Stellaris
The Pirate Republic
53 commentaires
FirePrince 23 janv. à 10h29 
SEZER 22 janv. à 13h11 
The23thDs we need more people like you:steamthumbsup:
JustTwentyFour 9 janv. 2021 à 9h24 
Hi, since you've been offline for the last 16 months I've decided to update and maintain this mod. You can find it here: https://steamproxy.net/sharedfiles/filedetails/?id=2355563290
jfd 13 déc. 2020 à 8h56 
update please
LEMAN_RUSS 14 aout 2020 à 3h06 
updated it to 2.7.2
Liseq 11 avr. 2020 à 6h45 
Good question.
FatalTragedy 24 mars 2020 à 21h08 
Is this 2.6.2 compatible?
Sjru 🐲 17 mars 2020 à 20h02 
Will this be updated?
Astacius 6 janv. 2020 à 5h46 
update when?
TRON 29 déc. 2019 à 18h41 
Hello again.
How is the study going. Time for an update?
Mattie AH 1 déc. 2019 à 15h14 
plz update
Badger BrownCoat 16 nov. 2019 à 10h43 
Was just shown this as I was looking at modding something similar myself.
And then I saw your Vassals mod- a bone of contention for me with Stellaris since day 1.
Good show, sir <O
ZacharyBuilder 7 nov. 2019 à 20h50 
I'd like to know that as well.
SertyDermat167 5 nov. 2019 à 13h47 
Hello! Is this mod going to be update for 2.5?
lpslucasps  [créateur] 11 oct. 2019 à 23h47 
Mod updated to 2.4.*!

The legacy version for those still on 2.3.3 can be found here: https://steamproxy.net/sharedfiles/filedetails/?id=1886998528
lpslucasps  [créateur] 11 oct. 2019 à 10h07 
Hello, all!

I will update this mod over the weekend. I'll also publish a legacy/2.3.3 version along with it. In the meantime, I thank you for your patience!
TurtleShroom 9 oct. 2019 à 17h11 
@JACOB

There is a Mod like that. I think it's called something like "Potent Rebellions".
Auri Sariel 9 oct. 2019 à 15h00 
new update came out maybe we need to update it c:
Otto 7 oct. 2019 à 18h13 
I would love it if you made a mod where a Civil War could happen in a Empire
TurtleShroom 3 oct. 2019 à 16h03 
The gravelry voice predates "Treasure Island". Pirate historians point out that the traditional "pirate accent" we think of would have been derived not from culture, but by all the alcohol (particularly rum, as normal drinking water was unsafe), the lifetime on the high seas (which directly affects the voice) and, obviously, the shouting. Pirates smoked tobacco after it was harnessed and proccesed, too. What we call the pirate voice would naturally develop regardless of the language.
Bo0Mz 3 oct. 2019 à 15h50 
will the pirates be able turn into a great khan?
=CrimsoN= 11 sept. 2019 à 6h08 
@LMeire Historical pirates never really wanted to be pirates in the first place. Its like any other criminal enterprise (a means to an end). When a historical pirate achieved such wealth to the point where they didn't need to pirate anymore, they typically stop pirating. But most didn't give up pirating for the sole reason that most sovereign nations wouldn't stop hunting them. So it makes sense here that successful pirates would (if given the chance) would give up piracy.
LMeire 11 aout 2019 à 13h42 
Shouldn't some of them become barbarian despoilers? I have a hard time believing 100% of all successful pirates deciding to give up on the plundering lifestyle.
juztintown25 9 aout 2019 à 11h42 
@Caellach There is a mod that lets you build fleets of space amoebas.
Caellach 8 aout 2019 à 22h36 
I kinda want to see something done with the space creatures..
ForzaFiori 8 aout 2019 à 17h11 
@Turtle: hate to say it, but your actually mistaken - the "pirate accent" was made up by Robert Newton for the film Treasure Island in the 1950s. In fact, if you look at film adaptations of Treasure Island before that movie (the most famous is from the mid 30's) the pirates spoke like normal people. Newton is the one that made the very emphasized "r" (Yarrrr and whatnot) and gravelly voice popular. An individual pirate's accent would depend on where he grew up - the same what not every person in the navy speaks the same way just because they're all on a ship.

The slang, however, is what would mark someone as a pirate, or at least as a sailor, in the same way that naval slang marks a sailor today.
Hawk 8 aout 2019 à 10h48 
This is a great idea but maybe make it so killing pirate stations are harder to actually do? As it is in-game there's no reason not to smash them when they show up because of how weak they are. But if they got a buff it might end up being an interesting gaming decision if you should let them take the system (if it's useless to you) in exchange for conserving resources.
Kwynn 7 aout 2019 à 16h02 
Are you ready, kids?
TurtleShroom 7 aout 2019 à 8h17 
Not entirely. When we think of the WAY a pirate talks, that is actually true. The "pirate accent", though not necessarily the slang, was formulated by, among other things, the sea, shouting orders, and rum.

Before I was banned on Youtube, I used to keep several pirate-y videos discussing piracy and how they talked. The guys behind Talk Like a Pirate Day take their craft seriously; there were actually videos on what pirates DIDN'T say. Also, when we are talking about pirate talk, keep in mind that pirates in other languages, while keeping the same voice, had slang snd speech with no similarities to English.

Oh, and pirates never used walking the plank. ;)
Groypeon 7 aout 2019 à 6h59 
If
lpslucasps  [créateur] 6 aout 2019 à 20h57 
@TurtleShroom: Funny thing is, Stede Bonnet, the "gentleman pirate", was from the Golden Age of Piracy. :P

The stereotypical "pirate speech" is actually historically innacurate. The background of the pirate captains of the age was quite diverse - Bonnet was a rich land owner, Bellamy was very ideological-driven, Edward Teach (aka: Black Beard) quoted the JKV bible a lot (including, famously, at his death). They all ahd their own speech mannerisms that deviated from what we consider "pirate speech".

Actually, the "pirate speech" is quite modern: it was created and popularized by the romanticized portray of pirates in movies around the 50s.

Of course, the stereotypes have cultural significance, even if they have no historical value - which is why I will make the text more "piratey" anyways, at least a little.
TurtleShroom 6 aout 2019 à 20h47 
The best idea would be a potential for both "true" pirate speak and modern "gentleman corsairs". You could even make it depend on Species Traits or the Ethics of the pirates' home empire!
TurtleShroom 6 aout 2019 à 20h44 
Well, the reason I called for classic Golden Age of Piracy talking is actually logical.

You see, the creatures talking to you are not speaking English. You, the player see English, but your empire does not. It's translated to their tongue. The same goes on the other end.

In English, the pirates talk like the Golden Age of Piracy. However, that is done to represent the fact that the pirate state talks like THEIR SPECIES' nautical pirates of old. Every civilization with a body of water has had pirates. Your empire and theirs heae theur own traditional pirate talk, which, on English, is the dialect of the Golden Age of Piracy.

Ergo, making them talk in English like traditional pirates is, in-game, a means to show the player "these are pirates that emulate thir species' pirates of old".

Farley_Mowat 6 aout 2019 à 16h25 
Just a quick question: do fleets from the newly made pirate republiks have the normal space pirate ships sets and ship names list?
CandySeller74 6 aout 2019 à 14h17 
Cool mod idea man!
lpslucasps  [créateur] 6 aout 2019 à 10h03 
@TurtleShroom: That's the beauty of it: there were so many pirates of different personalities that any talk could be considered pirate talk :D

I was going for a more "gentleman pirate" vibe, like Stede Bonnet. But I can "spicy" it up with more aye-ayes in the future. ;)
TurtleShroom 6 aout 2019 à 9h41 
> Excellent Mod that adds flavor and threats to Vanilla rendition pirates
> They don't talk like pirates

Dude, you missed out.
Proton 6 aout 2019 à 5h35 
@lpslucasps you sir are a genius. I shall probably edit this so that the duration is left down to something like 5 years or less but that is just my personal preference.
lpslucasps  [créateur] 6 aout 2019 à 3h05 
@Proton: The event can fire for the AI, although it does not tend to ignore pirates long enough for it.
Proton 6 aout 2019 à 2h39 
Does this affect the AI as well?
THQ_BEEMɅN 5 aout 2019 à 17h33 
i just made an empire today when my internet was down and i called it the pirate republic and when my internet comes back this is the first thing i see,quite the coincidence.
lpslucasps  [créateur] 5 aout 2019 à 13h24 
@Nikal: They sould have no incompatibility, but also not interact at all. That makes sense? No? Ok, let me explain.

Both mods should work as designed if active at the same time. However, my "pirate republics" won't use the Pirate Codex government/authority provided by HFE, nor any of its expanded piracy features. Likewise, HFE's pirates are not related to or affect in any way the events provided by my mod.
Nikal 5 aout 2019 à 12h20 
How does this play along with the "Human Fallen Empires" pirates? In relation to that, there's this old "Pirate Codex" mod (the HFE guys kind'a-sort'a incorporated bits of) so might as well bring it up if you're interested as well.
Jin_Cardassian 4 aout 2019 à 23h27 
Good lord you make some of the best mods out there!
Siatru 4 aout 2019 à 19h28 
Hmm, well there are some mods that use the Ecumenopolis (did I type that right?) and they do show up in my game despite not having that DLC... so not entirely sure. But thanks for the update anyway. I also love your other mods (particularly the Intervene mod)
lpslucasps  [créateur] 4 aout 2019 à 15h57 
@Siatru: I'll be honest, I was not sure! So I just updated the mod, putting a condition that, if you don't have megacorp, the "pirate republic" will become a normal oligarchy with corporate dominion instead - so now it should'nt require any DLC (that is, if it did require one before...).
Siatru 4 aout 2019 à 12h07 
does this require the Megacorp DLC?
MP 4 aout 2019 à 4h41 
Huh. Learn something new every day.
lpslucasps  [créateur] 4 aout 2019 à 4h37 
@MihaP: A reference to the famous book The Republic of Pirates.
JenkoRun 4 aout 2019 à 3h50 
You're on a roll with needed improvement mods