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.
Coverage
Section titled “Coverage”- 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
Playstyle — freelance criminality
Section titled “Playstyle — freelance criminality”- 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.fightfilter; iter 21 inverted it. Raiders now targetpurpose.trade/.mine/.buildfirst, avoid.fightmilitary.
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"]The five decisions
Section titled “The five decisions”| ID | Icon | Trigger | What it does |
|---|---|---|---|
| flee (lost_flagship) | 🩹 | state == lost_flagship | Same 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_home | MoveGeneric 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 damaged | Patrol 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.
Ship scaling per star rank
Section titled “Ship scaling per star rank”Raiders are lighter than admirals — they fly light and mobile, punch above their weight in engagements:
| Rank | Flagship | Escort |
|---|---|---|
| ★ | 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 destroyer | 2× S |
| ★★★ | Fleet destroyer or L Erlking-class | 3× S / 1× M |
| ★★★★ | XL Erlking or top-tier destroyer | 2× 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.
Order Board — the pirate task board
Section titled “Order Board — the pirate task board”The Order Board is faction-level, not archetype-specific — every faction has a board. But the raider order types are unique to pirates:
| Task type | Requirement | Reward |
|---|---|---|
| $trader_ambush | Intercept a specific NPC trader on their route. Small or Medium raider. | Cash + XP + faction rep + trader’s cargo if scavenged |
| $satellite_deploy | Establish 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.

Own economic outputs (C-006 v0.2 pattern)
Section titled “Own economic outputs (C-006 v0.2 pattern)”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.
Joint Raid (★3+)
Section titled “Joint Raid (★3+)”- 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.
Pirate Base (★4+)
Section titled “Pirate Base (★4+)”- Cost: 200 RP
- Effect: creates a
pirate_basestation 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.
Base Ship Spawn (★4+, cron 60 min)
Section titled “Base Ship Spawn (★4+, cron 60 min)”- 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.
replenishcycle completes.- Next tick: fleet_full, at_home.
raiddecision 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_ambushtask 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
fleeif damaged in the fight, else stays for another opportunity.
Recovery cycle
Section titled “Recovery cycle”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.
Design intent
Section titled “Design intent”- 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.
What’s next
Section titled “What’s next”- 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).
Related pages
Section titled “Related pages”- Admiral archetype — the parallel, non-pirate archetype
- Military Coordinator — the disciplined military counterpart
- Kha’ak Hive Lord — the Kha’ak analog (no board, just war)
- Scout-Saboteur — the shared mechanic Raiders use (as of iter 21) for asymmetric ops
- XP and star progression — pirate XP multiplier is ×0.5 for kills, ×1.0 for plunder
- Death cycle — raiders die same as admirals, but often with higher $crit_fail_chance