In GalCiv2 (Twilight of the Arnor), the Dominion of Korx has:
Race Abilities:
Economics +15%
Trade +50%
Diplomacy +10%
Trade Routes +3
Loyalty -20%
Logistics +6
Political Party: "Mercantile"
Trade +20%
Espionage +20%
Special Ability: "Super Trader"
Starts with all trade technologies, "Trade", "Advanced Trade" and "Master Trade"
Technology "Trade" (can be traded, can be stolen)
Trade +10%
Diplomacy +10%
Trade Routes +3
Starbase Module "Trading Post", bonus to Trade Ships
Ship "Freighter"
Ship module "Trade Module"
Improvement "Restaurant of Eternity", Influence +20%
Improvement "Economic Capital", Economic +50% for planet
Technology "Advanced Trade" (can be traded, can be stolen)
Trade +10%
Trade Routes +2
Starbase Module "Advanced Trading Post", bonus to Trade Ships
Technology "Master Trade" (can be traded, can be stolen)
Trade +10%
Trade Routes +2
Starbase Module "Trade Center", bonus to Trade Ships
Improvement "Galactic Bazaar", Perceived value when trading with others civilizations +50%
Technology "Stellar Cartography" (can be traded, can be stolen) from start
Allows to see all planets on the mini-map
Unique technologies to Korx:
Technology "A History of Mercantilism" (cannot be traded, cannot be stolen) from start, no bonus
Technology "Xeno Mercantilism" (cannot be traded, cannot be stolen)
Trade +20%
Improvement "Festival of Capitalism", Morale +25% for planet
Technology "Mercenaries" (can be traded, can be stolen)
Improvement "Mercenary Academy", bonus War Profiteering
Technology "Cut-Throat Competition" (cannot be traded, cannot be stolen)
Purchase Now Reduction +25%
Technology "Fortified Freighters" (can be traded, can be stolen)
Improvement "Freighter Command", persistant Trade Routes
Technology "Super Trade Starbases" (can be traded, can be stolen)
Starbase Module "Super Trade Base", bonus to Trade Ships
Technology "Xeno Refining" (cannot be traded, cannot be stolen)
Starbase Module "Refinery", bonus from galactic resources
Technology "Expert Refining" (cannot be traded, cannot be stolen)
Starbase Module "Expert Refinery", bonus from galactic resources
Technology "Starbase Victory Strategy" (can be traded, can be stolen)
Starbase Module "Annihilator", bonus Starbase Attack Beam
Starbase Module "Defense Jammer", bonus Ship Attack
Technology "Starbase Supremacy" (can be traded, cannot be stolen)
Starbase Module "Shredder", bonus Starbase Attack Beam
Starbase Module "Imperium", bonus Influence
Starbase Module "HyperField", bonus Ship Speed
By modding I added:
Technology "Korx Mercenaries" (unique technology to Korx, can be traded, can be stolen)
Soldering +15%, Invasion Tactic "Korx Mercenaries"
Technology "Terror Stars Dissuasion" (cannot be traded, cannot be stolen)("Diplomacy" only for Drath/Iconian/Korx/Krynn/Terran)
Influence +25%, Diplomacy +25%
For GalCiv3, I would see them like this:
Civilization Traits:
Economical (Economical +2), Gross Income +15%
Traders (Traders +2), Trade Route Value +40%
Courageous (Craven -1), Resistance -15%
Organized (Organized +2), Logistics +6
Civilization Abilities:
Federation (Universal Translator, Interstellar Alliances)
Traders (Freighter, special Trade improvements, Acquisition and Marketing technologies, +5 Trade Routes)
Race Type:
Carbon Based
Starting Ships:
Survey Ship
Ideology:
Malevolent
Character Traits:
Cruel
Greedy
Opportunistic
Diplomatic
Trader
Priorities:
1st Wealth
2nd Diplomacy
3rd Fortification
4th Tech
5th Ship Construction
6th Logistics
7th Expansion
8th Influence
9th Growth
Currently, pirates are quite limited in the game.
They are more of a nuisance that requires more micromanagement because you have to monitor the movement of your ships.
If it was possible to interact with them, pay for their protection, ask them to attack specific enemy objectives, ask them to harass a specific civilization, etc., it would be more interesting, I always deactivate them when I play.
For their privileged relationship with the pirates, I would rather see something like this:
They have access to additional pirate mercenaries at the Galactic Bazaar.
I don't know if it is possible, by modding, to add mercenaries in the Galactic Bazaar which are only available for certain civilizations (or according to prerequisites)?
It would be nice to be able to do it.
They also get other bonuses:
They receive a percentage on everything sold/bought at the Galactic Market.
They also get a reduction when they recruit mercenaries at the Galactic Bazaar.
For modding, I would also like to be able to decide if the technologies are tradeable and if they can be stolen as is the case in GalCiv2 with the tags "CanBeTraded" and "CanBeStolen".