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= Pirates =


= Pirate System =
'''Pirates''' are the primary PvE adversaries in '''Per Regna'''. They are not static farms — each pirate presence is a small network of colonies that holds resources, reinforces its own outposts, and respawns with a fresh configuration once cleared.
Pirates are the primary PvE adversaries in Per Regna.


They are not static targets. Pirates operate as dynamic entities that:
Every pirate colony is owned by the neutral pirate faction, scales with the '''Realm''' it spawns in, and rewards both small commanders (weak outposts) and established fleets (strong outposts and strongholds).


* Spawn across systems
<blockquote>Looking for the elite end-game targets? See '''[[Pirate Bosses]]''' — rare stronghold variants that can only be taken down by a coordinated alliance (FCS) strike.</blockquote>
* Maintain Strongholds and Outposts
* Reinforce weaker positions
* Send transport convoys
* Escalate if ignored
* Retaliate when farmed


The pirate system evolves significantly across Realms.
== Contents ==
----


== Core Structure ==
* Core structure
Each pirate presence consists of:
* Realm progression
* Spawning & lifecycle
* Fleet strength
* Resource stockpiles
* Reinforcements & transport
* Factions
* Pirate bosses
* Diplomacy
* Clearing a pirate presence
* Debris
* Planned systems
* Quick reference


* 1 Stronghold (main base)
== Core structure ==
* 3–4 Outposts (branch bases)
* Shared fleet pool
* Independent system lifecycle


Maximum:
Each pirate presence in a system is made up of:


* 2 pirate strongholds per system
* '''1 Stronghold''' — the main base. It controls reinforcement logic and ends the pirate presence when destroyed.
* Each system respawns independently
* '''Several Outposts''' — satellite bases with their own fleets. They can be attacked individually and may be cleared without destroying the stronghold.


----
Every stronghold and outpost is a '''full colony''' with its own ships, defenses, and resource stockpile. Outposts vary in difficulty on purpose, so a weak outpost can be farmed by a newer commander while the stronghold remains a serious target.


== Spawn Rates & Lifecycle ==
== Realm progression ==


=== Active Phase ===
Pirate scale grows sharply with each Realm. The stronghold and outpost fleets are rolled '''independently''' from the ranges below (there is no shared "pool" split between them):
Pirates remain active in a system until gets cleared, during this phase:


* Reinforcements may occur
{| class="wikitable"
* Convoys may travel
!Realm
* Escalation may trigger (After R3)
!Stronghold fleet
 
!Outposts
=== Downtime Phase ===
!Outpost fleet
After destruction:
!Respawn cooldown
 
!Reinforcement interval
* 2–4 hour cooldown (randomized)
|-
* Respawn timer visible
|'''1'''
* New pirate configuration spawns
|1,000 – 4,000
 
|3 – 4
Each respawn generates:
|15 – 800
 
|2 – 4 h
* Fresh fleet distribution
|15 – 20 min
* New outpost strength variance
|-
* Potentially different faction alignment (Realm 2+)
|'''2'''
|10,000 – 40,000
|3 – 4
|200 – 8,000
|3 – 6 h
|15 – 20 min
|-
|'''3'''
|100,000 – 400,000
|3 – 4
|2,000 – 80,000
|4 – 8 h
|10 – 15 min
|-
|'''4'''
|4,000,000 – 40,000,000
|6 – 8
|200,000 – 2,000,000
|'''6 – 10 h'''
|10 – 15 min
|}


----
Feature availability by Realm:


== Fleet Distribution Model ==
Pirate strength is divided between:
{| class="wikitable"
{| class="wikitable"
!Structure
!Feature
!Fleet Share
!R1
!R2
!R3
!R4
|-
|Reinforcements
|Yes
|Yes
|Yes
|Yes
|-
|Stronghold → outpost transport
|Yes
|Yes
|Yes
|Yes
|-
|Factions
|—
|Yes
|Yes
|Yes
|-
|-
|Stronghold
|Diplomacy (bribes & reputation)
|50–70% of total strength
|—
|—
|Yes
|Yes
|-
|-
|Outposts (combined)
|Pirate bosses
|30–50% split unevenly
|—
|—
|Yes
|Yes
|}
|}
Outpost strength varies intentionally:


* Weak stronghold: 3k power
== Spawning & lifecycle ==
* Strong stronghold: up to 100k+ power (higher Realms)


This allows:
* Pirate strongholds spawn in systems near active players, so there's always a target within reach.
* A pirate presence stays active until it is '''cleared'''. While active, the stronghold reinforces and resupplies its outposts.
* Once a stronghold is cleared it enters a '''respawn cooldown''' (the per-Realm range above). When the timer elapses, a '''fresh configuration''' spawns — new fleet distribution, new outpost strengths, and potentially a different faction (Realm 2+).
* Strongholds that sit '''unscouted''' (and unattacked) for about '''7 days''' despawn on their own and re-enter the respawn cycle — so quiet regions do not keep ancient fleets forever. The timer starts at spawn if nobody has scouted this presence yet; a fresh scout or attack resets it. Inbound fleets block the despawn.


* Small players to farm weak outposts
'''Example:''' A Realm 2 stronghold spawns on Monday and nobody probes it. By the following Monday it disappears; after the usual cooldown a new roll (ships, resources, possibly faction) takes its place.
* Strong players to target heavy positions
* Strategic choice per system


----
== Fleet strength ==


== Strongholds & Outposts ==
The stronghold fleet is a random value within its Realm's stronghold range. Outpost fleets are generated separately and deliberately spread across difficulty tiers — when there are enough outposts, the game '''guarantees''' one each of weak, medium, strong, and elite, then fills any extras weighted toward the lower tiers (and shuffles them so you can't predict which is which).


=== Stronghold (Main Base) ===
This means a single system can offer a beginner-friendly outpost and a high-end target side by side.
The Stronghold:


* Controls reinforcement logic
== Resource stockpiles ==
* Sends convoys
* Triggers escalation
* Ends pirate presence when destroyed


When Stronghold is destroyed:
Every stronghold and outpost holds its own resources. The pool scales with that base's own military footprint (fleet plus expected defense), then with a '''per-Realm multiplier''' — so how much a clear pays depends on the Realm as much as on what you had to fight.


* No further reinforcements occur
* '''Realms 1–3 pay more per unit of resistance.''' The ore multiplier for the early Realms was raised, so the first fleets a commander builds earn more from each stronghold and outpost they take down.
* Outposts become static
* '''Outposts got the larger raise.''' Their ore share climbed across Realms 1–3, so farming the weak satellites is a viable income loop on its own rather than a consolation prize.
* Debris fields spawn
* '''Gas''' rises steadily with Realm, so gas-hungry fleets benefit from pushing deeper rather than farming Realm 1 forever.
* System penalties are removed
* '''Realm 4''' stockpile scale is unchanged and deliberately leaner than the early Realms relative to the fleets you face there.
* Stockpiles are rolled '''fresh''' when a presence respawns, so a cleared system refills using the current tables rather than whatever it held before.


=== Outposts (Satellite Bases) ===
== Reinforcements & transport ==
Outposts:


* Contain independent fleets
A stronghold periodically dispatches one of:
* Receive reinforcements
* Can be attacked individually
* May be cleared without destroying Stronghold


Outposts vary in difficulty.
* '''Reinforcement''' — sends combat ships to top up an outpost. Each reinforcement adds roughly '''10–20%''' of the outpost's base strength, and an outpost is capped at '''150%''' of its base strength (it won't be reinforced past that).
----
* '''Transport''' — sends resources from the stronghold to an outpost.


== Reinforcement System ==
A stronghold only dispatches if it has been '''scouted or attacked within the last 24 hours''' — an idle, unnoticed stronghold won't bleed ships into its outposts. A cleared outpost can also respawn its own fleet (about '''80–120%''' of its base strength) after the Realm's outpost respawn window.
Realm 1+:


* Reinforcements every 15–20 minutes
<blockquote>Tip: the stronghold detail view surfaces each outpost's next-reinforcement timer and any reinforcement/transport fleets currently in flight, so you can time attacks between waves.</blockquote>
* Stronghold dispatch reinforcement ships to Outposts
* Stronghold may send only resources with transport mission to Outposts


Realm 3+:
== Factions ==


* Reinforcements every 10–15 minutes
From '''Realm 2''' onward, each stronghold belongs to a faction that shifts its strengths and rewards:
* Smarter routing
* Reinforcement cap applied


=== Reinforcement Cap ===
{| class="wikitable"
A Outpost cannot exceed:
!Faction
 
!Fleet strength
* +30–40% above its base fleet
!Loot
 
!Convoys
Prevents infinite stacking and player frustration. If an outpost is already full capacity for ships (%130-140 of its base fleet strength), Stronghold stop sending reinforcements to this outpost. If all outposts are full, in this scenario Stronghold will wait for an outpost to be cleared and you will see Next Reinforcement as `Soon` in pirate stronghold details.
!Notable traits
 
|-
=== Reinforcement Telegraphing ===
|'''Raider'''
Sensor Arrays reveal:
|−10%
 
| +20%
* Next reinforcement timer
|Frequent
* Incoming fleet detection (2-minute warning)
|Bonus resource drops; hoards metals
* Convoy ETA (higher levels)
|-
 
|'''Fortress'''
----
| +30%
 
|−20%
== Transport Convoys ==
|Rare
Pirates send transport fleets between Outposts.
|Stronger defenses ('''+40%''' defense bonus); defense-blueprint drops
 
|-
Purpose:
|'''Tech'''
 
|Standard
* Move resources
|Standard
* Rebalance strength
|Medium
* Create interception opportunities
|EMP emitters on defenses (R3+); expedition-fragment drops
 
|}
=== Realm 2 Convoys ===


* Weak escorts (3–10 ships)
== Pirate bosses ==
* 15% chance to carry Iridium
* Frequency: every 30–90 minutes (faction dependent)


=== Realm 3 Convoys ===
In the end-game Realms ('''3''' and '''4'''), a spawning stronghold can rarely roll into a '''boss-tier''' target — a '''Mid-Boss''' or the much rarer '''Boss'''. Bosses dwarf a normal stronghold and can '''only''' be engaged through a coordinated alliance ('''FCS''') attack, with their enormous loot scaled and shared across the participating fleets.


* Stronger escorts (20–40 ships)
See the dedicated '''[[Pirate Bosses]]''' page for spawn rates, FCS rallies, boss mechanics, and how the loot is extracted and divided.
* Silicium chance (10%)
* Expedition fragment chance (5%)


=== Realm 4+ Mega Convoys ===
== Diplomacy ==


* Large escorts
From '''Realm 3''', factions track a '''reputation''' with each commander, and you can pay a '''bribe''' to buy temporary protection from a faction (lasting '''7 days'''). Bribe costs scale by faction.
* Elerium cargo
* Rare cosmetic drops


Convoys can be intercepted by players.
== Clearing a pirate presence ==
----


== Escalation System (Realm 3+) ==
* '''Outposts''' can be cleared individually. An outpost won't fully clear while it still holds more than '''50,000''' resources or sits on more than '''50,000''' debris — drain it first.
If pirates are ignored:
* The '''stronghold''' is only cleared once '''all of its outposts are cleared''' and the remaining resources on the stronghold (and any uncleared outposts) drop to '''50,000 or below'''.
* Clearing the stronghold ends the pirate presence: its fleet is removed and its planets are hidden (or kept visible briefly if significant debris remains — see below).


* +10% fleet strength per hour
== Debris ==
* Maximum +50% OR 48 hours
* After cap reached → system penalty triggered


System Penalty:
* Every pirate battle leaves a '''debris field''' at the battle location, collectible by anyone with Recyclers.
* When a pirate colony is cleared with significant debris still present, its planet stays visible for a short '''2-hour window''' so the debris can be salvaged before the planet disappears.
* Fully collecting the debris on an outpost can itself trigger that outpost (and, if eligible, the stronghold) to clear.


* -5% resource production across system
== Live systems & still disabled ==


Purpose: Force players to clear pirate presence.
=== Live ===
----


== Retaliation System (Expected to be delivered in 2026 Q3) ==
* '''Retaliation''' (Realms 3–4) — after a commander repeatedly farms the same stronghold, pirates can launch counter-strikes. Configured around '''3''' trigger attacks, with a multi-day cooldown between retaliation waves.
Triggered when:


* Same player attacks 3 times within 24 hours
=== Still disabled / limited ===


Realm 2:
* '''Escalation''' — gradual fleet growth and a system-wide production penalty for ignored R3+ pirates. Logic exists but is currently '''disabled''' in the live tick.
* '''Convoys between outposts''' — inter-outpost cargo runs (and interception gameplay) are coded but disabled. Today only stronghold → outpost reinforcement and transport run.


* 5–20 ship retaliation fleet
== Quick reference ==


Realm 3:
* 50–100 ship retaliation fleet
Realm 4:
* 100–200 ship retaliation fleet
Retaliation mechanics:
* 10-minute warning
* Attacks weakest colony
* 48-hour immunity after retaliation
Protected mechanics:
* 30% baseline safe storage
* Defenses auto-repair partially
----
== Realm Progression Overview ==
{| class="wikitable"
{| class="wikitable"
!Feature
!Aspect
!Realm 1
!Detail
!Realm 2
|-
!Realm 3
|Structure
!Realm 4+
|1 stronghold + 3–4 outposts (6–8 in R4)
|-
|Fleet rolls
|Stronghold and outposts rolled independently
|-
|Outpost tiers
|Guaranteed weak / medium / strong / elite spread
|-
|Reinforcement
| +10–20% of base per wave, capped at 150% of base
|-
|-
|Stronghold + Outposts
|Dispatch condition
|Yes
|Stronghold scouted/attacked within last 24 h
|Yes
|Yes
|Expanded
|-
|-
|Reinforcements
|Factions (R2+)
|Yes
|Raider / Fortress / Tech
|Yes
|Faster
|Multi-wave
|-
|-
|Convoys
|Diplomacy (R3+)
|Yes
|Reputation + 7-day bribes
|Yes
|Enhanced
|Mega
|-
|-
|Retaliation
|Bosses (R3/R4)
|No
|FCS-only — see [[Pirate Bosses]]
|Small
|Medium
|Major
|-
|-
|Escalation
|Clear thresholds
|No
|≤50k resources (and ≤50k debris for outposts)
|No
|Yes
|Global impact
|-
|-
|Factions
|Debris window
|Basic
|2 hours after clear if debris remains
|Basic
|Advanced
|Legendary
|}
|}
----
== Factions (Realm 2+) ==
Pirate Strongholds belong to factions.
=== Raider Clan ===
* +20% loot
* -10% fleet strength
* Frequent convoys
=== Fortress Clan ===
* +30% fleet strength
* -20% loot
* Rare convoys
=== Tech Clan ===
* EMP/Ion units
* Expedition fragments
* Medium convoy rate
Realm 3+ adds:
* Reputation system
* Bribe offers
* Friendly/Hostile states
----
== Debris Mechanics ==
Debris spawns after every pirate battle.
Persistence:
* 2 hours , when pirate respawns debris is lost
Collection:
* Recyclers
* Advanced Recyclers (Realm 3+)
* Haulers auto-collect 30% during battle (Realm 4+)
Anyone can collect debris.
----
== Strategic Implications ==
Pirates create:
* PvE tension
* Resource redistribution
* Alliance cooperation
* Convoy hunting gameplay
* Anti-farming escalation pressure
Realm 1: Safe learning environment.
Realm 2: Cooperative PvE.
Realm 3: Contested PvE.
Realm 4: Raid-boss scale PvE.
----
== Design Philosophy ==
Pirates are designed to:
* Feel alive
* Move dynamically
* Scale with player progression
* Provide risk/reward tension
* Encourage scouting and sensor investment
* Create system-level consequences


Pirates are not static farms. They are living adversaries.
<blockquote>See also: '''[[Pirate Bosses]]''' for end-game FCS targets, and '''[[Alliances]]''' for coordinated (FCS) attacks.</blockquote>

Latest revision as of 04:15, 12 October 2026

Pirates

Pirates are the primary PvE adversaries in Per Regna. They are not static farms — each pirate presence is a small network of colonies that holds resources, reinforces its own outposts, and respawns with a fresh configuration once cleared.

Every pirate colony is owned by the neutral pirate faction, scales with the Realm it spawns in, and rewards both small commanders (weak outposts) and established fleets (strong outposts and strongholds).

Looking for the elite end-game targets? See Pirate Bosses — rare stronghold variants that can only be taken down by a coordinated alliance (FCS) strike.

Contents

  • Core structure
  • Realm progression
  • Spawning & lifecycle
  • Fleet strength
  • Resource stockpiles
  • Reinforcements & transport
  • Factions
  • Pirate bosses
  • Diplomacy
  • Clearing a pirate presence
  • Debris
  • Planned systems
  • Quick reference

Core structure

Each pirate presence in a system is made up of:

  • 1 Stronghold — the main base. It controls reinforcement logic and ends the pirate presence when destroyed.
  • Several Outposts — satellite bases with their own fleets. They can be attacked individually and may be cleared without destroying the stronghold.

Every stronghold and outpost is a full colony with its own ships, defenses, and resource stockpile. Outposts vary in difficulty on purpose, so a weak outpost can be farmed by a newer commander while the stronghold remains a serious target.

Realm progression

Pirate scale grows sharply with each Realm. The stronghold and outpost fleets are rolled independently from the ranges below (there is no shared "pool" split between them):

Realm Stronghold fleet Outposts Outpost fleet Respawn cooldown Reinforcement interval
1 1,000 – 4,000 3 – 4 15 – 800 2 – 4 h 15 – 20 min
2 10,000 – 40,000 3 – 4 200 – 8,000 3 – 6 h 15 – 20 min
3 100,000 – 400,000 3 – 4 2,000 – 80,000 4 – 8 h 10 – 15 min
4 4,000,000 – 40,000,000 6 – 8 200,000 – 2,000,000 6 – 10 h 10 – 15 min

Feature availability by Realm:

Feature R1 R2 R3 R4
Reinforcements Yes Yes Yes Yes
Stronghold → outpost transport Yes Yes Yes Yes
Factions — Yes Yes Yes
Diplomacy (bribes & reputation) — — Yes Yes
Pirate bosses — — Yes Yes

Spawning & lifecycle

  • Pirate strongholds spawn in systems near active players, so there's always a target within reach.
  • A pirate presence stays active until it is cleared. While active, the stronghold reinforces and resupplies its outposts.
  • Once a stronghold is cleared it enters a respawn cooldown (the per-Realm range above). When the timer elapses, a fresh configuration spawns — new fleet distribution, new outpost strengths, and potentially a different faction (Realm 2+).
  • Strongholds that sit unscouted (and unattacked) for about 7 days despawn on their own and re-enter the respawn cycle — so quiet regions do not keep ancient fleets forever. The timer starts at spawn if nobody has scouted this presence yet; a fresh scout or attack resets it. Inbound fleets block the despawn.

Example: A Realm 2 stronghold spawns on Monday and nobody probes it. By the following Monday it disappears; after the usual cooldown a new roll (ships, resources, possibly faction) takes its place.

Fleet strength

The stronghold fleet is a random value within its Realm's stronghold range. Outpost fleets are generated separately and deliberately spread across difficulty tiers — when there are enough outposts, the game guarantees one each of weak, medium, strong, and elite, then fills any extras weighted toward the lower tiers (and shuffles them so you can't predict which is which).

This means a single system can offer a beginner-friendly outpost and a high-end target side by side.

Resource stockpiles

Every stronghold and outpost holds its own resources. The pool scales with that base's own military footprint (fleet plus expected defense), then with a per-Realm multiplier — so how much a clear pays depends on the Realm as much as on what you had to fight.

  • Realms 1–3 pay more per unit of resistance. The ore multiplier for the early Realms was raised, so the first fleets a commander builds earn more from each stronghold and outpost they take down.
  • Outposts got the larger raise. Their ore share climbed across Realms 1–3, so farming the weak satellites is a viable income loop on its own rather than a consolation prize.
  • Gas rises steadily with Realm, so gas-hungry fleets benefit from pushing deeper rather than farming Realm 1 forever.
  • Realm 4 stockpile scale is unchanged and deliberately leaner than the early Realms relative to the fleets you face there.
  • Stockpiles are rolled fresh when a presence respawns, so a cleared system refills using the current tables rather than whatever it held before.

Reinforcements & transport

A stronghold periodically dispatches one of:

  • Reinforcement — sends combat ships to top up an outpost. Each reinforcement adds roughly 10–20% of the outpost's base strength, and an outpost is capped at 150% of its base strength (it won't be reinforced past that).
  • Transport — sends resources from the stronghold to an outpost.

A stronghold only dispatches if it has been scouted or attacked within the last 24 hours — an idle, unnoticed stronghold won't bleed ships into its outposts. A cleared outpost can also respawn its own fleet (about 80–120% of its base strength) after the Realm's outpost respawn window.

Tip: the stronghold detail view surfaces each outpost's next-reinforcement timer and any reinforcement/transport fleets currently in flight, so you can time attacks between waves.

Factions

From Realm 2 onward, each stronghold belongs to a faction that shifts its strengths and rewards:

Faction Fleet strength Loot Convoys Notable traits
Raider −10% +20% Frequent Bonus resource drops; hoards metals
Fortress +30% −20% Rare Stronger defenses (+40% defense bonus); defense-blueprint drops
Tech Standard Standard Medium EMP emitters on defenses (R3+); expedition-fragment drops

Pirate bosses

In the end-game Realms (3 and 4), a spawning stronghold can rarely roll into a boss-tier target — a Mid-Boss or the much rarer Boss. Bosses dwarf a normal stronghold and can only be engaged through a coordinated alliance (FCS) attack, with their enormous loot scaled and shared across the participating fleets.

See the dedicated Pirate Bosses page for spawn rates, FCS rallies, boss mechanics, and how the loot is extracted and divided.

Diplomacy

From Realm 3, factions track a reputation with each commander, and you can pay a bribe to buy temporary protection from a faction (lasting 7 days). Bribe costs scale by faction.

Clearing a pirate presence

  • Outposts can be cleared individually. An outpost won't fully clear while it still holds more than 50,000 resources or sits on more than 50,000 debris — drain it first.
  • The stronghold is only cleared once all of its outposts are cleared and the remaining resources on the stronghold (and any uncleared outposts) drop to 50,000 or below.
  • Clearing the stronghold ends the pirate presence: its fleet is removed and its planets are hidden (or kept visible briefly if significant debris remains — see below).

Debris

  • Every pirate battle leaves a debris field at the battle location, collectible by anyone with Recyclers.
  • When a pirate colony is cleared with significant debris still present, its planet stays visible for a short 2-hour window so the debris can be salvaged before the planet disappears.
  • Fully collecting the debris on an outpost can itself trigger that outpost (and, if eligible, the stronghold) to clear.

Live systems & still disabled

Live

  • Retaliation (Realms 3–4) — after a commander repeatedly farms the same stronghold, pirates can launch counter-strikes. Configured around 3 trigger attacks, with a multi-day cooldown between retaliation waves.

Still disabled / limited

  • Escalation — gradual fleet growth and a system-wide production penalty for ignored R3+ pirates. Logic exists but is currently disabled in the live tick.
  • Convoys between outposts — inter-outpost cargo runs (and interception gameplay) are coded but disabled. Today only stronghold → outpost reinforcement and transport run.

Quick reference

Aspect Detail
Structure 1 stronghold + 3–4 outposts (6–8 in R4)
Fleet rolls Stronghold and outposts rolled independently
Outpost tiers Guaranteed weak / medium / strong / elite spread
Reinforcement +10–20% of base per wave, capped at 150% of base
Dispatch condition Stronghold scouted/attacked within last 24 h
Factions (R2+) Raider / Fortress / Tech
Diplomacy (R3+) Reputation + 7-day bribes
Bosses (R3/R4) FCS-only — see Pirate Bosses
Clear thresholds ≤50k resources (and ≤50k debris for outposts)
Debris window 2 hours after clear if debris remains

See also: Pirate Bosses for end-game FCS targets, and Alliances for coordinated (FCS) attacks.