There is already one way to earn credits: You can sell your free voodoo cards. Right now, you earn 4 free voodoo cards per day. We intend to increase this number to 5 a day and this will happen soon.
Some mathematics now:
5 cards a day * 30 days = 150 cards a month (or 200 credits free as 15 cards = 20 credits)
A small guild constisted of 10 members = 150 * 10 members = 1500 free cards a month (or 2000 credits free which equals more than a $50 purchase)
So this mechanism already exists. Of course one could say, why not ALSO add this 1 extra credit ? Well, the answer is simple and clear. We would always prefer to add a card instead of credit. By adding 1 card per day, it is like adding 30 cards a month or 40 credits (which is better than 1 credit a day = 30 credits). In this way, we also promote the usage of the Card Market for all players.
Ultimately, any player will have to take crucial decisions. Should he sell his great card for some credits or not ? And then, how should he spend his credits ? In turns or cards or boosters? Even in this department, the best strategy matters.
We would also like to share some insight about game economics. We want everyone to be able to enjoy our game, even if they cannot pay a penny. It is true however that we need the income from paying players to maintain and evolve the game. Our only incomes are from credits sales as we got no advertisement income. A key point is that about 95% of this income, comes from 18+ players due to the limited purchasing ways.
Currently we have to pay maintenance costs and advertising costs on a per month basis. We should include however developer costs which are very high nowadays. A good senior developer can easily cost about $2000 a month. Artists cost a lot more. And a game does not only needs one programmer and one artist but it needs several other key figures. My role for example is the community administrator and I also take bug support role as the first tester of all as well as various promoting roles. This simple tasks need a lot of time and time = money. The good part is that we all own the game (main developer is the project manager as well), therefore we are able to evolve the game without considerable financial support. Ultimately however, money talks as everyone needs to profit from a 12hour job a day if he wants to make a living. If the game succeeds at this point, then it is most definitely that it will continue to grow for the years to come. The crucial point will be October - December 2012 where we will decided if we need to develop a new game for 2013 or stay with the current ones. By October-December 2012 we hope to finish all main developing ideas for PG such as Nations, Missions etc.
Game economics are the great reason we ask from the players to "advertise" Pirates Glory to their friends as much as they can. We cannot afford the large scale advertising that other browser game companies do. These companies run with investor support and they have very specific economic modules where most of the time non-paying players do not stand a single chance. Most of the time this is also concealed excellently.
In contrary, in Pirates Glory, you are able to be in top 20 without paying a penny. I cannot say the same for the top 3 perhaps although the current top #1 admits to have spent only $10 so far. $10 for a 3 years enjoyment (or more, not sure how long he plays

) is fairly cheap, considering that a single soccer game ticket costs about $20 to $50. Of course there are players who have spent much larger sums of money and we intend to thank them somehow in the near future with some free PG products (like a pg poster perhaps or a pg coffee cup, etc). If I wanted to put it crystal clear for everyone, I would say that money can be decisive in PG but not enough;
The main attribute required is teamwork; cooperation.