![]() ![]() Even if your Empire isn’t bordering with the Marauders’ territory, their fleet will pass through other Empires system as neutrals.įor Empires that refuse to pay, the raid will commence. They can also travel through wormholes if it makes the trip faster. Once arriving at your territory, it will destroy every mining and research station in your systems, as well as any starbases and ships they come across. The fleet will then begin orbital bombardment of a colony until it reaches 15 devastation, at which point it will steal either your resources or up to 4 pops. ![]() Afterward, the fleet will return to their territory but remain hostile on the way back. A Marauder’s fleet power is determined by the number of years passing, with fleets having as much as 10k power later on. ![]() This makes any fight against the Marauders increasingly difficult to repel in early years.Ī Marauder Empire can be wiped out by destroying all of the void dwellings in the 3 systems they control. But they are heavily defended and can’t generally be successfully attacked until mid to late-game. The Marauders' dwellings are defended by multiple fleets with as much as 12k fleet power, and the dwellings themselves have 4k power. Related: Stellaris: Leviathans -The Guardians, Explainedĭespite their hostility, the Marauders can actually be useful for Empires willing to deal with them. If you have a rival Empire, you can pay the Marauders to raid one of their colonies for 3000 energy credits. This can distract and significantly weaken a rival without having to get your own hands dirty. Keep in mind though that your rivals can do the same to you, and in cases when they are paid off by Empires, there’s no option to offer tribute to leave you alone. The Marauders will also refuse to attack any Fallen Empire that you’ve declared a rivalry with. Related: Stellaris: Distant Stars - The L-Gates and L-Cluster, Explained You can also hire an Admiral or General from the Marauders to command one of your fleets or armies for 2000 energy, starting with level 3 experience and coming with the Mercenary Warrior trait, which gives an Admiral 10% increase to evasion and fire rate, and a General 10% increase to army damage. ![]() Once the mid-game year has been reached, the Marauder’s services will expand to hiring out entire fleets as mercenaries that you can command. These fleets come in varying sizes, technology and experience, they cannot be merged, split or disbanded, and their admiral cannot be dismissed. While these mercenary fleets won’t count towards naval capacity, their contract will only last for 5 years, while giving your Empire a chance to renew the contract when their time is up. ![]()
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