Sins of a Solar Empire
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Sins of a Solar Empire Wiki
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== Pirate raiders == Since Diplomacy Pirate Raiders have become much harder. Read the section "The Above is not longer true" at the bottom of this Pirate Raiders discription for updated info. Basically, pre-Dipomacy the pirates are not that hard and they are useful for experiance but in Diplomacy they get harder and harder each wave until they are the most powerful faction in the game. PRE-DIPLOMACY INFO: Early in the game, pirate raiders will slow your expansion and development, but any capital ship in the gravity well while you're fighting off pirates will gain a significant number of experience points, which are very useful. Putting bounty on enemy players will slow their expansion down for a while in the early-game, but especially against the harder AIs, it can be tough economically to continually finance bounty on enemies until the pirates are launched. If pirate raiders are launched against you, don't panic! They will attack the closest planet to the Pirate base that they consider to be a significant enough target - for instance, they would probably skip over an empty Dead Asteroid of yours close to the Pirate Base and instead move on to that heavily built-up Desert planet you have closer to the center of your empire. Although they come in massive numbers, pirates are usually easily defeated with a starbase or a capital ship with a couple of repair platforms and a few turrets to support. The [[Pirate base]] can be a nuisance if it's located at a key choke point or if your trade ships travel through them. Very occasionally in the late-game it's worth it to completely destroy the pirates in order to secure the planet, but only if you and your opponent(s) are completely deadlocked on opposite sides of the Pirate Base and have no other way of reaching each other. It is actually quite simple to navigate a large battle fleet through the Pirate base without taking any losses: send a scout ship in first and order it to circle the gravity well, outside of the range of the turrets. Once the pirate ships start chasing your scout, you can warp in the rest of your fleet and have them form up and jump to your destination at your leisure, as the pirates futilely pursue your agile scout. For this reason, it's rarely necessary to take the time and money necessary to destroy the pirates. Wiping out the Pirate base is somewhat expensive and extremely time-consuming, but very doable if you have a fleet with lots of carriers. Once you have a fleet supporting 40+ bomber squadrons (which is relatively common late-game), first send in the usual scout ship or two to fly around and distract the pirates. Then, bring your carriers in, and watch as their bombers decimate the pirates. It will probably take a long time since there are so many pirate units to destroy, but is easy to do with minimal losses. It's important to make sure the distraction scout is constantly circling the edge of the gravity well, though: if it's destroyed, the pirates will move on to attack your carriers and you'll be forced to retreat (or your ships will be destroyed). As of diplomacy or one of the later patches, pirates are now much tougher to take down. The pirate turrets now have incredible range (outranging the TEC and Advent anti-structure cruisers) and retaliate against fighters and bombers (the bombers and fighters seem to be dealt damage equal to the damage they give to the turrets, and considering turrets have over 3000 hitpoints.......). This makes pirates tough to defeat. The most effective method, if playing as TEC, is to use the Novalith Cannon to destroy the planet. Of course, this will not clear the gravity well of the annoyingly powerful ships nor the ridiculously powerful turrets. As of Rebellion, it is not uncommon to use a titan class ship to attack the pirate base for the sole purpose of gaining experience for the titan.
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