Piracy is either buggy as hell or very poorly explained in-game

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Derp

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Is anyone else experiencing an issue where piracy protection just suddenly vanishes from a system or systems, never to return, despite being well within range of a starbase?

I added an additional hanger module to a starbase located along my main trade routes and, for no reason that I can imagine, all the piracy protection on one side of the starbase just vanishes, promptly turning that section of my route into a Mad Max movie.
 

Promethian

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People have been noticing problems with the collection range as well. A famous example doing the rounds is a picture of a triangle of stars where two systems with trade goods are in range but only one is getting collected. This problem could easily be applying to protection range. The mechanics are similar.
 

Alblaka

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Can you provide some screenshots with detailed explanations? Privacy was working A-OK for me, except for being a mess in the descriptive tooltips.
 

Verx90

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Is anyone else experiencing an issue where piracy protection just suddenly vanishes from a system or systems, never to return, despite being well within range of a starbase?

I added an additional hanger module to a starbase located along my main trade routes and, for no reason that I can imagine, all the piracy protection on one side of the starbase just vanishes, promptly turning that section of my route into a Mad Max movie.

Photo ?

1 hangar for your "main trade route" doesnt feel like enought , i mean , the basic defence its 2 , with diplo 7 , a starbase lvl 2 with 2 weapons give around 36(not sure) if you have a trade value of 80 (i didnt realy make the calculation for the relation with trade value / piracy max level ) you will go over it easily.

You should remember that with "passive" prevention , piracy will build up anyway , if eventualy the max piracy increase because of the increase in trade value , they will go over with no advise or alert ; and will spawn pirats .
 

SpectralShade

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Photo ?

1 hangar for your "main trade route" doesnt feel like enought , i mean , the basic defence its 2 , with diplo 7 , a starbase lvl 2 with 2 weapons give around 36(not sure) if you have a trade value of 80 (i didnt realy make the calculation for the relation with trade value / piracy max level ) you will go over it easily.

You should remember that with "passive" prevention , piracy will build up anyway , if eventualy the max piracy increase because of the increase in trade value , they will go over with no advise or alert ; and will spawn pirats .

depends on where you are in the game.

I my newly started game my biggest trade route is 10 trade value, and a single starbase with a hangar module provides 18 protection to neighbooring systems while max piracy is at 2.something
 

Verx90

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depends on where you are in the game.

I my newly started game my biggest trade route is 10 trade value, and a single starbase with a hangar module provides 18 protection to neighbooring systems while max piracy is at 2.something

Ofc it depends , in the game i make i repaired a ringworld and habitated it , the piracy was so hight that i just builded a starbase on all systems that separed it from the homeworld (5) because the piracy was just too hight for passive protection and i would have needed to patrol it with 130 corvets to actualy prevent it , (1209 piracy max lvl) .

But 1 starbases with 1 hangar may become not enought realy fast if thats line is connected to varius planets growing .
 

Verx90

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depends on where you are in the game.

I my newly started game my biggest trade route is 10 trade value, and a single starbase with a hangar module provides 18 protection to neighbooring systems while max piracy is at 2.something

Ofc it depends , in the game i make i repaired a ringworld and habitated it , the piracy was so hight that i just builded a starbase on all systems that separed it from the homeworld (5) because the piracy was just too hight for passive protection and i would have needed to patrol it with 130 corvets to actualy prevent it , (1209 piracy max lvl) .

But 1 starbases with 1 hangar may become not enought realy fast if thats line is connected to varius planets growing .
 

PirateJack

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I tend to get around this by specialising my starbases. Stick a trade hub down and then 2 systems away stick a hangar starbase down. When you upgrade one, upgrades the other too so that you are covered for the maximum trade value possible.

When you reach starbase level 3 you can take advantage of overlap so that the really high trade value routes are covered by multiple hangar starbases.
 

beckermt

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about to give up my current game at admiral difficulty, the AI just seem a lot dumber than before. Its 2407 and everyone except FAs are pathetic to me, with 3 FAs as equivalent and 1 superior. I'm pretty sure I can just roll from here. TBH somehow 2.1 game felt more interesting. There were weird moments where one FA was attacked by AI empire and its fleet depleted. Than an awoken FA vassalized them. I defeated the awoken FA so the vassalized one became my vassal. I started getting 30% help on all research through tech sharing, presumably coz FAs have all tech researched by default

my economic numbers in 2408

View attachment 431254

i donno why ppl say minerals are a problem, after researching like 5x repeatable +10% to miner output, plus mineral processing hub, i was drowning at them

note that I switched AI to aggressive and that seem made them dumber. democratic cruseders next to me wardecked me with ideology every 10 years like clockwork, quickly burned their fleet into my border deathstar, then kept throwing smaller and smaller fleets at it until 100 war exhaustion. Every one of these times I took as many of their systems as influence would let me.

Your post is wildly off-topic.
 

Derp

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piracy1.jpg piracy2.jpg

Eglrarvis is only 3 jumps from a starbase with 6 hanger bays but is not receiving any trade protection from it