A pirate base is a raid target that the game creates for you personally, inside one of your own solar systems. It carries a copy of a slice of your own fleet and a pile of resources derived from your own production. You have until the next weekly reset to raid it and carry the loot home.
You get a base if both of these are true when the weekly spawn runs:
Important: vacation mode does not stop a base from spawning for you, as long as you logged in inside the last week.
Once per week, at a fixed day and hour based on the universe settings.
The reset is a hard wipe followed by a fresh creation, not an expiry:
Nothing carries over. Resources you did not loot and debris you did not collect are destroyed at the reset.
Your new base will also be in a freshly drawn random system - not necessarily the same one as last week.
The game randomly picks one of your moon/planet at random and puts the base in that solar system.
Tip: To find it quickly: the fleet page adds a shortcut link to it, labelled Pirate base together with its coordinates, right alongside your colony shortcuts. One click sets it as your target.
Based on the universe settings:
Example: Player producing 10 000 metal / 5 000 cristal / 2 000 deuterium per hour across their empire, in a universe using 5 hours, gets a pirate base holding 50 000 metal, 25 000 crystal and 10 000 deuterium.
Your net hourly production is taken under consideration. Three consequences:
The pirate fleet is a snapshot of your entire account's ships. That includes:
Each ship type is then rolled separately: the game draws a fresh random percentage based on universe settings, applies it to the total number you own of that type, and rounds down - never below one ship. It means that:
Example: You own 1000 light cargos, 1000 heavy cargos and 1000 light fighters. For 50-80% range, your pirate base might spawn with 500 light cargo, 700 heavy cargo and 800 light fighters.
Ships that are never copied: Espionage probes and Solar satellites.
The base spawns with ships only.
Three missions are available against a pirate base::
| Mission | What it needs |
|---|---|
| Spying | A fleet of espionage probes only |
| Attack | Any combat fleet. Alliance attack (ACS) works. |
| Recycle | Recyclers, and a debris field to collect |
Everything else is blocked: You cannot transport resources to it, station or hold a fleet there, colonise it, destroy it, or fire interplanetary missiles at it.
Attacking a pirate base does not remove it. Survived pirate ships stay on the base, and so do any resources you could not carry. This means:
Its weapon, shield and armour levels are three below your own (never below zero) - the same rule that governs the pirates you meet on expeditions.
The loot from pirate bases is 100%, as opposed to 50% when attacking a real player. It means that, with sufficient cargo capacity, the raid colony can be stripped of 100 % of its resources in one attack.
Pirate base combat is treated as its own kind of battle and deliberately sits outside most of the reward systems:
Every fight at a pirate base leaves a debris field, which you harvest with recyclers just like any other debris field in the game.
Only you. Pirate bases and their debris are private. Your base appears in galaxy view for you alone, it never shows up in anyone else's galaxy view or target lists, and the fleet screens will only ever let you target your own.
If two players happen to have bases in the same system, each of them sees only their own base, their own pirate fleet and their own debris. Nothing is shared and nothing adds up.