Oh, YEAH! Works like a charm!
All I did was
-add a racial trait "Not A Pirate"
-add a tech area "Not A Pirate"
--> Starting level := 1
-linked racial trait to tech area
-Added requirement to mineral miner facil: Not A Pirate Tech Level 1
Started a game with 1 PIrates & 1 regular empire.
And the pirates started with no mineral miner facils on homeworld, no miner option on planetary build.
*end turn*
The normals: had miner facils & could build more!!!
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Nitram: Just did!
Mac:
quote:
They would need a means of resources at least in beginning in order to build their remote miners, ships etc
All the pirates need is to build an ES with a robo-miner.
OR.
All they need to do is build an ES with a pirate con-yard on it, which builds an efficient robominer base.
That is easy to do with your basic starting 50 K minerals, and you do get 200 resources per turn no matter what.
Once the first robo miner is operational, the pirates will build a ship to go and capture some stuff!
With no resource facilities on their homeworld, the pirates will have an initial research bonus over the other races, (even at 50% research racial trait). This will help them research ship capture early.
[This message has been edited by suicide_junkie (edited 20 March 2001).]