Marauders

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This article has been verified for the current PC version (3.5) of the game.

Marauders are nomadic and militaristic FTL societies that have eschewed planetary dwelling in favor of living on ships and stations, subsisting largely on raiding each other and extorting tribute from settled empires. Marauders are always hostile but will generally not attack empires unless they enter their systems or they are in the process of raiding them. A Marauder empire can be eradicated by destroying all stations and void dwellings in their home systems, but these are well defended and will take a powerful mid to late-game navy to deal with them. In addition to that, destroying a Marauder Empire has a chance to trigger the rise of the Horde (see below). Each Marauder empire holds 3 systems (a home system and two additional systems), with the home system having very large deposits of Energy.png Energy or Minerals.png Minerals. The Marauder systems are populated by Void Dwellings, defense platforms, and the Marauders' fleet(s).

Interactions[edit | edit source]

Marauder Home System

Marauders will occasionally set out to raid settled empires they have established contact with. Before raiding, they will offer said empire a chance to pay them off with a hefty tribute. Targeted empires can choose to pay Minerals.png Minerals, Energy.png Energy or Food.png Food, the value depending on their monthly income

Income Tribute
0-50 250
51-100 500
101-150 1000
151-200 1500
201-250 2000
251+ 2500

If the Marauders are not paid, the pillaging will begin. While in the process of raiding, they can still be bought off with tribute, but the price is doubled. Once Marauder raiders reach an undefended planet they will bombard it until it reaches 15 Devastation.png Devastation, at which point the Marauders will steal either resources or up to 4 biological Pops.

Settled empires can also pay the Marauders to conduct a raid on one of their Rivals for 3000 Energy.png energy credits, both diverting their attention and potentially weakening that rival's military and economy. While raiding on behalf of an empire, Marauders are treated as allied and their systems can be traveled through. This form of raid cannot be bought off and while they will always reveal they were paid to raid, they will never tell by which empire. Marauders can only raid one empire at a time but multiple Marauder empires can raid the same target. Marauders will never raid Fallen Empires and will always refuse to do so if asked.

Both forms of raiding involve the Marauders sending a fleet to that empire's territory. The Fleet will attack the nearest colonised Planet, destroying all outposts and mining stations along their path. It can and will travel through wormholes if the route is faster. A fleet on Marauding will go into the orbit of the target planet and either steal some resources depending of the amount of tribute demanded or killing up to 4 biological Pops. They will still be hostile on their way back. Fleet strength depends on the number of years passed and thus facing them can result in a considerable challenge.

Empires can also permanently hire a Marauder Admiral or General for 2000 Energy.png energy credits. Hired leaders are replaced if they die, start at level 3 and have the Mercenary Warrior trait, granting the following:

  • Admiral: +10% Mod ship evasion mult.png Evasion and Mod ship fire rate mult.png Fire Rate
  • General: +10% Mod army damage mult.png Army Damage

Once the mid-game year has been reached, the option to hire mercenary fleets of varying sizes will be unlocked. All players will be informed of this change. The chance for one Marauder empire to have mercenaries is rolled yearly and 30 for each Empire/80 for nothing. Mercenary fleets cost a large Energy.png Energy up-front payment, and consist of a fixed-size fleet that cannot be split, merged or disbanded, with a leader that cannot be reassigned. The fleet does not count towards Mod navy size add.png Naval Capacity , but will only serve for a period of 5 years, after which the empire will have to renew their contract by paying the full cost again.

Years passed Raiding fleets composition
0-40
  • 6 corvettes
  • 4 destroyers
  • 1 cruisers
40-60
  • 12 corvettes
  • 6 destroyers
  • 2 cruisers
60-80
  • 18 corvettes
  • 10 destroyers
  • 3 cruisers
80+
  • 24 corvettes
  • 14 destroyers
  • 4 cruisers
Mercenary fleet Ships Energy.png Hire cost
  • 234th Dwamak-Bashers
  • Armada of the Voidborn
  • Her Chosen Champions
  • 6 cruisers
  • 8 destroyers
  • 16 corvettes
9000
  • Unhinged Screamer Flotilla
  • Star Rider Flotilla
  • Order of Eternal Night
  • 4 cruisers
  • 6 destroyers
  • 12 corvettes
6500
  • Frenzied Volunteer Squadron
  • First Storm Wing
  • Twilight Congregation
  • 2 cruisers
  • 4 Destroyers
  • 8 corvettes
4000

If a mercenary fleet is destroyed it will be rebuilt and available for hire again within a year. If a Marauder Empire is destroyed while an empire is hiring their fleet, all mercenary fleets will cancel their contracts and join together to attack the vanquisher empire within 5 months. Marauder Refugees will also settle on the planets of the closest empire that has the Refugees Welcome policy.

Marauder Empires refuse to interact with Civic fanatic purifiers.pngCivic devouring swarm.pngCivic machine terminator.png genocidal empires, meaning they cannot make use of their mercenary or raiding services.

The Horde[edit | edit source]

The Great Khan

After the Mid-Game year starts, one of the Marauder empires might unify under a Great Khan, an expansionist but ultimately benevolent leader. If the game manages to reach the end game year without the event triggering, it can no longer occur after that. It can happen on its own at any point but there's also a 2% chance for the event to be triggered each time a Void Dwelling is destroyed. Once this happens, the Marauder empire becomes a Horde (labeled as a "Marauder Khanate") and will begin expanding in all directions, invading the systems of any empire that will not submit to the Khan, including other Marauder empires but excluding Fallen Empires.

At any time, it is possible for an empire to submit to the Khan and become a Satrapy, a type of subject that has to pay a large part of its income and naval capacity in tribute to the Horde and house a Void Dwelling for both protection and submission, but is otherwise left to do as they please.

AI empires that lose more than two planets to the Horde have a yearly chance to submit, with the chance increasing the more planets are lost.

When the Horde forms, all mercenary fleets and leaders hired from that Marauder empire will cancel their contracts and return home to join it. The Horde will also create a new fleet every few years, the size of the fleet depending on the Mod navy size add.png Naval Capacity provided by Satrapies.

The main Horde fleet, called "Chosen of the Great Khan", is led by the Great Khan personally. They start as a level 10 admiral and has the unique "The Great Khan" trait, which gives large bonuses to every possible fleet stat. When the Great Khan's fleet is destroyed for the first time, they will escape the battle and within a year the Khan will return with a second fleet. If the fleet is destroyed again the Khan will make no attempt to escape and will die in that battle. If the Great Khan is not killed in battle, then after 20 years have passed since the rise of the Horde, The Khan may also die by disease or assassination. If neither of these happens, then the Khan will die a natural death between 15 and 45 years after the Horde was created.

Once the Great Khan dies the Horde will become unreachable, leaving an automatic message if diplomatic contact is attempted. All of its fleets will retreat back to within the borders of the Horde's territory and stay there. Within a year the Horde will change into one of the following:

  • If the Horde owns no planets it will turn back into a Marauder Empire.
  • If the Horde owns between 1 and 5 planets it will turn into a strong regular empire and keep all existing Horde fleets while all its Satrapies will become Vassals. The empire will also have a unique civic granting +10% Mod ship fire rate mult.png Fire Rate.
  • If the Horde owns between 6 and 9 planets it will split into two regular empires with claims on each other's systems. The empires will also have a unique civic granting +15% Mod navy size add.png Naval Capacity.
  • If the Horde owns at least 10 planets it will shatter into four regular empires with claims on each other's systems. The empires will also have a unique civic granting +15% Mod navy size add.png Naval Capacity.
    • Regular empires created from the Horde are Fanatic Militarist.png Fanatic Militarist and Xenophobe.png Xenophobe Hegemonic Imperialists that have the Tech habitat.png Orbital Habitats technology.
  • If the Horde owns at least one planet and has at least two Satrapies, then there is a 10% chance it will instead turn into a Fanatic Egalitarian.png Fanatic Egalitarian and Xenophile.png Xenophile Federation Builders regular empire. The Horde Successor State will then form a Federation with every former Satrapy, with the Horde Successor State becoming its first president.

The number of ships the Horde will have depends on the game difficulty setting, although the Horde will also spawn new fleets regularly until the death of the Great Khan.

If an empire recaptures a colonized system that belonged to another empire it will get the option to return the system to its original empire for +40 Diplomacy opinion.png Opinion or keep control of it for −20 Diplomacy opinion.png Opinion.

As with Marauder Empires, the Great Khan has no intention of coexisting with Civic fanatic purifiers.pngCivic devouring swarm.pngCivic machine terminator.png genocidal empires and will not offer them to become a Satrapy.

Bug: If the marauder empire is completely destroyed after the death of the great Khan before it turns back into a marauder empire, it will continue to launch raids and offer services despite being non existent.

Tactical[edit | edit source]

Marauder designs may look similar to Pirate ships but they have better technology.

Ship size Base stats Weapon components Utility components Core components
Raider
(Corvette)
  • Mod ship hull mult.png 350 Hull
  • Mod ship armor mult.png 3 Armor
  • Mod ship evasion mult.png 60% Evasion
  • Mod ship speed mult.png 160 Speed
  • Small 3x Tech autocannons 2.png Ripper Autocannon
  • Small 1x Ship part shield 2.png Small Improved Deflectors
  • Small 2x Ship part armor 3.png Small Plasteel Armor

  • Auxiliary Ship part afterburners 1.png Afterburners
  • Auxiliary Ship part auto repair.png Regenerative Hull Tissue
  • Core Ship part reactor 3.png Cold Fusion Reactor
  • Core Ship part hyper drive 2.png Hyper Drive II
  • Core Ship part thruster 3.png Plasma Thrusters
  • Core Ship part sensor 2.png Gravitic Sensors
  • Core Tech combat computers 1.png Combat Computer (Swarm)
Frigate
(Destroyer)
  • Mod ship hull mult.png 700 Hull
  • Mod ship armor mult.png 15 Armor
  • Mod ship evasion mult.png 25% Evasion
  • Mod ship speed mult.png 140 Speed
  • Large 1x Tech mass drivers 3.png Large Railgun
  • Small 2x Tech lasers 3.png Small UV Laser
  • Medium 1x Ship part shield 3.png Medium Shields
  • Medium 2x Ship part armor 3.png Medium Plasteel Armor

  • Auxiliary Ship part afterburners 1.png Afterburners
  • Auxiliary Ship part auto repair.png Regenerative Hull Tissue
  • Core Ship part reactor 3.png Cold Fusion Reactor
  • Core Ship part hyper drive 2.png Hyper Drive II
  • Core Ship part thruster 3.png Plasma Thrusters
  • Core Ship part sensor 2.png Gravitic Sensors
  • Core Tech combat computers 1.png Combat Computer (Picket)
Cruiser
  • Mod ship hull mult.png 2000 Hull
  • Mod ship armor mult.png 34 Armor
  • Mod ship evasion mult.png 10% Evasion
  • Mod ship speed mult.png 140 Speed
  • Large 1x Tech lasers 3.png Large UV Laser
  • Medium 2x Tech mass drivers 3.png Medium Railgun
  • Small 2x Tech autocannons 2.png Ripper Autocannon
  • Medium 3x Ship part shield 3.png Medium Shields
  • Medium 3x Ship part armor 3.png Medium Plasteel Armor

  • Auxiliary Ship part afterburners 1.png Afterburners
  • Auxiliary Ship part auto repair.png Regenerative Hull Tissue
  • Core Ship part reactor 3.png Cold Fusion Reactor
  • Core Ship part hyper drive 2.png Hyper Drive II
  • Core Ship part thruster 3.png Plasma Thrusters
  • Core Ship part sensor 2.png Gravitic Sensors
  • Core Tech combat computers 1.png Combat Computer (Line)
Galleon
  • Mod ship hull mult.png 40000 Hull
  • Mod ship evasion mult.png 35% Evasion
  • Mod ship speed mult.png 80 Speed
  • Large 4x Tech lasers 3.png Large UV Laser
  • Large 4x Tech mass drivers 3.png Large Railgun
  • Small 1x Tech autocannons 2.png Ripper Autocannon
  • Guided 1x Tech missiles 3.png Antimatter Missiles
  • Point defense 3x Tech flak batteries 1.png Flak Battery
  • Large 4x Ship part shield 3.png Large Shields
  • Large 6x Ship part armor 3.png Large Plasteel Armor

  • Auxiliary Ship part auto repair.png Regenerative Hull Tissue
  • Core Ship part reactor 3.png Cold Fusion Reactor
  • Core Ship part hyper drive 2.png Hyper Drive II
  • Core Ship part thruster 3.png Plasma Thrusters
  • Core Ship part sensor 2.png Gravitic Sensors
  • Core Tech combat computers 1.png Combat Computer (Artillery)
Asteroid Outpost
  • Mod ship hull mult.png 2000 Hull
  • Mod ship armor mult.png 35 Armor
  • Mod ship weapon range mult.png +20% Weapons Range
  • Small 3x Tech mass drivers 3.png Small Railgun
  • Large 2x Ship part shield 3.png Large Shields
  • Large 1x Ship part armor 3.png Large Plasteel Armor

  • Auxiliary Ship part auto repair.png Regenerative Hull Tissue
  • Core Ship part sensor 2.png Gravitic Sensors
Void Dwelling
  • Mod ship hull mult.png 8000 Hull
  • Mod ship armor mult.png 11 Armor
  • Large 3x Tech kinetic artillery 1.png Kinetic Battery
  • Large 3x Tech plasma 2.png Large Plasma Accelerator
  • Medium 3x Tech mass drivers 3.png Medium Railgun
  • Medium 3x Tech plasma 2.png Medium Plasma Accelerator
  • Small 6x Tech autocannons 2.png Ripper Autocannon
  • Guided 4x Tech missiles 3.png Antimatter Missiles
  • Point defense 4x Tech flak batteries 1.png Flak Battery
  • Large 4x Ship part shield 3.png Large Shields
  • Large 6x Ship part armor 3.png Large Plasteel Armor

  • Auxiliary Ship part auto repair.png Regenerative Hull Tissue
  • Core Ship part sensor 2.png Gravitic Sensors

Stations have around 4k Fleet Power, the primary Fleets around 11k with 8k Galleons. Raiding fleets vary in size based on gameyear.

If the Horde formed nearby and an empire has resources and naval capacity to spare but not enough to fight the Horde then becoming a Satrapy is recommended, as it's only temporary until the Great Khan dies 15 to 45 years later, assuming that they are not killed by another empire. Submitting as a satrapy, however, can be highly dangerous for your independence in the long run, as once the Great Khan dies, the Horde may turn into a regular empire, which will cause all of its satrapies to turn into vassals and allow the former Horde to integrate them. This will necessitate you to declare war on the Successor Khanate to win back your independence to avoid being annexed and given that the Successor Khanate will still retain a large chunk of its (very powerful) Khan-era fleet, this may make it impossible to become independent again. Post-khan empires can be vassalised and integrated just like any normal empire. Integrating those empires is the only way for a player to acquire galleon-class warships in unmodded gameplay.

Game concepts
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