I can play pretty good with the Pirates, but not as brilliant as for example the University. I was hoping you could help me to solve that problem...
The thing is, because the Pirates have -1 Efficiency, it's practically impossible to go Planned. Now I was wondering what experienced Pirate players do with that fact. Do you just don't do any SE in the early game? Or do you go for Planned anyway, but counter the inefficiency penalty with going Democratic? If so, how do you deal with the -2 Support penalty? Losing that 10 free minerals is very big for a brand new base. Do you just let a sea colony pod be accompanied by a sea formers, so the new base already has some gear, or something else?
And how do you deal with building SPs? Trawlers aren't very handy for that - convoying isn't at all easy for the Pirates btw! How do you deal with the absence of crawlers? Just build some mining platforms more? If all 20 squares should be ocean, on how many would you build mining platforms and on how many tidal harnesses?
I all have some rude answers on those questions myself, but I have never focused myself on playing that faction, so I don't know if my answers are best. What are yours?
M@ni@c
The thing is, because the Pirates have -1 Efficiency, it's practically impossible to go Planned. Now I was wondering what experienced Pirate players do with that fact. Do you just don't do any SE in the early game? Or do you go for Planned anyway, but counter the inefficiency penalty with going Democratic? If so, how do you deal with the -2 Support penalty? Losing that 10 free minerals is very big for a brand new base. Do you just let a sea colony pod be accompanied by a sea formers, so the new base already has some gear, or something else?
And how do you deal with building SPs? Trawlers aren't very handy for that - convoying isn't at all easy for the Pirates btw! How do you deal with the absence of crawlers? Just build some mining platforms more? If all 20 squares should be ocean, on how many would you build mining platforms and on how many tidal harnesses?
I all have some rude answers on those questions myself, but I have never focused myself on playing that faction, so I don't know if my answers are best. What are yours?
M@ni@c
, keep a neutral SE in the early game, your strengths are as a pod-popper and tech/commlink-broker, neither are improved by early SE's. Then either switch to FM for a builder game, or Green for hybrid. Either way you'll want democracy - I suggest switching once your initial expansion phase is over.
I think the Pirates are over-powered, but nowhere near the University. Anyone can have a brilliant game with them!

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