Quite so, EN...quite so, but I'll give it a go in any case...LOL
True, the Pirate advantages cannot be measured by the normal accounting methods in-game (ie - raw mineral costs).
There's some of that, yes, but it can only take you so far.
Mineral for mineral, sea pods are a good investment. A bit slow on the uptake, it's true, but from turn one, you get the benefits of that built-in recycling tank (a thing you do not get from landward pods), and this does much to offset the general slowdown of development.
It's the harder-to-quantify advantages though, that make the Pirates a true gem. Unique starting position and expansion paradigm, and their ability to control contacts through the early game are simply ferociously strong abilities. By no means are they overpowered, but let's face it, without the hit to growth, the Pirates would be nigh on unstoppable given their starting parameters (ie, if you tossed an easy boom into the mix...crikey!)
Also, with pod scattering on, the pirates don't *need* industry bonuses or freebie facilities...they'll be swimming in cash, AA's and insta-builds thanks to rampant pod popping on "Chiron's Largest Continent" and this (while hard to quanitfy, 'tis true), is simply an amazing advantage.
Add Green (easy to get to) and you got a faction that need not fear the worms, can keep growth under control--sea bases grow like weeds, and is swimming in energy. With ten mins to work with in a base--also easy to get to--and the kind of cash the Pirates can rake in, just rush everything you need til the coastal boreholes are ready...
-=Vel=-
True, the Pirate advantages cannot be measured by the normal accounting methods in-game (ie - raw mineral costs).
There's some of that, yes, but it can only take you so far.
Mineral for mineral, sea pods are a good investment. A bit slow on the uptake, it's true, but from turn one, you get the benefits of that built-in recycling tank (a thing you do not get from landward pods), and this does much to offset the general slowdown of development.
It's the harder-to-quantify advantages though, that make the Pirates a true gem. Unique starting position and expansion paradigm, and their ability to control contacts through the early game are simply ferociously strong abilities. By no means are they overpowered, but let's face it, without the hit to growth, the Pirates would be nigh on unstoppable given their starting parameters (ie, if you tossed an easy boom into the mix...crikey!)
Also, with pod scattering on, the pirates don't *need* industry bonuses or freebie facilities...they'll be swimming in cash, AA's and insta-builds thanks to rampant pod popping on "Chiron's Largest Continent" and this (while hard to quanitfy, 'tis true), is simply an amazing advantage.
Add Green (easy to get to) and you got a faction that need not fear the worms, can keep growth under control--sea bases grow like weeds, and is swimming in energy. With ten mins to work with in a base--also easy to get to--and the kind of cash the Pirates can rake in, just rush everything you need til the coastal boreholes are ready...
-=Vel=-
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