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= 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).<blockquote>Looking for the elite end-game targets? See '''Pirate Bosses''' — rare stronghold variants that can only be taken down by a coordinated alliance ([[FleetCoordinationSystem(FCS)]]) strike.</blockquote>


* Spawn across systems
== Contents ==
* Maintain Strongholds and Outposts
* Reinforce weaker positions
* Send transport convoys
* Escalate if ignored
* Retaliate when farmed


The pirate system evolves significantly across Realms.
* Core structure
----
* Realm progression
* Spawning & lifecycle
* Fleet strength
* Reinforcements & transport
* Factions
* [[Pirate Bosses]]
* Diplomacy
* Clearing a pirate presence
* Debris
* Planned systems
* Quick reference


== Core Structure ==
== Core structure ==
Each pirate presence consists of:
Each pirate presence in a system is made up of:


* 1 Stronghold (main base)
* '''1 Stronghold''' — the main base. It controls reinforcement logic and ends the pirate presence when destroyed.
* 3–4 Outposts (branch bases)
* '''Several Outposts''' — satellite bases with their own fleets. They can be attacked individually and may be cleared without destroying the stronghold.
* Shared fleet pool
* Independent system lifecycle


Maximum:
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.


* 2 pirate strongholds per system
== Realm progression ==
* Each system respawns independently
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):
 
----
 
== Spawn Rates & Lifecycle ==
 
=== Active Phase ===
Pirates remain active in a system until gets cleared, during this phase:
 
* Reinforcements may occur
* Convoys may travel
* Escalation may trigger (After R3)
 
=== Downtime Phase ===
After destruction:
 
* 2–4 hour cooldown (randomized)
* Respawn timer visible
* New pirate configuration spawns
 
Each respawn generates:
 
* Fresh fleet distribution
* New outpost strength variance
* Potentially different faction alignment (Realm 2+)
 
----
 
== Fleet Distribution Model ==
Pirate strength is divided between:
{| class="wikitable"
{| class="wikitable"
!Structure
!Realm
!Fleet Share
!Stronghold fleet
!Outposts
!Outpost fleet
!Respawn cooldown
!Reinforcement interval
|-
|'''1'''
|1,000 – 4,000
|3 – 4
|15 – 800
|2 – 4 h
|15 – 20 min
|-
|-
|Stronghold
|'''2'''
|50–70% of total strength
|10,000 – 40,000
|3 – 4
|200 – 8,000
|3 – 6 h
|15 – 20 min
|-
|-
|Outposts (combined)
|'''3'''
|30–50% split unevenly
|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
|12 – 24 h
|10 – 15 min
|}
|}
Outpost strength varies intentionally:
Feature availability by Realm:
 
* Weak stronghold: 3k power
* Strong stronghold: up to 100k+ power (higher Realms)
 
This allows:
 
* Small players to farm weak outposts
* Strong players to target heavy positions
* Strategic choice per system
 
----
 
== Strongholds & Outposts ==
 
=== Stronghold (Main Base) ===
The Stronghold:
 
* Controls reinforcement logic
* Sends convoys
* Triggers escalation
* Ends pirate presence when destroyed
 
When Stronghold is destroyed:
 
* No further reinforcements occur
* Outposts become static
* Debris fields spawn
* System penalties are removed
 
=== Outposts (Satellite Bases) ===
Outposts:
 
* Contain independent fleets
* Receive reinforcements
* Can be attacked individually
* May be cleared without destroying Stronghold
 
Outposts vary in difficulty.
----
 
== Reinforcement System ==
Realm 1+:
 
* Reinforcements every 15–20 minutes
* Stronghold dispatch reinforcement ships to Outposts
* Stronghold may send only resources with transport mission to Outposts
 
Realm 3+:
 
* Reinforcements every 10–15 minutes
* Smarter routing
* Reinforcement cap applied
 
=== Reinforcement Cap ===
A Outpost cannot exceed:
 
* +30–40% above its base fleet
 
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.
 
=== Reinforcement Telegraphing ===
Sensor Arrays reveal:
 
* Next reinforcement timer
* Incoming fleet detection (2-minute warning)
* Convoy ETA (higher levels)
 
----
 
== Transport Convoys ==
Pirates send transport fleets between Outposts.
 
Purpose:
 
* Move resources
* Rebalance strength
* Create interception opportunities
 
=== Realm 2 Convoys ===
 
* Weak escorts (3–10 ships)
* 15% chance to carry Iridium
* Frequency: every 30–90 minutes (faction dependent)
 
=== Realm 3 Convoys ===
 
* Stronger escorts (20–40 ships)
* Silicium chance (10%)
* Expedition fragment chance (5%)
 
=== Realm 4+ Mega Convoys ===
 
* Large escorts
* Elerium cargo
* Rare cosmetic drops
 
Convoys can be intercepted by players.
----
 
== Escalation System (Realm 3+) ==
If pirates are ignored:
 
* +10% fleet strength per hour
* Maximum +50% OR 48 hours
* After cap reached → system penalty triggered
 
System Penalty:
 
* -5% resource production across system
 
Purpose: Force players to clear pirate presence.
----
 
== Retaliation System (Expected to be delivered in 2026 Q3) ==
Triggered when:
 
* Same player attacks 3 times within 24 hours
 
Realm 2:
 
* 5–20 ship retaliation fleet
 
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
!Feature
!Realm 1
!R1
!Realm 2
!R2
!Realm 3
!R3
!Realm 4+
!R4
|-
|-
|Stronghold + Outposts
|Reinforcements
|Yes
|Yes
|Yes
|Yes
|Yes
|Yes
|Yes
|Expanded
|-
|-
|Reinforcements
|Stronghold → outpost transport
|Yes
|Yes
|Yes
|Yes
|Yes
|Yes
|Faster
|Multi-wave
|-
|-
|Convoys
|Factions
|—
|Yes
|Yes
|Yes
|Yes
|Yes
|Enhanced
|Mega
|-
|-
|Retaliation
|Diplomacy (bribes & reputation)
|No
|
|Small
|
|Medium
|Yes
|Major
|Yes
|-
|-
|Escalation
|Pirate bosses
|No
|
|No
|
|Yes
|Yes
|Yes
|Global impact
|-
|Factions
|Basic
|Basic
|Advanced
|Legendary
|}
|}
----


== Factions (Realm 2+) ==
== Spawning & lifecycle ==
Pirate Strongholds belong to factions.


=== Raider Clan ===
* 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+).


* +20% loot
== Fleet strength ==
* -10% 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).
* Frequent convoys


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


* +30% fleet strength
== Reinforcements & transport ==
* -20% loot
A stronghold periodically dispatches one of:
* Rare convoys


=== Tech Clan ===
* '''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.


* EMP/Ion units
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.<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>
* Expedition fragments
* Medium convoy rate


Realm 3+ adds:
== Factions ==
From '''Realm 2''' onward, each stronghold belongs to a faction that shifts its strengths and rewards:
{| class="wikitable"
!Faction
!Fleet strength
!Loot
!Convoys
!Notable traits
|-
|'''Raider'''
|−10%
| +20%
|Frequent
|Bonus resource drops; hoards metals
|-
|'''Fortress'''
| +30%
|−20%
|Rare
|Much stronger defenses (~+50%); defense-blueprint drops
|-
|'''Tech'''
|Standard
|Standard
|Medium
|EMP emitters on defenses (R3+); expedition-fragment drops
|}


* Reputation system
== Pirate bosses ==
* Bribe offers
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.
* Friendly/Hostile states


----
See the dedicated [[Pirate Bosses]] page for spawn rates, [[FleetCoordinationSystem(FCS)]] rallies, boss mechanics, and how the loot is extracted and divided.


== Debris Mechanics ==
== Diplomacy ==
Debris spawns after every pirate battle.
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.


Persistence:
== Clearing a pirate presence ==


* 2 hours , when pirate respawns debris is lost
* '''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).


Collection:
== Debris ==


* Recyclers
* Every pirate battle leaves a '''debris field''' at the battle location, collectible by anyone with Recyclers.
* Advanced Recyclers (Realm 3+)
* 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.
* Haulers auto-collect 30% during battle (Realm 4+)
* Fully collecting the debris on an outpost can itself trigger that outpost (and, if eligible, the stronghold) to clear.


Anyone can collect debris.
== Planned systems ==
----
Some pirate mechanics are designed and partially built but '''not yet live''':


== Strategic Implications ==
* '''Retaliation''' — pirate counter-attacks after a commander repeatedly farms the same stronghold. The supporting service exists, but the trigger is not yet wired in, so no retaliation strikes are currently launched.
Pirates create:
* '''Escalation''' — gradual fleet growth and a system-wide production penalty for ignored R3+ pirates. The logic exists but is currently disabled in the live tick.
* '''Convoys between outposts''' — inter-outpost cargo runs (and their interception gameplay) are coded but disabled pending a future update. Today only stronghold → outpost reinforcement and transport run.


* PvE tension
== Quick reference ==
* Resource redistribution
{| class="wikitable"
* Alliance cooperation
!Aspect
* Convoy hunting gameplay
!Detail
* Anti-farming escalation pressure
|-
 
|Structure
Realm 1: Safe learning environment.
|1 stronghold + 3–4 outposts (6–8 in R4)
 
|-
Realm 2: Cooperative PvE.
|Fleet rolls
 
|Stronghold and outposts rolled independently
Realm 3: Contested PvE.
|-
 
|Outpost tiers
Realm 4: Raid-boss scale PvE.
|Guaranteed weak / medium / strong / elite spread
----
|-
 
|Reinforcement
== Design Philosophy ==
| +10–20% of base per wave, capped at 150% of base
Pirates are designed to:
|-
 
|Dispatch condition
* Feel alive
|Stronghold scouted/attacked within last 24 h
* Move dynamically
|-
* Scale with player progression
|Factions (R2+)
* Provide risk/reward tension
|Raider / Fortress / Tech
* Encourage scouting and sensor investment
|-
* Create system-level consequences
|Diplomacy (R3+)
 
|Reputation + 7-day bribes
Pirates are not static farms. They are living adversaries.
|-
|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
|}
<blockquote>See also: '''Pirate Bosses''' for end-game FCS targets, and '''Alliances''' for coordinated (FCS) attacks.</blockquote>

Latest revision as of 09:01, 25 June 2026

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 (FleetCoordinationSystem(FCS)) strike.

Contents

  • Core structure
  • Realm progression
  • Spawning & lifecycle
  • Fleet strength
  • 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 12 – 24 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+).

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.

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 Much stronger defenses (~+50%); 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, FleetCoordinationSystem(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.

Planned systems

Some pirate mechanics are designed and partially built but not yet live:

  • Retaliation — pirate counter-attacks after a commander repeatedly farms the same stronghold. The supporting service exists, but the trigger is not yet wired in, so no retaliation strikes are currently launched.
  • Escalation — gradual fleet growth and a system-wide production penalty for ignored R3+ pirates. The logic exists but is currently disabled in the live tick.
  • Convoys between outposts — inter-outpost cargo runs (and their interception gameplay) are coded but disabled pending a future update. 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.