Fairness

the rulebook is public, and it is never walked back

Nothing sold for real money may flow into the economy. That's not a slogan — it's the design pillar everything else in this section is built to protect. This page is the rulebook. It's meant to be printed once and never quietly revised once players are trusting it.

The rulebook

Clean — sell this freely

Borderline — capped, printed, and the cap is never increased

Never — not for sale, not ever

The free idle cap

Every account gets a 4-hour free idle cap from day one (current design value) — the amount of queued action time your captain can bank while you're away. Supporter perks in the "clean" list above can extend this, but only ever additively. It is never reduced or gated behind a subscription to restore what free players already had.

One account per player

One captain per account. The rule for automation isn't "no bots" — it's "no second account." Playing IdlePiracy via the API is a fully supported feature (see API), and the one-account rule is what keeps that fair: your bot can work as hard as you like, but it's still just you. See the API page for how this is enforced in practice (ToS statement plus logged heuristics, not blanket automated bans).

Monetization phases

Monetization is deliberately slow and gated behind proof the game is worth supporting, not revenue targets:

PhaseTriggerWhat changes
Phase 1Launch through ~100 active playersEverything is free. A Patreon covers server costs only. Patron perks are identity, never power: a Founder badge, a unique cosmetic, tavern credits.
Phase 2Retention proven, ~1,000 active playersA membership tier (current design value: roughly €5–7/mo) unlocks the "clean" perks above. Existing patrons are grandfathered gracefully.

Cosmetic surfaces

If cosmetics are going to fund the game, they need somewhere to actually show — built on day one, not bolted on later:

The `supporter` entitlement flag is built from day one — it only ever turns on cosmetics and QoL, never power.