Pirates & Ninjas |

So, anyone remember SJ's Pirates & Nomads mod for SE4? Well, nomads don't quite work in SE5 since there's no remote research/intel generation, but no matter - just replace them with ninjas! 
Here's my changelog so far - I branched this off of Balance Mod v1.16 in case you were wondering 
Pirates & Ninjas Mod History v1.0.0 (Oct. XX, 2008) ---------------------- 1. Added - Pirates, Ninjas, and "Anarchistic" racial traits. (Anarchistic is required to take Pirates or Ninjas, and prevents the construction of colonizers.) 2. Added - Space Piracy and Ninjutsu racial techs (each with 5 levels). 3. Changed - Boarding Parties can be obtained by researching either Ship Capture or Space Piracy. 4. Changed - Cloaking Devices can be obtained by researching either Cloaking or Ninjutsu. 5. Added - 5 additional levels of Boarding Parties for Pirates only! 6. Added - 5 additional levels of Cloaking Devices for Ninjas only! (No extra cloaking beyond what a tachyon sensor can detect, but the supply usage decreases at these levels.) 7. Added - Black Market facility (pirates only, spaceport which also increases scrap value and reduces ship maintenance costs system-wide) 8. Added - Civilian Insignia component (pirates only, grants low-level cloaking but decreases defense rating) 9. Added - Smuggler's Hold component (pirates only, stores additional resources on board a ship) 10. Changed - Empires no longer start with level 1 in racial techs. 11. Fixed - Combat replays are enabled in Settings.txt. 12. TODO Added - Poison Needle Gun for Ninjas - direct fire weapon which kills crew like a Toxic Injector. 13. TODO Added - Shadow Cloak for Ninjas - troop component which grants bonus to defense above and beyond Small ECM. 14. TODO Added - Smoke Bomb for Ninjas - can create storms in a sector, as well as be fired at ships or planets to disrupt weapon reload time. 15. TODO Changed - Tractor Beams (but not Repulser Beams) can be researched via either Tractor\Repulser Weapons, Space Piracy, or Ninjutsu. 16. TODO Added - 5 additional levels of Tractor Beams for pirates and ninjas.
I'm thinking Ninjas (and maybe also Pirates) should get some bonuses to intel, but I'm not sure yet...
Thoughts/comments/whatever? 
Re: Pirates & Ninjas
Anarchistic space pirate ninjas? 
I like the idea of pirates (or gypsies) colonizing asteroids. 
Re: Pirates & Ninjas
Check out Asteroid mod.
Or Isopsycho's later "colonizable asteroids" creation.
Re: Pirates & Ninjas
I soo need to remember to try this out.
Re: Pirates & Ninjas
Some automatic intel points might also be cool here. 
Re: Pirates & Ninjas
Another thought: Cloaked robo-mining ships. Allows the taking of resources inside of someone else's system. Might also help if they don't need spaceports to use resources. 
Re: Pirates & Ninjas
Just trying to think of ideas that would make them viable and fun. 





Re: Pirates & Ninjas
Like the pirates idea, how about pirates able to colonize asteroids and maybe an auto-migration since they wouldn't recruit through normal means.
~Slimbo
Everything that has transpired has done so according to my design...