How to suppress pirates and get XP

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Tilarium

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I've read several times now here and other places about using Admirals and fleets to suppress pirates and get the Admiral experience but I can't figure out how and everyone goes silent when I ask. I can set a fleet to patrol, they lower the piracy in the area but my Admiral isn't gaining any experience for it. What am I missing? Is there a button I need to push somewhere like raiding in CK2? Is it bugged? I'm using the 2.2.3 (I think) beta branch.
 

Xeorm

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I haven't done much testing on it, but I did notice I wasn't gaining any experience if there was no active piracy. Since the fleets reduced piracy to 0 so quickly, there was no time for the admiral to gain xp.
 

Gingerninja

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It's just a tiny amount really, and there needs to be some built up piracy in the system to be reduced. Kinda looked like my admiral got 1 XP per 2 piracy that got reduced, but this is by no means a exhaustive test.


So if you've set up a patrol too short that does not allow piracy to build high enough (like 2 piracy at least I guess, preferrably more) then no xp is gained upon reduced.

Those are my observation after a brief look at it. My impression is that the gain is negligable and the admirals are bound to die of old age before the xp gain makes a significant difference.
 

Tilarium

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That seems so counter productive, you need to let piracy build up in order to get xp for suppressing it. At least the devs are listening and this is a good first attempt. I wish they would just make it so Admirals gain XP while in command of a fleet even in peace time.
 

Gingerninja

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Just to be clear, I do not mean piracy that exceeds the protection of starbases necessarily. So patrolling areas that otherwise don't need patrolling because max piracy falls short of the protection entirely will still net you XP from patrolling.
 

Tilarium

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Just to be clear, I do not mean piracy that exceeds the protection of starbases necessarily. So patrolling areas that otherwise don't need patrolling because max piracy falls short of the protection entirely will still net you XP from patrolling.

Here's where I'll let my noobness show but I really don't understand the whole trade value, trade route, piracy bit yet. So in my current game I got Sol and Sirius which have 1 system between them. They both have a single trade post, Sol isn't collecting from any other system by Sirius is collecting from a neighboring system. When I have the trade overlay on, the system between them has a skull and crossbones. I've got the fleet patrolling between Sol and Sirius but the Admiral has gotten nothing in the last 5-10 years the fleet has been on patrol.
 

Zenopath

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I've read several times now here and other places about using Admirals and fleets to suppress pirates and get the Admiral experience but I can't figure out how and everyone goes silent when I ask. I can set a fleet to patrol, they lower the piracy in the area but my Admiral isn't gaining any experience for it. What am I missing? Is there a button I need to push somewhere like raiding in CK2? Is it bugged? I'm using the 2.2.3 (I think) beta branch.

I does give slow exp, but the way you do it matters.
If you want to get most exp, you need to first have a lot of trade, the exp value of pirate supression seems tied to the amount of pirates they suppress, so far as i can tell.

What that means is you will want to have a fair bit of Trade protection so that your current piracy value can safely grow without actually hurting trade. putting hangers over you capital is probably best bet for this.

Then you want a long patrol route with a fair number of corvettes. Check the system as your admiral goes through it, does it get suppress current piracy down to 0 in the time it takes to traverse? If not, add more corvettes.

The longer the route the more time you give pirates to grow, so if you want tot train an admiral you want a long route protected by Trade protection and a reasonably large number of corvettes to be able to drop the value to 0 in the time it takes your fleet to cross a system, and the longer the route, the more time it has to repopulate pirates.
 

Gingerninja

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Regarding your specific case: Trade can only be collected in your capital, so it must be routed there. Trade Hubs only increase the range a starbase can collect Trade Value. Also, the ranges you're talking about sounds like way too little and too short for any actualy pirac to build up for there to be any experience gain.

I will simply link to the Wiki. It was sufficient for me to understand. If you don't want to read my rambling, just head on over there and read away. Otherwise, here's a list of all the things off the top of my head:

- All trade must be collected by starbases and routed to your capital. Only if it reaches the capital do you gain anything from it.
- In trade view any red colouring of the starbase symbol means the trade is not being sent.
- Max Piracy is a quarter (1/4) of the trade value in a system.
- Any system with a starbase in it will never havy any piracy in it.
- Next to introduce is the concept of 'Trade Protection' which is mainly exerted by starbases upgraded with weapons modules (Guns, Hangars, Missiles)
- If max piracy is less than the Trade Protection, there will never be any lost revenue in the system. Outposts have a base protection of 2 which is upgraded to 5, I believe by some Tradition. This is relatively a very low number. The amount of modules also increase the range (number of hyperlanes) the starbase exert their protection. Trade Protection from multiple starbases stacks.
- If piracy exceeds Trade Protection, the amount the piracy exceeds the protection by will be subtracted from the trade value forwarded to the next system.
- I belive it is after a sufficient amount of trade value has been lost in a system, actual pirate ships will spawn and completely shut down the route. Avoid this at all cost.
- Skulls: Silver Skull means Max Piracy is less than Trade Protection, and you needn't worry about nuffin'. Red Skull means piracy exceeds Trade Protection, and the system needs regular patrols.
- Lastly, Piracy Suppression is exerted by ships to reduce actual piracy in a system, even if it is less than the Trade Protection. This reduction is what grants XP.

Firstly, Make sure your trade is routed back to your capital! (Unless you have no means to protect the trade, at which point the spawning of pirates will shut down the route anyway and be a thorn in your side, and destroy all mining/research stations as well)

The trick is to line your trade routes with Starbases that has greater Trade Protection than Max Piracy all along it. A patrol is really only necessary when this can not be achieved. Piracy won't take any effect before it builds up beyond the Trade Protection. Therefore, a group of corvettes can easily Suppress piracy long before it reaches the Trade Protection value. This depends on the length of the patrol route and all that I'm sure you can figure it out. Contrary to intuition imho, corvettes are legit better at piracy suppression than every other ship. It's not only reduced smaller return on investment, but 1 corvette is legit better than 1 destroyer or 1 battleship. Isn't that crazy?

Last note: afaik, the piracy suppression exerted by ships is untouched by tech and outfitting. Therefore, a bunch of completely stripped corvettes makes for excellent pirate hunters, as long as they never do any actual fighting. Just don't tell the pirates they're unarmed!