Pirates are too strong.
Merlis. In Merlis I have been able to capture one new system per week deep in player territory, basically decimating entire players. These colonizations are self sustaining, where the planets surrounding each colony generate more than enough fame to make the next colony (sometimes enough to generate two new colonies).
See map: http://www.vorklift.com/temp/merlis_pirate.png
Current technology in Merlis is TL3 with an occasional TL4 tech. I have captured all technologies that players have researched and occasionally get a new item.
Fame falls into three groups: >100%, <=100%, Fame penalty.
The following change should be made:
100%: 1 fame automatic, plus 1 fame on a chance of (percent - 100).
<= 100%: 1 fame on a chance of percent
Currently the fame generates at 2 always when in fame zone.
Colonies currently fall into three categories: TL3/4 resource, general colonies, and same system colonies.
The following change is recommended:
Colonies need to fall into four categories: TL3/4 resource, fame zone general colonies, out of fame zone general colonies, and same system colonies.
The two new items should be calculated as follows:
a. Fame zone: same cost as current general colonies.
b. Non fame zone: calculated linearly based on distance from pirate colony, such that colony cost at edge of fame zone is 1.5 times fame zone colonies. This would require a hover event for systems indicating to the pirate the cost of colony deployment.
Already implemented in the TL6 updates that I am working on, the following is required to keep the game balanced.
Current colony modules cost significantly less than a base built onworld. This means that the proper way to expand a planet's bases is to create colony ships that are immediately deployed.
Costs of colony modules must be updated to properly reflect costs. (I'll do this part myself.)
--Random Chaos
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Easier solution:
No fame gain is some radius from black hole.
Now isn`t pirate so powerfull, only players are so weak :))
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That idea only works for standard circular galaxies, which aren't compatible with Galaxy Generator 2. Further, it only works if the pirate is near the galactic core, which again doesn't work with Galaxy Generator 2 (where the pirate is sometimes in satellite galaxies).