Pirates, trade vessels and one more newbie question

Being new, I turned pirates off.  They were a bit tough for me since I really dont fully know the game.  Is there any benefit to having pirates?  I can see the benefit of leveling my ships up, but when they die most of the time, it's a bit counter productive.

 

I also have 4 or 5 trade ships just sitting in space.  How do I get them moving?  I imagine I have to assign them a trade route?  But do I attain one with my other planets or with other races?

 

I saw a post on whether or not to colonize an asteroid system.  I also read in the manual that you need to advance every planet you aquire or you will drain your credits.  So, should I just leave the asteroids alone as far as upgrades or should I max out their potential?

 

Thanks

 

6,588 views 8 replies
Reply #1 Top

okay these I can answer Better

1. The Pirates can be sent to harass the enemy as well, the screen thing you were talking about earlier controls this and is useful early game in keep others busy with fighting off the pirates instead of building and development

2. No need to touch, Sins has a wonderful hands off trade system. You just build and it handles the rest. Admittedly it is a bit short-sighted and on bigger maps be a bit frustrating but supposively this issue will be handled by Diplomacy

3. This is a personal choice issue. Some feel it is worth it, some dont. But if you do choose to colonize any planet or asteroid go ahead and at least upgraded it enough to not take money out. Each planet is different but I do believe an asteroid is the easiest to upgrade(only 1 point is needed) and pays for itself faster than others.

Reply #2 Top

Awesome, thanks a lot!

Reply #3 Top

If your capital ships are dying against pirate raids, research repair bays and build one at the plane the pirates are attacking. Have your cap fight near the repair bay and the pirates will not be able to kill it very easily, plus, it is free levels for the ship.

Good luck and keep trying:thumbsup:

Reply #4 Top

Thanks for the tip.

Reply #5 Top

Pirates mostly amount only to a nuisance rather than a serious threat unless you're caught unprepared. Most of the time, I just park a capital ship at a planet they are likely to attack and just feed the cap XP with each raid. Note that turning off the Pirates simply stops them from sending raiding parties out: their bases will still be out there (only a small number of maps have no Pirate bases at all).

Asteroids require (their only) 1 upgrade to their population infrastructure to bring its overall income out of the negatives, all others require 2.

Reply #6 Top

A quick point, I think you need to have at least one trade port in two gravity wells for them to start working (and moving)

 

And it's always worth colonizing your first asteroid, just make sure to build the first population upgrade ASAP.

Reply #7 Top

Quoting GoaFan77, reply 6
A quick point, I think you need to have at least one trade port in two gravity wells for them to start working (and moving)
End of GoaFan77's quote

TRade ports generate credits even if there is only one, but the ships will not move without more than one.

Reply #8 Top

note, that dead astroids will not bring in tax income.  unless you need a dead astriod for a bottleneck or staging area they can be ignored.

as TEC you can with the technology researched add one station to dead astroids.  so you could add a trade port or broadcast center to them which would make the much more valuable.  but of course takes a lot of time and resource to get to that point.

finally, the low impact planets like astroids and dead astroids, astroid belts, junk fields etc, can be great places to have starbases in entrenchment.  you can add the trade ports as well creating a nice connection to planets on the otherside of the would be worthless planet/grav well.