And since Schmiddie already has some nice graphics here I thought we might give it a try again. What I do suggest in this concept is however not a full blown playable Pirate Civ. It is more of a mixture of existing implementations of "Wild Animals" / "Native Raids" / "Runaway Slaves" / "Pirate Ships". I would like to minimize efforts for now to get an implementation going. Maybe some day in the future this might be expanded though. A) General Information: Pirates will be implemented as a new Player (with an new Leader) but with very limitted functionality. (Only a few Units, no Buildings, almost no Professions, no Diplomacy, ... at least for now. Thus much less effort is required.) We will of course need to increase Max. Number of Player in DLL and adjust Maps so Pirates will be created properly. (Done that already twice for Wild Animals and Archbishop and it is not as much effort as it sounds.) Pirates will always be at War with all European Colonial Nations. Pirates will always be at Peace with all Native Nations and technically also with Wild Animals. Existing DLL-Diplo Event "Pirate Ships" will be adjusted, so "Pirate Ships" (without Units) belong to Player Pirates. "Runaway Slaves / Petty Criminals / ..." will then also belong to Player Pirates but their behaviour will be the same as now (at least for the first step of implementing this concept) "Pirate Ships" (without Units) will still be spawned like now but less often The Feature "Pirate Nation / Pirate Raids" will be a GameOption like "Wild Animals". If GameOption "Pirate Nation / Pirate Raids" is deactived no "Pirate Ships" (without Units) will be spawned either It will also have a lot of XML modifiers for balancing. (e.g. earliest turn of "Pirate Nation" appearing) B) Game Concept simplified: Stage 1: Founding a Pirate City: After some game turns have passed a Pirate Ship with Pirate Land Units ("Pirate Settler", "Pirate Captain") will spawn on a Europe Ocean Plot. This Ship will then land its Units in a reasonable distance to European Colonies. (Landing on same Land Area) Once the Ship landed its Units it will go looking for European Ships and then act like the current Pirate Ships. (Using same AI) The "Pirate Settler" will found a Pirate City and the "Pirate Captain" will stay in the City to serve as its defender. "Pirate Settler" is basically the "Colonist Unit" of Pirates with Profession "Settler" All other Pirate Units are only Units (Profession "NONE") that can not join a city or be caught. Stage 2: Starting Pirate Raids: This City will spawn "Pirate Bukaneers" that will start "Pirate Raids" similar to "Native Raids". (New AI "Pirate_Raid" - basically a Copy of AI "Native_Raid") Spawning of Pirate Bukaneers in Cities will be triggered by logic - since they neither grow nor have buildings. Major difference to "Native Raids" is, that you can easily identify them as Pirates and attack/destroy them before they reach your city. Also note that those "Pirate Bukanners" will be strong fighters. Stage 3: Actual Pirate Raids and Effects: The "Pirate Raid" events triggered by "Pirates Bukaneers" actually making it to your cities could be "Gold Stolen" "Building destroyed" "African Slave" / "Native Slave" becoming an "African Pirate" / "Native Pirate" (that will also attack you but not raid) ... Basically quite similar to current "Native Raids". Stage 4: Destroying Pirates and Pirate City For every "Pirate Ship" you destroy you will get money. For every "African Pirate" / "Native Pirate" (weak) you destroy you will get a little bit of money. For every "Pirate Bukaneer" (strong) you destroy you will get money. For every "Pirate Captain" (quite strong) you destroy (and thus his City, which he defends) wou will get even more money. Pirate Cities can not be captured. They will directly be razed. Stage 5: Respawning and Deactivation of Feature The amount of Pirate City / Pirate Ship with Units that can exist at once will be configurable in XML. (Amout of max. Pirate Cities configurable in GlobalDefinesAlt.xml) When some time has passed slowly step by step further Pirate Ships (with Units) will be spawned. (Time between next spawning configurable in GlobalDefinesAlt.xml) After X times of destruction of Pirate Cities, those Pirate Ships with Units will not be spawned again. (Number of Destructions before "defeated" configurable in GlobalDefinesAlt.xml) Then the "Pirate Nation" will be defeated. (A Pop-up will inform you about it.) Once "Pirate Nation" is defeated, Pirate Ships without Units will also not be spawned again. C) Graphics Pirate Ship -> we have it Pirate Captain -> one of Schmiddie's new graphics Pirate Bukaneer -> one of Schmiddie's new graphics African Pirate -> one of Schmiddie's new graphics Native Pirate -> one of Schmiddie's new graphics D) AI concept: Well, this feature could easily be implemented to have "easier rules" for AI. (To prevent them from too much damage.) Otherwise I currently have no ideas how to prevent Pirates from further weakening AI. ------------------------------ Summary: Basically the Player is intended to hunt down those Pirates and their Cities to avoid getting damaged. Pirates will try to start raiding your cities but since they are easy to recognize they can be destroyed before they actually reach your Cities. For doing so, the Player will get gold rewards. Pirates will not spawn for ever, once enough Pirates Cities were destroyed, the Pirate Nation is dead. Remarks: It is definitely a feature that could damage you, if your Cities are not prepared. Thus it adds some challenge of course. But it would be a GameOption. You can also get rewards though for destroying Pirates. This feature has a lot of potential to weaken AI if we are not careful. Thus I would most likely only implement it if team and community are ok with "easier rules" for AI. Otherwise I can not guarantee for anything. Possible alternatives for easier rules for AI: A) Effects of Pirate Raids minimal for AI + Pirates mostly spawning near to Human Player B) Pirates not being allowed to enter CityRadius of other European AIs ------------------------------ Looking forward to feedback and suggestions. Edit: (Reminder to myself) Spoiler : The Player "Pirate Nation" can never technically be completely dead (taken out of the game) otherwise "Runaway"-Feature would not work anymore (if Runaways belong to "Pirtate Nations"). "Pirate Nations" will always need to be added to the Game (just like "Wild Animals"). The "Game Option" would thus simply be used to spawn / not spawn "Pirate Ships" (with or without Land Units). The "defeated after X Pirate Cities" destroyed (if spawning limitted like that) would also only affect spawning logic.