Avorion Wiki
Explore
Main Page
All Pages
Interactive Maps
navigation
Main page
Community portal
Recent changes
Random page
Admin noticeboard
Avorion Community
Official forum
Discord
Twitter
Reddit
Facebook
Steam
Gamepedia
Gamepedia support
Report a bad ad
Help Wiki
Contact us
FANDOM
Fan Central
BETA
Games
Anime
Movies
TV
Video
Wikis
Explore Wikis
Community Central
Start a Wiki
Don't have an account?
Register
Sign In
Sign In
Register
Avorion Wiki
356
pages
Explore
Main Page
All Pages
Interactive Maps
navigation
Main page
Community portal
Recent changes
Random page
Admin noticeboard
Avorion Community
Official forum
Discord
Twitter
Reddit
Facebook
Steam
Gamepedia
Gamepedia support
Report a bad ad
Help Wiki
Contact us
Editing
Economy
(section)
Back to page
Edit
VisualEditor
View history
Talk (6)
Edit Page
Economy
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
=== A Pirates Life for Thee! === Living a life as a pirate or warlord in the galaxy of "Avorion" is a thankless task. For guaranteed major loot and income the initial jump to Trinium has to be completed to build a boarding ship with crew shuttles. Yet, capturing stations is absolutely pointless either way. The option to sell them to neighboring nations which are greedy and ammoral does NOT exist and you can't ransom them. There is further no market where one does it for a mine due to war and stations need to be refurbished once conquered and only serve as a free station building slot far away from home. The cost is still there! The only reason to engage a station is to destroy and scrap it for money. Don't board them! A pirate's life is in loot and plunder... and only in loot and plunder! They might branch out and have a smuggler's den or two and befriend some pirate clans (or rather ceasefire) in and near their favorite nations they work with while they attack their neighbors. The fastest way to get a ceasefire is a deal! Declare to free slaves due to a mission and actually pay the good people. Afterall "enforced holidays" are a profession and feeds several people. It is fair and right to demand a downpayment for transport and lodge. Pay them and a ceasefire is reached. (To be Written - Pirate Interactions) ==== Scutelage ==== Civilian ships jump out if a player threatens them to hand over cargo, doing so without a jamming device is pointless. Jamming ships appear as one of three ships in a headhunter squadron hired by nations one is at war with inside their territory. Sometimes they even spawn in empty gate sectors in the sphere of influence of those factions. Here they are easily exploited. Once a boarding ship has been build, they can be boarded and taken over! However, if that was a starting pirate's lot, one might just board the traders. Far less of a hassle. The initial options for a pirate are onefold: Seek an empty gate sector and wait for single traders or a seven ship trade convoy. An advantage to these sectors is the lack of law enforcement and the lack of a shutdown which prevents new civilians to arrive after an initial bloodbath. A shutdown will always happen if more than two friendly ships die in a faction's core territory in short order, otherwise. '''Note: It is crucial that the aspiring border guard remembers to enable the collection of stolen, illegal and dangerous cargo or risk leaving the well-gotten gains behind!''' The first loot will be gathered by destroying the cargo ships in short order. Unlike boarding this can be done with full firepower and little hesitation. What's dead can be looted with some loss to wares and modules and a wise pirate already has some salvage ships ready to clean up their buffet. Afterwards the wares and salvage can be sold for loot. Once boarding is available, the entire cargo and modules may be recovered if neither cargo bay nor important structure is destroyed during the initial engagement down to 30% health. As a little bonus the ship may be sold as well or be recruited in reshapen form into the pirate armada. Piracy is a little game of who to target and who to please and allows even less variety; Break/Board, Steal, Salvage, Rebrand/Sell, Repeat. A player only has to ensure that a smuggler's den has been located through a research mission or yellow sector exploration beforehand. The profession of a pirate may best be reserved for multiplayer servers where this type of interference has actual meaning. Until then a player may become a decently rich pirate, BUT one could just opt for a privateer with a good renown instead. The only difference is who they fight, not if. Piracy in 1.0.0 is an option... at best.
Summary:
Please note that all contributions to the Avorion Wiki are considered to be released under the CC BY-SA 3.0
Cancel
Editing help
(opens in new window)
Follow on IG
TikTok
Join Fan Lab