Pirate guide: the traffic reader
What a pirate does
Everyone else reads the map to avoid trouble. A pirate reads it to be the trouble. Pirates sit on busy water and tax what passes, stop individual ships for tribute, board them, and run contraband to havens where nobody asks questions. There is no real-time combat: every encounter is a card with its odds shown, rolled once by the server.
Piracy has firm limits. Ships under the rookie shield, relief cargo and ships of your own company are never your targets. Policed waters (the seas of the US, Canada, the EU, the UK, Norway, Japan, Korea, Australia, New Zealand and a few others) show no pirate cards at all, and pirates cannot hold station inside them. Ships are never sunk or taken for good: the worst a victim suffers is a capped loss of money and time.
How Pirate earns
Toll shifts: sit on a heat zone for a shift (24 game hours at tier 1, up to 72 at tier 5) and tax the traffic that crosses it. Pay rises with the zone's traffic, your tribute nodes and your infamy, and falls when a Shepherd is suppressing the zone. Every shift warms the zone, which brings the Shepherds. Busy straits such as the Gulf of Aden, the Malacca Strait and the Rhodes Gap pay more.
Prey: ships at sea within reach, NPC traffic or other captains' ships, each shown with its odds and the tribute it would pay, 10% of its cargo value. A player's ship answers by its standing order: pay, refuse, or refuse only when your odds look poor. If she pays, you collect. If she refuses and you win, you take more. If she refuses and holds, you pay her a forfeit of a quarter of the tribute.
Seizure: click any ship at sea and choose what to take: tribute, ransom (12% of the cargo value, capped by what her owner has), part of her cargo, or her fuel. One boarding is one roll, and every take after the first lowers the odds and adds infamy and heat. Taking her fuel makes your way home free and leaves her drifting for 12 game hours with an SOS call. Stolen goods are damaged and sell at a discount, best at a haven.
Contraband (after Smuggler's Charter): tariff-free runs to a haven, or riskier gray runs to ordinary ports, with a customs roll (30% at a haven, 45% on a gray run, less with nodes) and a fine of 80% of the pay if caught. A haven that has received no legal cargo for two days pays 30% more.
Infamy and berths
A pirate's Elo is infamy, stored as a negative number: a toll shift, tribute or boarding pushes it further down. Infamy raises the tribute ships pay you, and it opens premium prey cards at 200, 400, 800 and 1,200, read on its size. It also closes doors. The sixteen havens (Tunis, Alexandria, Beirut, Lagos, Dakar, Mombasa, Djibouti, Jeddah, Colombo, Jakarta, Manila, Kingston, Cartagena, Santos, Port Blair and Malé) always take you. Below 300 infamy every port does. Above it, small and medium ports take you for a blind-eye fee ($500 or $1,500) and the big ports turn you away. Plan where you will berth before a raid.
The hulls
- Skiff (tier 1): speed 40, works within 1,800 km of her port.
- Interceptor (tier 2): speed 46, within 4,500 km.
- Armed Trawler (tier 3): speed 48, within 9,000 km.
- Mothership (tier 4): speed 50, within 14,000 km.
- Dread Flagship (tier 5): speed 52, within 20,000 km.
A Skiff costs about $50,000. Pirate earnings sit below Cargo at the low and middle tiers by design (piracy should not be the easy money) and rise sharply at tier 5. Range for a seizure counts both legs, out to the target and back to a berth that will take you.
The upgrade tree
The Pirate Bridge is reconnaissance: Traffic Telescope shows the cargo value behind each tribute, Spotter Network shows cargo and destination, Loiter Optimization burns 25% less fuel on station, Quick Anchor halves the sail to a toll station, and Fear Banner adds tribute. Each hull commits to one branch for good:
- Tollman: stronger toll shifts and more tribute. Its doctrines are Warlord (strait or open-sea specialists, ending in Lord of the Strait) and Ghost Toll (collections that barely warm the zone, so the Shepherds notice you later).
- Smuggler: contraband runs, bigger hidden holds, lower customs risk and better fence prices. Its doctrines are Phantom (halved customs fines and an even lower customs risk) and Kingpin (double holds and three more havens on the board).
- Corsair: boarding odds +10 points with each of its first two nodes, and Clean Hands halves the forfeit when prey refuses you. Its doctrines are Dread Lord, whose Letters of Fear let 30% of won boardings take 35% of the cargo's value, and Privateer, whose Letters of Marque make seizing your patron's enemies lawful when your compass stands at +40 or above: almost no infamy, and 20% more pay.
Risks and counters
A refusal you lose costs a forfeit, and the forfeit grows with every extra take on a seizure, so high-odds targets are worth more than rich but escorted ones. An escort adds 400 to a target's defense. Your own warming of a zone draws Shepherds, whose suppression cuts toll pay, and whose patrols cool the zone afterwards. Smuggling has a customs roll and a heavy fine. Above 300 infamy the big ports close to you, so keep a haven in range of every hunting ground.
How Pirate fits with the other callings
You are the reason Shepherds have work and traders post tenders. Draining a ship's fuel creates an SOS call that only Tankers can answer, and leaving a ship unrescued shows where the danger is. Legal cargo arriving at a haven keeps its fence prices normal. Starve a haven of legal trade for two days and contraband there pays 30% more. A Pirate surge or a flare-up on the news is a good time to hold station, but the Shepherds read the same news.
Your first hour
Your first ten landings are under the rookie shield like everyone else's. You are invisible to other pirates, and you can still work. Turn on the heat layer, open your Skiff's board and compare the toll shifts by what you keep per hour. Take one on a nearby zone outside policed water. Then look at the prey cards, pick one with good odds and a modest tribute, and learn how the roll and the forfeit feel. Buy Traffic Telescope and Loiter Optimization early, and note which havens lie within your range.
Tips
- Expected value is odds times take minus the chance of failure times the forfeit. The card shows it, so trust it.
- Skip escorted ships early. An escort adds 400 to their defense.
- Each extra take on a seizure lowers the odds. One or two takes are usually better than a full plunder.
- Rotate zones. A zone you warm attracts Shepherds, and their suppression cuts your pay.
- Keep your infamy below 300 until you have havens planned. Above it, big ports refuse you.
- Corsair's Charter and Boarding Parties add 10 points of boarding odds each, which changes which ships are worth stopping.
- Players set their standing order to pay, refuse or smart. A smart captain refuses when your odds are 60% or lower.
- If you want a lawful career with a pirate hull, the Privateer doctrine and a positive compass turn seizures into legal prizes.