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Pirate Raider archetype

Pirates operate on different rules from admirals. There’s no faction territory to defend, no home_sector to patrol, no strategic faction command. Instead, each pirate has a home_station (a specific hideout, not a sector) and a decision cascade tuned for freelance criminality: attack when strong, flee when weak, replenish at hideout, lurk when idle.

Post iter 21 (build_018), Raiders are also the mod’s first archetype to actively use the Scout-Saboteur dispatch as a side-effect. Piracy is asymmetric warfare; saboteurs fit the aesthetic.

  • 4 templates across the pirate faction set: Scale Plate Pact, Duke’s Buccaneers, Riptide Rakers, Yaki Clans (Xenon Mil Units templates share raider mechanics for now — narrative model TBD)
  • Typically 1-2 living raiders per faction in a fully-developed save
  • Small fleets — solo or in pairs, mobile, deniable
  • No home_sector — has a home_station instead (a specific pirate hideout, e.g. Silver Fang’s base in Riptide Sanctuary)
  • XP economy inverted — kills give ×0.5 admiral rate (pirates aren’t professional soldiers), but plunder gives ×1.0 full rate. Grinding kills is inefficient; robbing civilians is efficient.
  • Higher mortality profile — smaller fleets = higher KIA % on flagship loss unless perks (Lucky) mitigate. Compensated by flee decision, not by dragged-out fights.
  • Target civilians preferentially — Phase A iter 20 introduced purpose.fight filter; iter 21 inverted it. Raiders now target purpose.trade / .mine / .build first, avoid .fight military.

Canonical archetype example: Vryss Korrock (template sca_raider_001, Boron-born former Argon Federation tactician, defected after the “Ferral Affair 821 NT” — a fictional Scale Plate Pact incident).

Decision cascade (C-006 v0.2 — first-match wins)

Section titled “Decision cascade (C-006 v0.2 — first-match wins)”
flowchart TD
Start[for each active raider] --> Q1{state ==<br/>lost_flagship?}
Q1 -- yes --> R1["🩹 flee<br/>no order<br/>wait for RpAccrualWorker<br/>Path A flagship rebuild"]
Q1 -- no --> Q2{at_home AND<br/>(not fleet_full OR<br/>hull ≤80%)?}
Q2 -- yes --> R2["🔧 replenish<br/>Patrol home_station<br/>RP ×2 buff"]
Q2 -- no --> Q3{(fleet_damaged OR<br/>hull ≤80%)<br/>AND NOT at_home?}
Q3 -- yes --> R3["🩹 flee<br/>MoveGeneric home_station<br/>noattackresponse=true"]
Q3 -- no --> Q4{fleet_full?}
Q4 -- yes --> R4["⚔️ raid<br/>closest non-pirate sector<br/>range 5, exclude Xenon/Kha'ak"]
Q4 -- no --> R5["🕶️ lurk<br/>Patrol home_station<br/>opportunistic side-jobs"]
IDIconTriggerWhat it does
flee (lost_flagship)🩹state == lost_flagshipSame as admiral retreat — wait for RP rebuild.
replenish🔧at_home AND (not fleet_full OR hull ≤80%)Patrol home_station. Triggers RP ×2 buff + drone restock + hull repair via 100 RP + drain rebuild loop.
flee (damaged, away)🩹(fleet_damaged OR hull ≤80%) AND NOT at_homeMoveGeneric to home_station with noattackresponse=true. Clean pass-through — no engagement during retreat.
raid⚔️fleet_full (all escorts present + flagship healthy)Closest non-pirate sector within 5 cluster hops. Excludes Xenon/Kha’ak — pirates raid soft civilian factions.
lurk🕶️Fallback when fleet not full and not damagedPatrol home_station in a loose orbit. Opportunistic — evaluates saboteur dispatch, joint raid trigger, base ship spawn as side-effects.

Force-decision lock: debug builds include $decision_force_until — a 60-min lock so a player-forced raid mode survives HMW re-evals on low-★ pirates whose fleet_full check would otherwise revert them to lurk after taking losses.

Raiders are lighter than admirals — they fly light and mobile, punch above their weight in engagements:

RankFlagshipEscort
L Barbarossa-class destroyer (updated to L in build_012 phase B — was M Cerberus at first, but ★1 raiders were too weak to trigger natural raids)1× S fighter → 2× S at ★★
★★Improved L destroyer2× S
★★★Fleet destroyer or L Erlking-class3× S / 1× M
★★★★XL Erlking or top-tier destroyer2× M / 4× S

Barbarossa @ ★ satisfies fleet_full immediately after spawn, so raids trigger via natural HMW eval without needing a force button. This was the key balance fix in iter 14 phase B.

The Order Board is faction-level, not archetype-specific — every faction has a board. But the raider order types are unique to pirates:

Task typeRequirementReward
$trader_ambushIntercept a specific NPC trader on their route. Small or Medium raider.Cash + XP + faction rep + trader’s cargo if scavenged
$satellite_deployEstablish long-range observation posts in border sectors. Higher pay, more risky sectors than admiral $satellite.Cash + rep + info hook

Raiders claim the cheapest task they qualify for from their faction’s board on HMW tick. They then execute it as their raid target. On success — task removed from board, reward paid. On failure — task may re-enter the board or expire; raider’s rep with the faction (rr₀) drops.

Note that pirate factions also have very few tasks in absolute numbers (Yaki: 3 total tasks in the “Order Board” screenshot). Pirate faction task pools are small and precious — an active raider consumes their board’s capacity quickly.

Yaki Order Board detail — no admiral tasks, no coordinator tasks; Pirate / Raider order types: $trader_ambush 1 task, $satellite_deploy 1 task. Active heroes: Shateigashira Yuna Ishikawa, raider archetype, ★, decision = flee. The Yaki are a small pirate faction; a single raider is enough to work their board

Beyond raid ↔ replenish, raiders have three economic outputs unique to the archetype. All drain ALL free RP via greedy big-first algorithm at archetype-specific multipliers.

  • Cost: drain ALL free RP at 4× base ship_class_cost
  • Effect: spawn a wave of freelance pirate escorts loaded on top of the raider’s own fleet for one raid engagement
  • Cooldown: 60 min
  • Result @ 100 RP: 2M + 1S (with fleet mix)
  • Result @ 200 RP: 1L + 1M
  • Result @ 300 RP: 1L + 3M + 1S (heavy joint force)
  • Fleet returns to freelance status post-raid; the spawned ships are transient

Design intent: ★3 raider unlocks the “joint raid” identity — pirates coordinate for a big score, then disperse.

  • Cost: 200 RP
  • Effect: creates a pirate_base station in raider’s current sector
  • Persistence: stored on $active_heroes.{h}.$pirate_base (cap 1 per raider)
  • Lifecycle:
    • Hull → 0 in spawn worker check → auto-cleanup on next tick
    • On full KIA → base destroyed via <destroy_object> in FlagshipLostWorker
    • On wounded / unscathed → base survives (they can rebuild fleet from it)

Only ★★★★ raiders build bases. This is endgame — the raider has become infrastructure, not just a rogue captain.

  • Gates: pirate_base.exists AND RP ≥ 150
  • Cost: drain ALL free RP at 2× base ship_class_cost
  • Effect: spawn defenders (25%) + patrollers (75%) from the pirate base
  • Composition: vanilla AssignCommander pattern — each spawned ship gets a random behaviour (defender=static, patroller=roaming)

★★★★ raider with a pirate base becomes a local threat generator — every 60 min, more pirate ships appear from the base, raiding traffic in nearby sectors.

Behaviour example — a Yaki raider ambush

Section titled “Behaviour example — a Yaki raider ambush”

Shateigashira Yuna Ishikawa, Yaki Clans, ★ (starting), 6 XP, decision = flee (per the screenshot she’s in retreat state — probably just took losses).

  • Two HMW ticks later (10 min), Yuna is back at home_station, RP tick has restored escort, fleet is now full.
  • replenish cycle completes.
  • Next tick: fleet_full, at_home. raid decision fires. Picker finds the closest non-pirate non-Xenon non-Kha’ak sector within 5 hops — Hatikvah’s Choice II (Hatikvah Free League controls it, but Yaki are hostile to Hatikvah).
  • Yuna’s frigate + 2× S escort move to Hatikvah’s Choice II.
  • Enter sector. Vryss’s trader_ambush task from her Order Board matches a Teladi trader passing through. She engages.
  • Trader dies, cargo scavenged. XP +5 (M-class = 5 base × 0.5 raider = 2.5 XP for kills, plus plunder XP).
  • Task removed from board. Faction rep bump.
  • Retreats via flee if damaged in the fight, else stays for another opportunity.

Same d100 death roll on flagship destruction. Pirate templates typically have higher $crit_fail_chance than admirals by design — piracy is dangerous work. Perks like Lucky (-10% KIA) help.

On wounded / unscathed, RP rebuild via Recovery Points. XP / ★ / kill count preserved. Pirate Base (if any) survives.

On KIA, standard lineage vacancy → clone spawns with inherited perks. If the KIA’d raider had a Pirate Base, the base is destroyed in the flagship loss event.

  • Asymmetric warfare, not attrition. Pirates don’t win by out-shipping the enemy; they win by picking soft targets and bailing when it goes wrong.
  • The Order Board is a small, precious pool. Pirate factions have few tasks. This means pirate progression is bottlenecked by faction reputation influx, not by ship inventory.
  • Endgame = infrastructure. ★4 pirate isn’t just a great captain — they’re a local pirate presence that grows over game time via their base.
  • Cross-faction contract sharing — pirate factions occasionally advertising on each other’s boards. Not implemented; would need shared task pool.
  • Player-hostile contracts against the player — if the player has burned relations with a pirate faction, that faction’s raiders can pick a “hunt the player” task. Not implemented.
  • Player-hostile contracts targeting a specific NPC — the player pays a pirate faction to strike a target. Not implemented.
  • ★★★★★ tier signature ship — currently reserved for future per-faction identity (see C-029).