The game is needlessly complicating things by having these two things be seperate stats that work differently.
You get Trade protection from starbases, and they protect trade from pirates, so upto a value of trade, trade is immune from pirates, but pirates will still appear anyways. You can have a value of trade passing through a system safely upto the value of Trade protection and no matter how many pirates appear in that system, they dont hurt your trade.
Alternatively, you can rely on patrol fleets to suppress pirates But using only patrol fleets creates a situation where pirates will eat some of your trade in the time it takes patrol to come back. Parking corvettes in each system as needed (1 corvette per 10 units of max piracy not trade) actually works best, completely eliminating all pirates, but is pretty wasteful and clutters up your military fleets in Outliner UI. Corvettes generate piracy supression which kills pirates but provides no trade protection.
(edit: added in a detailed example)
Suppose you had a system like this one:
Trade Route Value: 100+
Max Piracy: 100
Piracy Effect (PE): 10
Current Piracy (CP): 100
Trade Protection (TP): 90
The PE is what actually causes losses to trade value. In this situation PE: 10 means you lose 10 trade value. If you move in a fleet of 10 corvettes, which each give 10 suppression each, that would be 100 suppression so it would gradually drop the CP down to 0. The thing is, that doesn't happen instantly, it takes a little while. if you watch the number will go down, but you might need more than 10 corvettes for the CP to go down to 0 in the time that the patrol spends in system. But stationing 10 corvettes would eventually reduce CP to 0. Having 10 corvettes pass through might not be enough though. Sending 20 would double the speed at which CP drops, which might be enough to bring it to 0 in the time it takes your fleet to pass through. Then depending on how long it takes your corvettes to come back on their patrol, the number will grow again.
This is where TP matters, while you might not be able to get CP at 0 with a 10 corvette patrol. You should have no problems keeping it under 90, which means the trade is safe. PE is equal to CP minus TP. If TP is higher than CP, then CP does not have any effect other than giving a chance of spawning a pirate fleet.
Keeping CP at 0 prevents fleets from spawning. Keeping PE at 0 prevents losses to trade.
In this situation, parking 1 corvette in the system would be enough to lower PE to 0 and protect your trade, because it would permanently drop CP to 90, which would be countered by the TP value. But you would need to park 10 corvettes to bring CP to 0 and completely prevent any chance of a pirate fleet spawning.
I think this is needlessly complicated. I think you should just scrap trade protection and have piracy supression be generated by starbases.
You get Trade protection from starbases, and they protect trade from pirates, so upto a value of trade, trade is immune from pirates, but pirates will still appear anyways. You can have a value of trade passing through a system safely upto the value of Trade protection and no matter how many pirates appear in that system, they dont hurt your trade.
Alternatively, you can rely on patrol fleets to suppress pirates But using only patrol fleets creates a situation where pirates will eat some of your trade in the time it takes patrol to come back. Parking corvettes in each system as needed (1 corvette per 10 units of max piracy not trade) actually works best, completely eliminating all pirates, but is pretty wasteful and clutters up your military fleets in Outliner UI. Corvettes generate piracy supression which kills pirates but provides no trade protection.
(edit: added in a detailed example)
Suppose you had a system like this one:
Trade Route Value: 100+
Max Piracy: 100
Piracy Effect (PE): 10
Current Piracy (CP): 100
Trade Protection (TP): 90
The PE is what actually causes losses to trade value. In this situation PE: 10 means you lose 10 trade value. If you move in a fleet of 10 corvettes, which each give 10 suppression each, that would be 100 suppression so it would gradually drop the CP down to 0. The thing is, that doesn't happen instantly, it takes a little while. if you watch the number will go down, but you might need more than 10 corvettes for the CP to go down to 0 in the time that the patrol spends in system. But stationing 10 corvettes would eventually reduce CP to 0. Having 10 corvettes pass through might not be enough though. Sending 20 would double the speed at which CP drops, which might be enough to bring it to 0 in the time it takes your fleet to pass through. Then depending on how long it takes your corvettes to come back on their patrol, the number will grow again.
This is where TP matters, while you might not be able to get CP at 0 with a 10 corvette patrol. You should have no problems keeping it under 90, which means the trade is safe. PE is equal to CP minus TP. If TP is higher than CP, then CP does not have any effect other than giving a chance of spawning a pirate fleet.
Keeping CP at 0 prevents fleets from spawning. Keeping PE at 0 prevents losses to trade.
In this situation, parking 1 corvette in the system would be enough to lower PE to 0 and protect your trade, because it would permanently drop CP to 90, which would be countered by the TP value. But you would need to park 10 corvettes to bring CP to 0 and completely prevent any chance of a pirate fleet spawning.
I think this is needlessly complicated. I think you should just scrap trade protection and have piracy supression be generated by starbases.
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