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=== Piracy === Lucrative trade always risks attracting piracy. Every trade route that goes through a system without an upgraded starbase attracts {{iconify|piracy|suf=risk}} in that system, slowly growing for 10 years until it reaches 25% of the trade value going through the system. Piracy is countered in three ways: # All starbases bigger than outposts eliminate piracy in their systems. # {{iconify|Piracy suppression}}: Fleets automatically decrease piracy for the systems in which they are located when max piracy is less than piracy suppression. As soon as all fleets leave a system, piracy will start rising again. The total piracy suppression of a fleet equals the sum of piracy suppression of individual ships in the fleet. The amount of piracy suppression per ship depends only on the ship's [[ship designer|hull size]], with corvettes being the best and titans being the worst.<br/ >Any fleet can be given the patrol command in order to facilitate player's piracy suppression across their trade routes. A fleet under patrol command will travel from the starting waypoint, through intermediate ones, reaching an ending waypoint, <!--I don't think they stop while on patrol: stopping along the way until current piracy is less than the difference between max piracy and fleet piracy suppression, -->then re-trace the route back and repeat indefinitely. (Starting and ending waypoints can coincide.) In order to set a patrol waypoint on a system, select one or more fleets, left-click Patrol or press P, and then left-click on a system; press Shift + left-click on another system in order to set additional waypoints. # {{iconify|Trade protection}}: Starbases give a trade protection value representing heavily escorted convoys that cannot be attacked by pirates. A trade protection value ensures that the same amount of trade value cannot be lost to piracy. By default, this trade protection only applies to the system in which the starbase is located, but can be extended by 1 hyperlane per weapon module. Trade protection also does not extend outside of the territory of the empire to which the starbase belongs. A starbase's protection coverage can be seen in trade routes mapmode as the highlighted trade protection icons. Trade protection is lost immediately if a weapon module is queued for replacement; however, trade protection gained with new modules and upgrades is only shown upon monthly refresh. Trade protection is generated by the following: #* {{green|+2}} Base protection for having a starbase #* {{green|+8}} for each additional starbase level #* {{green|+5}} for each gun and missile battery module #* {{green|+10}} for each hangar bay module #* Adopting the {{tradition|Mercantile|tree|iconify}} adds an additional {{green|+5}} trade protection in all owned systems. #* The president of a level 3 or higher {{iconify|Trade League}} gains {{green|+5}} trade protection in all owned systems. #* Level 2 or 3 of Galactic Commerce resolution adds {{green|+10}} trade protection for all Galactic Community members' systems. #* Level 4 or 5 of Galactic Commerce resolution adds {{green|+25}} trade protection for all Galactic Community members' systems. #* The Anti-Piracy Initiative Custodian resolution adds {{green|+5}} trade protection for all Galactic Community members' systems. If piracy is left unchecked in a system, a pirate fleet may spawn and attack the system. The pirate will attack stations, destroying them, as well as the starbase itself. A system succumbed to pirate attack will be occupied by a pirate station. Pirate ships scale in number with the amount of intercepted {{iconify|trade value}}, but their ship modules will never advance beyond tier 3. Destroying a pirate station awards {{iconify|minerals||200}} and {{iconify|energy||100}} energy, scaled by the empire's monthly income. {|class = "mildtable" style="text-align: center; ! {{iconify|Trade value}} lost !! Corvettes !! Destroyers !! Cruisers !! Battleships |- | 0-10 || 10 || 0 || 0 || 0 |- | 10-40 || 14 || 0 || 0 || 0 |- | 40-50 || 8 || 4 || 0 || 0 |- | 50-60 || 12 || 6 || 0 || 0 |- | 60-80 || 12 || 8 || 2 || 0 |- | 80-90 || 14 || 8 || 4 || 0 |- | 90-100 || 0 || 0 || 2 || 1 |- | 100+ || 12 || 0 || 0 || 1 |} ==== Strategy ==== As the piracy suppression of individual ships stacks, when max piracy is high along a trade route, it is more effective to combine patrolling ships into one big fleet in order for fleet piracy suppression to approach or match max piracy and to reduce current piracy in one system towards a minimal amount at a time - ideally, current piracy in that system will not bounce back too much by the time the patrolling fleet returns; meanwhile, when max piracy is low, vice versa. Since it is usually more effective have few fleets and each covering a number of systems, high fleet speed facilities suppression of piracy in player's empire, which in turn makes corvettes with their high speed on top of per ship piracy suppression extra effective at suppressing piracy. If the player has only used the trade hub module in a starbase for trade value collection in early game in order to conserve the starbase's building slots, in late game, as more building slots become available, it can be more efficient to construct a hyperlane register building and swap a trade hub module for a weapons module in order to extend piracy protection while maintaining collection coverage. This also coincides with higher amounts of trade value that requires piracy protection in late game. Since trade protection extends over wormholes, gateways and L-gates, player can prioritize weapon modules in starbases near wormholes, gateways and L-gates in order to overlap trade protection coverage. This coincides with the need for defense at or near wormholes, gateways and L-gates. Connecting all trade hubs to the capital using [[Megastructures#Gateways|gateways]] can eliminate piracy by removing unprotected systems from the trade routes.
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