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INTRODUCTION
CONTENTS
SHIP GUIDE
GUIDE TO MAKING MONEY
IV.I.
SAN JUAN
IV.II. YOUR HOME WAREHOUSE
IV.III. 1ST TRADE ROUTE
IV.IV. MISSIONS
IV.V.
BUSINESSES AND MANAGING YOUR WAREHOUSE'S
IV.V.I. SANTO DOMINGO
IV.V.II. ANTIGUA
IV.VI. SHIPS
IV.VII. GRAND BAHAMA AND 2ND TRADE ROUTE
IV.VII.I. ANDROSS
IV.VII.II. TAMPA
IV.VIII. WAR!!!
IV.IX. YOUR TOWN
V.
LEGAL STUFF
VI. THANK YOU
VII. E-MAIL ME
III. SHIP GUIDE:
| COST | CANNON | CREW | CPCTY | SPEED | AGILITY | NATION |
LOW COST SHIPS:-----------------------------------------------------------PINNACE
| 10K |
8 | 30 | 60tn | 6-10k |
100% |
ALL |
SLOOP
| 15K |
14 | 40 | 60tn | 6-11k |
100% |
ALL |
BRIK
| 20K |
16 | 50 | 80tn | 5-11k |
95% |
ALL |
BARQUE
| 30K |
20 | 60 | 80tn | 5-12k |
90% |
ALL |
TRADING SHIPS:------------------------------------------------------------FLUTE
| 40K |
16 | 80 | 200tn | 4-10k |
80% |
ALL |
TRADING FLUTE
| 60K |
8 | 100 | 250tn | 4-10k |
70% | HOLLND |
MILITARY SHIPS:-----------------------------------------------------------CORVETTE
| 60K |
22 | 80 | 140tn | 5-12k |
80% |
ALL |
MILITARY CORVETTE | 100K |
32 | 120 | 120tn | 5-14k |
85% | FRANCE |
FRIGATE
| 70K |
26 | 100 | 160tn | 5-11k |
80% |
ALL |
MILITARY FRIGATE | 120K |
40 | 120 | 140tn | 5-13k |
85% | ENGLND |
GALLEON
| 110K |
36 | 120 | 180tn | 4-10k |
75% | SPAIN |
CAPTURED WAR SHIPS:-------------------------------------------------------PIRATE BARQUE
| ---- |
24 | 80 | 80tn | 5-13k |
85% | PIRTES |
CARRACK
| ---- |
40 | 140 | 140tn | 4-12k |
80% | HOLLND |
CARAVEL
| ---- |
40 | 160 | 160tn | 5-12k |
75% | FRANCE |
WAR GALLEON
| ---- |
46 | 180 | 160tn | 4-13k |
70% | SPAIN |
SHIP OF THE LINE | ---- |
50 | 200 | 170tn | 3-14k |
65% | ENGLND |
BONUS SHIP:---------------------------------------------------------------STEAM SHIP
| ---- |
40 | 120 | 200tn | 6-13k |
90% | ------ |
NOTE: You can not capture a steam ship there is only one in the game and you
must collectall of the 20 items hidden throughout the Carribean. When you have
all 20 items speak to your wife and she will give you a map of where to find
your STEAM SHIP.
IV. GUIDE TO MAKING MONEY:
You will want to start your game with the city of SAN JUAN. The key thing to
remember when picking a starting city is to take into account its surrounding
towns. Take a look at what they have to offer to help you produce your
manufactured goods, Which are your primary money maker. In the city of San Juan
those goods are MEAT and RUM. Another reasonSAN JUAN is a good choice is that
it produces both WOOD and BRICK. Try to avoid picking aSPAINISH starting city
as you will need to pray on SPAINISH ships later on in the game. If a country's
opionion of you drops to below UNPOPULAR they will start seizing businesses and
WAREHOUSES you have in their towns. ST. AUGUSTINE is a difficult city to get up
and going eary on due to its location and the lack of any nearby partner
cities. TURK ISLANDS is a moderately difficult choice. It has a great location
but HOLLAND is a very weak nation starting with only 7 towns. So in this Guide
I will tell you how to make money with SAN JUAN.
IV.I.
SAN JUAN:
To start out we will want to pick "SAN JUAN" as our start town, Also pick
"ACCUARCY" as your special ability (you will see why later on), And lastly pick
"SHIP" as you starting level. you will get a Brig and 30K, to start out with.
SAN JUAN produces: PRODUCE, WOOD, BRICK, MEAT, and RUM.
IV.II.
GETTING STARTED:
Before anything click on the WAREHOUSE in SAN JUAN, Click on the "BUY ITEMS"
button. (A left pointing arrow with a + sign on it). Set it as so that you buy
the following: 10 PRODUCE at <96, 30 WOOD at <96, 30 BRICK at <96g,
20 MEAT at <360, 20 RUM at <360, 10 WINE at <600, 10 SPICES at <600, and
10 TOOLS at <600. NOTE: We will be raising the maximum levels later on in the
game to keep up with supply and demand.
IV.III. 1ST TRADE ROUTE:
As soon as you have enough cargo load your BRIG with the following: 10 PRODUCE,
20 MEAT, 20 RUM, 10 WINE, 10 SPICES, and 10 TOOLS. For a total of 80 tons of
cargo. Set sail for ST. THOME, Unload all the cargo you can at ST. THOME for no
less than the following: PRODUCE at >100, MEAT >400, RUM >400, WINE >700,
SPICES >700, and TOOLS >750. TOOLS have higher demand in towns that produce
COCOA, TOBACCO, LYE, and COFFEE. Thus earning you more money, so hold off on
selling them cheap there.
All the cargo you can not sell here we will save for our next town. While at
ST. THOME Load all the SUGAR you can get for <125. If you have avalible cargo
space fill it up with all the TOBACCO you can get for <190. If you still have
cargo space fill it off with all the COTTON you can get for <125. We will now
set sail for ST. KITTS, Unload the same as you did before for the same prices
as before. While here fill up your cargo hold with allthe CORN you can buy for
<125. With any remaining cargo space fill it up with HEMP for <125 and COCOA
for <190. If you have sold off all your cargo return to SAN JUAN. If you have
not yet sold off all of your original cargo, ( The PRODUCE, MEAT, RUM, WINE,
SPICES,and TOOLS) stop by SANTO DOMINGO and sell off the rest regardless of
price. As you will not get nearly what you paid for them if you take them back
to SAN JUAN. If you create cargo space fill it up with WHEAT but only if you
can get it for <96, Otherwise just return to SAN JUAN with empty space.
You will notice our mission of that voyage was to gather the raw goods needed
to produce SAN JUAN'S manufactured goods MEAT and RUM as they will fetch a high
price. When you arrive back at SAN JUAN unload all of your cargo into your
WAREHOUSE. Click on your WAREHOUSE, Then click on the "SELL ITEMS" button.
(The right pointing arrow with a - sign on it) Set it as so you sell the
following: max CORN at >150, and max SUGAR at >150.
IF you loaded any of the other goods mentioned sell them at: max WHEAT at >100,
max COTTON at >150, max HEMP at >150, max TOBACCO at >200, and
max COCOA at >200.
We would rather sell them through the WAREHOUSE rather than visiting the dock,
The WAREHOUSE will sell at the exact time the price of a certain good meets
your sell criteria and buying is the same way. That is to assure you will get
the best possbile price for a good even when you are not at the given port.
For our next voyage we will load up the same goods we did for a our voyage
prior. This time set sail for ST. MARTIN. When there sell goods with the same
criteria as before. Also, load the same goods as before, SUGAR for <125 and to
fill the cargo hold if neccesary load COTTON for <125. From ST. MARTIN sail to
ANTIGUA. Once in ANTIGUA sell the same goods as usual and load CORN for <125
and with any cargo room left load HEMP for <125 and COCOA for <190. Sail back
to SAN JUAN if you have sold off all your goods, if not you can sell to
SANTO DOMINGO and sell off your original cargo.
Continue this strategy until your Captain has enough experience points to sail
on his own. You may then adjust the settings in your WAREHOUSE in SAN JUAN to
double its current buying production: 20 PRODUCE, 60 WOOD, 60 BRICK, 40 MEAT,
40 RUM, 20 WINE, 20 SPICES, and 20 TOOLS.Granted that you have enough capital
from continuing the trade route manually until you have stockpiled at least 75K
in your pocket. Before setting the trade route buy another BRIG so we may now
transport 160 tonnes of cargo as opposed to our usual 80 tonnes. Set his trade
route the same way we did ours before:
SAN JUAN:
20 TOOLS.
ST. THOME:
Unload: max
max
max
Load: max
**If Neccesary: max
ST. KITTS:
Unload: max
max
max
***max
Load: max
**If Neccesary: max
SANTO DOMINGO: Unload: max PRODUCE at >100, max MEAT at >400, max RUM at >400,
max WINE at >700, max SPICES at >700,
max TOOLS at >750,
Unload: max
max
max
***max
Load: max
**If neccesary: max
ANTIGUA:
Unload: max
max
max
***max
Load: max
**If neccesary: max
NOTE:
Keep in mind whenever planning a trade route always have settlers in the
"CAPTAIN TRADING" window and all items that we are not trading in the
"NO TRADING" window.
*We want to unload it all into the warehouse as to be able to better control
the price of goods that are sold in SAN JUAN.
**If you cannot fill the ship(s) cargo holds with the suggested goods feel free
to load extra COCOA, HEMP, TOBACCO, and COTTON. Towns that do not produce such
goods may pay quite a bit for them. example: ST. MARTIN and ST THOME do not
produce HEMP or COCOA, They will pay more for them than ST. KITTS and ANTIGUA
who do produce them and the same works for other goods as well.
***If you have loaded COTTON AND TOBACCO in ST. THOME as well as HEMP and COCOA
in ST. KITTS we will then have them on the ship so we can see if we cant get
any money them in ST. KITTS and SANTO DOMINGO. Remember we need the SUGAR and
the CORN in SAN JUAN so do not sell them off anywhere else.
This trade route will take 16 days to complete if you factor in ship repair
time. Use this format when creating your trade route as it is a proven way to
make you money. After about 15 to 20 trips around the trade route you should
have inproved your trade record in the 5 towns we are frequenting to 100%
purchase a warehouse in each town and we will later discuss what to do with
them. For now just sit back and let the money come pouring in (About 5 - 15K
each turn).
IV.IV.
MISSIONS:
Throughout Port Royale 2 you will be able to do missions for all 4 of the
Nations as well as missions for gentlemen at the local inns thoughout the 61
towns. Governors will give you such missions as: rescuing their daughter from
pirates, Tracking down there personal notes, Building certain buildings in a
town, delivering certians goods and so on. Gentlemen at inns will give you such
missions as: delivering them to certain cities, bringing them certain goods,
and sinking certain pirate ships.
In Port Royale 2 missions are rather secondary to the actual game play than the
trading is. I would recommend to not do missions unless you can spare a ship
and are waiting to accumlate more money from your automatic trade route(s).
Later on in this guide we will dicuss Viceroy missions in the "WAR!!!" chapter
the rewards for Viceory missions are far greater than any reward you will get
in Port Royale 2.
IV.V.
By now in your game you should have around 200K it may take you a little while
to accumulate that much money. We will start out by building up SAN JUAN.
Remeber how we had purchased 30 WOOD and 30 BRICK and did not load it on a ship
to be sold? Well we will use it now. First build 1 SAWMILL to produce you 2.5
WOOD everyday and also build 1 BRICKWORKS to produce you 2.5 BRICK everyday.
We will start out slowly, let the game go until you have again stock piled both
60 WOOD and 60 BRICK in your WAREHOUSE. Build 2 HOUSES to house your workers
that will be working in your SAWMILL and BRICKWORKS. Wait again until your
stockpile is full of 60 WOOD and 60 BRICK. Again Build 1 SAWMILL and 1
BRICKWORKS. Now you will have 4 businesses producing you with a total of 5 WOOD
per day and 5 BRICK per day. You must Then again repeat by building 2 HOUSES.
Repeat this process until you have a total of 4 SAWMILLS, 4 BRICKWORKS, and 8
HOUSES. If all 8 of your houses fill up there maximum of 960 people you should
be making enough money to pay the building taxes on your 8 businesses. After 12
days you should have 120 WOOD and 120 BRICK. With those materials build a
CATTLE FARM and a RUM DISTILLERY. Build 2 houses as soon as you have the
avalible material. You may by now cancel your buying of WOOD and BRICK as you
produce enough to sustain yourself. Please note that we should not build any
businesses unless we have a buffer of say 150K, that way we can change our
startegy if we start to lose money. As you will soon be building more
WAREHOUSES we will be building up your WOOD and BRICK resources. Back to our
CATTLE FARM and RUM DISTILLERY. We have so far built 1 of each which will
produce us 1 MEAT and 1 RUM per day. We will repeat this process until we have
3 of each CATTLE FARMS and RUM DISTILLERIES. Do not forget to build a HOUSE for
every business you build. HOUSES will earn you revenue so it would be a good
idea since you are already paying taxes on your business to get some of that
money back through rent. Since our trade route takes 16 days to complete it is
safe to say that 16 days worth of production will produce you with:
3 x 16 = 48 of each MEAT and RUM. That also means you must be providing your
WAREHOUSEwith 48 of each CORN and SUGAR. You may to purchase another ship
preferbly a FLUTE SHIP. Let us review what are businesses are making us each
day:
3 MEAT, 3 RUM, 10 WOOD, and 10 BRICK.
Per trade route evalution:
48 MEAT, 48 RUM, 160 WOOD, and 160 BRICK.
We may now stop buying WOOD, BRICK,
of our own resources to sustain our
trading some of our WOOD and BRICK.
route. It would also be a good idea
WAREHOUSE if you so deem neccesary.
Our trading sucess should
trade route. we should be
sake of the guide we will
1 we hold in SAN JUAN. We
SHIPS:
Our ideal trading convoy should consist of: 2 TRADING FLUTE SHIPS and 2
FLUTE SHIPS.Between those 4 ships we can transport 900tonnes of cargo more than
enough to sustain the 6 towns on our trade route. With a daily operating cost
of 160 gold per day we will pay only 2560 gold per trade route evalution. It is
ideal much later on in the game as our towns grow to have 10 TRADING FLUTE
SHIPS per each convoy. With a total cargo hold of 2500 tonnes it is perfect
for transporting large sums of cargo between Governor and Viceroy towns.
Our Ideal Military Convoy should consist of 2 SHIP OF THE LINES, 3 WAR
GALLEONS,and 2 CARAVELS. We may only have 5 war ships at a time but it is good
to have trade ships full of sailors and cannons just in the rare case you lose
some in a sea battle. Keep in mind you may only capture these ships you cannot
buy them.To start out have a Military convoy of MILITARY FRIGATES and MILITARY
CORVETTES and capture the big Warships later on.
IV.VII. GRAND BAHAMA AND 2ND TRADE ROUTE:
GRAND BAHAMA the DUTCH Viceroy town. If you have noticed the 2 Manufactured
goods that GRAND BAHAMA produces are the exact opposite of SAN JUAN, Making
them perfect partner cities. We must build a second convoy. Be sure to have a
substantial buffer approximatly 1mil. With our second convoy we will load our
ships with the extra supply's our WAREHOUSE is producing. That 8 MEAT and 8 RUM
extra we produce every 16 days. As well as the 100 WOOD and 100 BRICK we are no
longer utilizing. If we have any spare COTTON or HEMP we must load it as
GRAND BAHAMA greatly demands them both for its production of CLOTHES and ROPE.
Our convoy should be 2 TRADING FLUTE SHIPS and 2 FLUTE SHIPS. (If TRADING FLUTE
SHIPS are unavalible 4 FLUTE SHIPS will do just fine) After 32 days we should
have an extra 200 WOOD, 200 BRICK, 16 MEAT, 16 RUM and countless COTTON and
HEMP. Load the ships of those 6 cargo items and we will set sail for
GRAND BAHAMA.
When in GRAND BAHAMA visit the church and donate 500k that will automatically
raise our trade record to 50% and visit the cities General and donate him all
the money he will except. This should raise our trade record to around 60 to
70%. Sell all the cargo we have regardless of the price. This will slowly but
surely raise our trade record there. Do not ever let our funds drop below 500k.
Continue loading extra cargo in SAN JUAN and selling it to GRAND BAHAMA until
we are able to purchase a permit there.
Once we have attained a permit we will build a WAREHOUSE. Set the "BUY ITEMS"
settings to be as follows: 100 WHEAT at <96, 100 PRODUCE at <96, 100 CLOTHES at
<360, 100 ROPE at <360, 60 WINE at <600, 60 SPICES at <600, and
60 TOOLS at <600.
We will now develop our 2ND trade route. Our 2ND Captain should by now after
all the trading between SAN JUAN and GRAND BAHAMA have enough experience to
have his own trade route. Set you trade route as follows:
GRAND BAHAMA: Unload: max everything
Load: 100 WHEAT, 100 PRODUCE, 100 CLOTHES, 100 ROPE, 60 WINE,
60 SPICES, and 60 TOOLS.
CAT ISLAND:
Unload: max
max
max
max
Load: max
If neccessary: max
ANDROSS:
Unload: max
max
max
max
Unload: max
max
max
max
and
Load: max
max
TAMPA:
Unload: max
max
max
max
max
Load: max
GIBARA:
Unload: max
max
max
max
max
Load: max
max
NASSAU:
Unload: max
max
max
max
max
Load: max
max
This trade route will take 14 days to complete. This trade route as well as the
other trade route should generate enough money to fund a small military navy to
quelch pesky pirates. By now we should have high enough of rank to hold at
least 6 permits. as of now we have 4: SAN JUAN, SANTO DOMINGO, ANTIGUA, and
GRAND BAHAMA. We will be buying 2 more: TAMPA and ANDROSS.
Before we can get into those towns we must build up our Viceroy town. before
commiting your 2ND convoy to the trade route be sure to transport 400 of each
WOOD an BRICK to our WAREHOUSE in GRAND BAHAMA. Build 2 TEXTILE MILLS and 2
ROPE MAKERS. As well as 4 HOUSES for them to live. Repeat this until you have
10 of each TEXTILES MILLS and ROPE MAKERS. Build Also 4 WHEAT FARMS and 4
PRODUCE ORCHARDS. Also be sure again to have enough HOUSES and possibly a 2ND
WAREHOUSE. Our daily production will then be:
10 WHEAT, 10 PRODUCE, 10 CLOTHES, and 10 ROPE.
Per trade route evalution:
140 WHEAT, 140 PRODUCE, 140 CLOTHES, and 140 ROPE.
We may now stop buying WHEAT, PRODUCE, CLOTHES, and ROPE at our WAREHOUSE.
Set our WAREHOUSES accordingly as to not be overfilling with to many of a
certain kind of good. Let us move on to our next town, TAMPA.
IV.VII.I. TAMPA:
After about 10 to 20 times around and TAMPA should give you a 100% trade
record.Lets Buy a permit. We now face a small Problem. We have no suitable
towns in this area to produce both WOOD and BRICK. Lets buy a FLUTE SHIP just
to transport us some WOOD and BRICK from SAN JUAN. After about 3 trips we
should have 300 of each WOOD and BRICK in our WAREHOUSE in TAMPA. LETS BUILD
2 COTTON PLANTATIONS, 2 COFFEE PLANTATIONS, and 1 CORN FARM. As well as 5
HOUSES. We will produce the following each day in TAMPA:
4 COTTON, 4 COFFEE, and 2 CORN.
Per trade route evalution:
56 COTTON, 56 COFFEE, and 28 CORN.
Keep in mind COFFEE requires TOOLS to produce so lets drop off 6 TOOLS in our
WAREHOUSE every time around. By now you have got the hang of trading and
business. Lets do our last town ANDROSS.
IV.VII.II. ANDROSS:
After about 10 to 20 times around and ANDROSS should give you a 100% trade
record. Lets Buy a permit. Have your FLUTE SHIP fill up our WAREHOUSE with 300
of each WOOD and BRICK. Lets build 2 HEMP PLANTATIONS, 2 LYE FARMS, and 1
COTTON PLANTATION. As well as 5 HOUSES. We will produce the following each day
in ANDROSS:
4 HEMP, 4 LYE, and 2 COTTON.
Per trade route evalution:
56 HEMP, 56 LYE and 28 COTTON.
Keep in mind LYE requires TOOLS to produce so lets drop off 6 TOOLS in our
WAREHOUSE every time around. Ok your on your own now, Good Luck Trading.
IV.VIII. WAR!!!:
When it comes to war and picking a side remember this SPAIN is a huge target
and there is almost always a country at war with SPAIN. Also when it comes to
capturing towns SPAIN has the easiest targets.
Before engaging in any acts of war against powerful nations get rid of all the
pesky pirates. If you have ignored them until after you have established
yourself they may be rather powerful. It is still best to get rid of them as
soon as there hide out is discovered. Do not bother with sinking all there
ships as there will always be 5 pirates somewhere in the Carribean regardless
of how many you take over.
When you have got rid of all the pesky pirates find a country who is in a war
with SPAIN and visit there Governor. The best way to defeat SPAIN'S military
convoys is dependet upon which country there at war with if it FRANCE your best
bet is prey on all ship thats sail just east of FLORIDA KEYS. If it is HOLLAND
or ENGLAND then prey on ships in the straight just west of TORTUGA.
When you have weakened the SPAINISH navy you should speak to all the countries
at war with SPAIN'S Viceroy's they will task you with capturing a SPAINISH town
for there nation to inhabit. If capturing a city for FRANCE start with CORPUS
CHRISTI and work your way south. If capturing a city for HOLLAND start by
taking over CUBA and then go south. Finally If capturing a city for ENGLAND
start with GEORGETOWN and work your way west along upper SOUTH AMERICA.
Every 2 cities you capture for a specific Viceroy will get you 25% in a town
over your own where no one else but you can build. You also get a WAREHOUSE
able to hold up to 38k of any good.
IV.IX.
YOUR TOWN:
You get to choose from 5 possible locations for you town, usually you have a
wide variety of choices from Savanna, Georgia to Petit Trou, Haiti. When you do
in fact get a city of your own it would be wise to revovle your entire trade
ecomony around that one city. You will make all the profit and get to set the
price for all goods in your town.
V.
LEGAL STUFF:
I made this for everybody to enjoy I do not mind if anybody copies this entire
thing word for word. I just ask you dont change it in anyway or try to say its
yours. If you would like to put it in your website or just send me and E-mail
and I of course will let you.
========================================
I. Introduction
========================================
Port Royale 2 is a business simulation and strategy game released in 2004 for
PCs. I created this guide because, as far as I can see, all existing guides for
this game are either very specific or nearly useless. Or in German.
I've tried to make the table of contents as useful as possible. You can search
for each entry to jump directly to that section. For example, if you want to
look at the "Naval Combat" section, you can search for "2.1. Naval Combat".
========================================
II. Strategy and Tactics
========================================
---------------------------------------2.1. Naval Combat
---------------------------------------- Your ships
The best ships to use are Military Corvettes and Bonus Ships. The reason is
speed: you will often fight several powerful ships with just one ship, so
you'll need to stay ahead of them if you want to win. Ships of the Line are
sometimes useful because they can hold 200 sailors and are fast going with the
wind. Military Frigates are nearly as fast as Military Corvettes, but they're
tougher and better against slow ships. You should stick mostly with Military
Corvettes, though.
Your convoys should have 1-5 escort ships. If you're using them to attack
military convoys, avoid adding non-escort ships because you will lose those if
you lose a battle. An all-Military Corvette convoy works well because it
travels as fast as any other convoy on the Caribbean map and can therefore
chase down other convoys. They can also execute hit-and-run attacks because
they're fast enough to escape. With some practice, you may be able to destroy
close as necessary. Fire at your opponent, then turn away and avoid your
opponent's next shots.
- Capturing
If you want to capture your opponent's ship, start by using chain balls to slow
it down. Then rake it with grape shot to kill off its sailors. Finally, board
it while avoiding its cannon balls. If your opponent is running away by now,
boarding should be easy. If it is still following you closely, sail against the
wind, then turn around and ram your opponent head-on.
2.1.2. One vs. Many:
- Maneuvering
Since your opponent has more ships than you do, it will be less cautious and
will send its ships directly at you. Use Fish-tailing/Leading here. Use the
wind to your advantage. If you're using a Military Corvette, you usually want
to move in the same direction as the wind. If you're fighting Ships of the
Line, you should try to move against the wind. You want to do as much damage as
possible with each of your ships, so you will want to stay on the map as long
as possible. Move toward the edge of the map but position your ship so it's
parallel to the edge. Before you reach the corner, turn so that you are moving
parallel to the edge you're now heading toward. Avoid your opponent's fire. If
you can't avoid it, you might want to have your ship escape. Sometimes your
starting position will place you at a disadvantage with respect to the wind.
For example, your ship starts in the West, you're facing Ships of the Line in
the East, and the wind is blowing West. You might have to travel with the wind,
in which case your opponent's Ships of the Line will be as fast or faster than
your ships. In this situation, use your first ship to draw your opponent to the
West, then sail off the edge. Bring in a second ship, which should be somewhere
East of your opponent. If your second ship pops up North or South of your
opponent, move it toward the East. Now you're both traveling against the wind,
so that, at least in this example, you have a speed advantage. Use
Fish-tailing/Leading until you sink your opponent or until you run out of room.
- "Group Fish-tailing"
A minor variation on Fish-tailing. If a group of ships are following you, you
can alternate between targets. Turn to one side, fire at one ship, then turn
toward the other side and fire at any ship that you can hit, which will
probably be a different one. If your opponent's ships are close together, the
ones in the middle won't be able to turn. You can approach these fairly closely
without being hit.
- "Obstacle Course"
If your opponent is maneuvering cautiously and refuses to approach your ship
too closely, or if your opponent is too fast, you can use obstacles. This can
happen if your opponent has only one ship left or if you're trying to board a
faster ship. By "obstacles," I mean other, captured ships. They can be either
yours or your opponent's. Try to position these captured ships close to each
other by initially capturing your opponent's ships near each other, by letting
your ships become captured near each other, or by pushing them toward each
other. Leave some space, which I'll call the "trap," between the captured
ships. Attempt to position yourself on the opposite side of the trap. Move away
from your opponent so that it will move into the trap to reach you. Now your
opponent will be unable to turn for a few seconds. Move toward the trap and
fire at your opponent or board it.
- "Shielding"
Another use of obstacles. Captured ships can block cannon balls, so use these
to shield yourself if necessary.
- Hit-and-run
If your opponent's ships are close behind and you're running out of room, you
might have to escape. If you only have fast escort ships in your convoy, e.g. 5
Military Corvettes, you can afford to run because you won't lose anything. Once
you're out of the battle, launch another attack on the same convoy. Repeat
until your target is gone. You should be able to destroy military convoys while
taking minimal damage using this method.
grouped rows jutting out from either side of the beach. You have to destroy
every cannon, and if you call off the attack, the remaining ones will be
repaired instantly. The town will also start constructing replacement cannons
immediately, but you don't have to worry about those because they'll take weeks
to complete.
- Hit-and-run
You should have a fast and agile ship for this tactic--a Military Corvette, not
surprisingly. Different harbors are arranged differently, but assume that the
beach and the cannons are in the South and your ships enter from the North.
Wait until the wind is blowing roughly east or west. If the wind is blowing
east, northeast, or southeast, approach the western row of cannons from the
Northwest. You'll want to move in a direction somewhere between east and
southeast. Sail directly toward the outermost cannon. As soon as the cannon
fires, turn toward the East. Continue moving east for about a second if you
need to get into range. Now turn north. Wait for the red cross-hairs to appear,
then fire after about half a second. Avoid the second volley from the cannons.
Circle around toward the West and repeat. Use a similar method for the eastern
group of cannons. Ideally, you'll be able to destroy every cannon without
taking any damage. With some practice, 1-2 Military Corvettes will be enough to
take out 10 cannons.
- Brute force
Sometimes you'll find that a town only has a couple of cannons and that the
wind is preventing you from using evasive tactics. If you don't want to spend
much time on the cannons and don't particularly care about how much damage you
take, you can simply go up to them and fire. Ships of the Line are the best
ships to use with this method because they have the highest stability and the
most cannons.
You don't lose anything if you run away from the harbor cannons battle. You
only need to send your first ship off the map and wait a few seconds. The
entire convoy will escape unharmed.
2.2.3. Attacking by Land
When you attack by land, your sailors land on the beach and become soldiers. If
you want as many soldiers as possible, attack using a convoy with 10 Ships of
the Line. Each one holds 200, for a total of 2,000 soldiers.
The town will have two sets of gates, each one guarded by approximately half of
the town's soldiers. You need to destroy one of them. You don't have to kill
any defenders, but your soldiers will usually attack them instead of the gates
if they're close by. Note that you need 1 musket or cutlass for every soldier
you plan to send in. Also, if your soldiers are killed, you lose their weapons.
Immediately after your attack, some of the killed defenders will be replaced.
- Brute force
This is the fast but costly method. If you have a lot more soldiers
town, you don't need good tactics to win. The default split between
and musketeers, 50/50, works well here. Select all of your soldiers
double-right-click on the nearest gate. Then fast-forward until you
- Ambush
than the
swordsmen
and
win.
A minor tactic that gives you a small advantage. Hide your soldiers in trees
close to a gate. Then double-right-click on a gate or on defenders to rush in
and attack.
- Hiding in trees
You can hide your musketeers in trees near a gate. They will be able to attack,
but they'll take less damaged when they're attacked by defending musketeers.
- Guerilla strategy
You want to use this strategy if you want to avoid losing soldiers and weapons
or if you're outnumbered. This strategy won't work if you're too far
outnumbered, though. The key point here is that the defenders will try to
protect both gates as well as they can. They can see your soldiers if they're
about 2-3 building-lengths away from either gate. They will attempt to balance
their soldiers between the two gates based on what attackers they see.
Put all but one of your units outside one gate. These will be the "threatening
force." Make sure that all of these are close enough to be visible but not
close enough to start a fight. Some defenders should start moving toward this
gate from the other one. Move your one unit, your "attacking force," toward the
other gate, but don't bring it close enough for them to see it. Approach by
moving through trees if possible. The best outcome is an undefended gate in
front of your attacking force. Select your attacking force and
double-right-click on the gate to attack quickly. Some defenders will start
moving toward your attacking force. Have it retreat before defenders arrive.
The defenders will move back to the other gate. Attack and retreat repeatedly
until the gate is destroyed. As long as the town doesn't have too many more
soldiers than you do, you should be able to do this without any losses.
If the town has fewer soldiers than you do, you can shift some units from your
threatening force to your attacking force. This makes things a little faster.
If you have about twice as many soldiers as the town does, you can split your
force in half and attack both gates. When the town's soldiers all move toward
one gate, have your soldiers retreat from that one, then attack as they move
back toward the other gate, and repeat. The town's soldiers may also get stuck
between the two gates as they try to pass each other. In this case, you may not
need to retreat at all.
---------------------------------------2.3. Attacking Pirate Hideouts
---------------------------------------Destroying pirate hideouts requires winning duels. Each duel you win makes
future duels harder, so I'd recommend against wasting your easy duels on
pirates. If you still want to attack hideouts, here's how to do it.
Before you can attack hideouts, you have to find them. Thera are up to 5
hideouts at any one time and about twice as many possible locations. If you
wait a while, the hideouts will be revealed automatically. They will appear as
black dots on the mini-map. You can find a list of pirates in Chronicle -> List
of known pirates.
Locations:
- West of New Orleans
- Between Vera Cruz and Villa Hermosa
- Slightly northeast of Grand Bahama
- Slightly Southeast of Port of Spain
- Slightly south of Havana
- Southeast of Roatan
- Between Guadeloupe and Martinique
- others
Attacking pirate hideouts is almost the same as attacking a town by sea. To
attack a hideout, select a convoy with escort ships and right-click on a
hideout. You don't need to check "Attack towns" since you aren't going to dock
in the hideout.
If there are any defending pirate convoys, you will have to defeat those. You
can't see what types of ships are in them until you start a battle, but you can
left-click on a hideout to see how many of them there are. If there are
multiple defending convoys, you will have to defeat each one in turn. You don't
need to sink any of them--forcing them to retreat is enough.
Unlike military convoys in towns, pirate convoys in hideouts are always
repairing and always defending. You can't put them out of commission by doing a
small amount of damage and running away.
Pirate convoys can also immediately and fully replace their sailors between
battles.
After you get through the defending convoys, you have to deal with harbor
cannons. Hideouts have up to 10 cannons. You can see how many they have by
left-clicking on them.
Harbor cannons in hideouts are usually arranged in patterns resembling
triangles or semi-circles. They are more spread out than they are in towns, so
they should be easier to deal with. If you retreat from this part of the
attack, any cannons that were damaged but not destroyed will be instantly and
fully repaired.
If you retreat from the attack on the cannons, you won't lose any ships (unless
some have already sunk). You don't need to command each ship to retreat,
either. Just have your current ship do so and wait a few seconds. Your convoy
will appear outside the hideout.
When you're done with the cannons, you will have to win a duel. This duel is
the same as any other duel. See the 'Duels' section for more information.
If you lose the duel, your convoy will retreat. The hideout will have 1 cannon
and will attempt to construct more.
If you win the duel, the hideout is destroyed. Your relationship with all
nations will improve and you will loot some money from the hideout. The amount
of money you receive depends on the strength of the pirate. A 10-cannon hideout
that's been around for a while might yield a few million gold. A new hideout
that has 1 cannon might yield 200K gold.
After some time, another pirate and another hideout will appear somewhere in
the Caribbean, but you'll have a few months of peace before that.
If the pirate had any convoys when you destroyed the hideout, you will receive
a message informing you that some ships escaped and may set up a new hideout.
This doesn't mean much because new hideouts will appear anyway. The only
difference is that the pirate will have the same name.
---------------------------------------2.3. Duels
----------------------------------------
Every time you win a duel, your future duels become harder.
---------------------------------------2.5. Buccaneers
---------------------------------------Basics:
- Each nation has at most 1 buccaneer at any one time.
- A buccaneer can spawn when a nation enters a war. A normal military convoy
is converted into a buccaneer convoy.
- Buccaneers have home towns.
- Buccaneers stay in their home towns between attacks.
- If a buccaneer has just been created his convoy will be in his home town,
and an enemy governor will inform you of the buccaneer's home town.
- If a buccaneer is no longer in his home town when you talk to an enemy
governor, the governor will only tell you that the buccaneer exists.
- Buccaneers randomly choose towns to attack, but usually concentrate on one
enemy nation.
Buccaneers' attacks:
- Buccaneers launch attacks approximately every 1-4 weeks.
- Types of attacks:
- "Stocks destroyed"
The buccaneer destroys traders' goods.
- "Town's goods stocks destroyed"
The buccaneer destroys goods in the town's docks.
- "Settlers poached"
The buccaneer removes settlers.
- "Goods bought up"
The buccaneer buys goods from the town's docks.
- "Traders intimidated"
AI traders are less likely to trade with the town for at least 4 weeks.
- "Workers on strike"
All workers stop working for 2 weeks.
- "Food supplies contaminated"
Stocks of food goods (wheat, fruit, corn, meat) in the town's docks are
reduced to 0. The town gets a "famine" status.
- "Crops destroyed"
Food-related businesses produce nothing for approximately 2 weeks.
- Harbor cannons can help defend against buccaneers.
Finding/capturing:
- A buccaneer's convoy has the same types of ships and weapons as military
convoys.
- A buccaneer's convoy has the name "Buccaneer (name)."
========================================
III. "War and Empire" Walk-through
========================================
---------------------------------------3.1. Starting
---------------------------------------This walk-through is about combat rather than commerce. You will create some
auto-trading convoys, but that's about all the business you'll do. If you want
a guide about setting up trade routes, I'm afraid you'll have to look
elsewhere. Your ultimate goal here is to acquire all 16 player towns. That
takes a while, so let's get started.
Start a new game in free-play mode. Select a player feature. "Accuracy" is
probably the best. Charisma is also useful. Select "Gold" for your starting
assets. You'll start with only a Pinnace instead of a Brig, but you'll need
better ships for combat anyway. Your choice of starting town is not too
important. A town closer to the center is a bit better, but in the long run
this doesn't matter.
Start by doing some manual trading. Select your Pinnace and right-click on the
sea map to move. Right-click on towns to sail to them. Once your ship has
docked, you can right-click on the town (while your ship is selected) to open
the trade window. Generally, you should buy goods that have prices at or below
their "plateau" price and sell goods for significantly more than their plateau
price. You can learn by experience--or you can consult the 'Goods' section in
the Appendix. Try to sell goods that are marked in red because doing so will
improve your trade record. By having your captain sail around and trade, you're
improving his navigation and trade skills. Captains need at least 4 total skill
If that doesn't have one either, do some more missions and try buying one
later. Once you have a Military Corvette, add it to your convoy and remove your
Pinnace. Sell your Pinnace.
Buy 32 cannons for your Military Corvette convoy. Add 120 sailors and buy a few
hundred of each type of cannon ball. Buy 120 or more cutlasses also. In the
convoy pane, click on "Ships list." Click on the upper-right corner of your
Military Corvette's portrait. A cannon symbol will appear. This makes it an
escort ship, which means it can fight.
Before you start attacking other convoys, you'll need to know how combat works.
Types of convoys
Trading: Trading convoys have symbols with a peach background. They travel
between towns buying and selling goods. They will usually have a few escort
ships and a few non-escort ships. Trading convoys are easy to defeat.
Transport: Transport convoys have symbols with a gray background that
distinguish them from normal trading convoys. They travel between
governor/viceroy towns and Europe. They typically carry colonial goods, import
goods, and settlers. They have several escort and non-escort ships and are
well-armed.
Military: Military convoys have brightly colored symbols that correspond to
national flags. These usually have 5 well-armed escort ships. They travel
around their home nation's waters as well as enemy nations' waters. These will
attack your convoys if you are hostile.
Pirate: Pirate convoys usually have black symbols. Their ships may resemble
those of a trading convoy or a military convoy. These may attack your convoys.
Expeditionary: Expeditionary convoys resemble trading convoys.
To start a battle, select a convoy that has at least 1 escort ship. Then
right-click on another convoy while in sea view.
If there are several convoys near each other, right-click on a convoy symbol
and hold. This will display a list of convoy symbols and names. Move your
cursor over the one you want and release the button to attack it.
Military, Pirates vs. Your Auto-trading Convoys
When a military convoy or a pirate convoy attacks one of your auto-trading
convoy, you will only be notified when the battle is over. A short message will
appear in the box in the lower left and a more detailed message will be added
to "Messages" under "Log." If your auto-trading convoy had any escort ships,
the game will roughly estimate the damage done to either side. Your escort
ships can be captured or sunk during one of these battles. If your convoy loses
the battle, you may lose some escort ships, goods, and cannons. Your non-escort
ships will not be captured or sunk.
Military, Pirates vs. Your Normal Convoys
For all battles that don't involve your auto-trading convoys, you will see a
pop-up message when the battle starts. When a military or pirate convoy attacks
one of your normal (i.e. non-auto-trading) convoys, you will see an "Evade"
option. If your convoy has escort ships, you will also have a "Fight" option.
If your convoy attacks another convoy, you will see a "Fight" option and a
"Cancel" option.
If you choose to fight, a manual battle ensues. In a manual battle, you can
only control one of your escort ships at a time, but you have to fight all of
your opponent's escort ships. Your escort ships are shown in the top row and
can be sent in at any time.
To send in a ship, click on its portrait. It will appear a screen or two away
from your opponent's ships. You will gain control of this ship and lose control
of other ships. The ship that you previously controlled will attempt to escape
by sailing off the edge of the map and will fire at enemy ships if it has a
chance.
There are three types of cannon balls: heavy cannonballs, chain balls, and
grape shot. Heavy cannonballs mainly damage the ship's hull and cannons, but it
can also kill a few sailors. Chain balls mainly damage the ship's sails, but it
can also do a little damage its hull and kill a few sailors. Grape shot mainly
kills sailors, but it can also do a little damage to its hull and sails.
See the 'Strategy and Tactics' section if you're having trouble winning manual
battles.
The convoy that has 0 active ships left on the battle map loses the battle.
If your opponent had no escort ships to begin with, you will automatically win.
The winner of the battle can take captured ships, escort ships that were not
sent in, non-escort ships, and goods and weapons on any of the above ships.
Since each convoy can only have 10 ships, the winner may not be able to take
every ship. If you choose not to take some ships, you will later receive a
choice between sinking them or releasing them back to their original convoy. If
you choose not to take some goods or weapons, they will remain on the released
ships. If you don't release any ships, the goods and weapons that were not
transferred to your convoy disappear. Oh, and you can also use this time to
give your enemy some of your goods, weapons, or ships if you want to.
Escort ships that escaped, along with their goods and weapons, cannot be taken.
After a battle, every ship's sails are instantly and completely repaired. Also,
if your opponent's escort ships end up with 0 cannons and boarding crew after a
battle, they will be designated non-escort ships.
If you choose to evade instead, you will receive a random battle outcome that
is usually much worse than the outcome of a manual battle. Evading supposedly
simulates a battle in which your ships automatically attempt to escape, but if
so, the game must also have simulated the captain's gaining access to the rum,
staggering around drunkenly, and walking off a plank to achieve the level of
incompetence that it does... In other words, you should never evade if you can
fight.
Your Convoys vs. Trading and Transport Convoys
When you attack a trading or transport convoy (they will never attack you), you
can start a manual battle. The battle is essentially the same as a battle with
a military convoy, except that you will not receive the option of sinking
captured or non-escort ships. If you don't take them, they go back to their
convoy.
Your Convoys vs. Pirates Convoys in Hideouts
available. It does this regardless of the price, so try to avoid doing that.
If you're having trouble finding wood and bricks, go to your home town and
configure your warehouse to auto-buy wood and bricks. Click on your warehouse,
and click on the "+>" symbol. Click on the wood and bricks icons. Set the price
of both to 97. Set "Max." of both to 400 if you don't store anything else in
your warehouse. Avoid storing more than the maximum that your warehouse can
hold because you will have to pay more to do that. If you have one warehouse,
the maximum will be 800 barrels. Your warehouse will now accumulate wood and
bricks without any further effort on your part, but this process may be slow.
You can set up this auto-buying scheme in several towns so that you won't have
to search for building materials. To check how many barrels of wood and bricks
a warehouse has, deselect your convoy if you have one selected, go into sea
view, and right-click on a town. To retrieve the materials, send a convoy into
the town, right-click on the town (or left-click on the docks in sea view),
click on "Warehouse - Convoy transfer," and load them onto your convoy.
Charles Towne and Eleuthera are good places to buy large quantities of bricks
at this stage of the game.
Now you'll want a source of money that doesn't require effort and doesn't
falter when you're at war. There are two good options: loans and residences.
If you have a lot of gold, the treasurer of each town will offer to borrow
money from you and repay you quite a bit more in several months. You need a
permit and a relationship of "neutral" or "friendly" with the town's nation in
order to grant a loan. You can only have one outstanding loan in each town. To
see your outstanding loans, navigate to Log -> Balance and loans -> Loans. When
a loan is repaid, you will be notified through a message in the box on the
lower left. If you want more money, you'll have to grant another loan manually.
Residences require even less effort, but they don't pay off as quickly. You can
buy or build residences in towns where you have a warehouse.
Buying is faster and easier, but it tends to cost a lot. The more residences
you own in a town, the more it will cost to buy more. The first one might cost
20K gold. If you have 80 out of 81 residences, the last one might cost 300K
gold. Your relationship has a large effect on residence prices, so try to
improve your relationship before buying them. The above applies to all
businesses, by the way.
Building is cheaper, but your residences won't be populated immediately. Even
if the town is growing, it will take some time for people to move into your
residences because you have the AI local trader to compete with.
It's a good idea to use a combination of buying and building to monopolize
housing in as many towns as you can. It's a slow process, but it's steady.
Since residences are businesses, you do have to worry about them when you're at
war. If your relationship with a nation remains hostile for too long--three
months, for example--that nation may confiscate some of your residences. You'll
want to pay a governor to reset your relationship to neutral once in a while.
You'll need to get married before you can obtain a Bonus Ship. It isn't
important which governor's daughter you choose. You need a permit in her town
and a "friendly" relationship with her nation, so the easiest and most obvious
choice is your home town's governor's daughter.
Talk to whomever you chose three times. She disappears for about 10 days after
each visit, so this will take a month. Save the game after three visits. On the
fourth visit, you can choose to marry her. Once you're engaged, deliver the
specified amount of wheat, fruit, meat, rum, and wine to the market in her
town, and soon you'll be married. If you can't gather the goods in time, reload
your saved game and collect the goods before talking to the governor's
daughter. See the 'Wedding banquet' mission in the 'Missions' section for more
information.
Collect 20 artifacts. They will appear as chests with question marks in the
water. They will always be near land, but they won't always be in frequently
visited areas. You can't do this all at once, so continue making money and
building up your fleet. There is a map
(http://zifserver.zif.uni-bielefeld.de/jens/PR2/Florian/pr2karte_neu2.jpg) that
shows the location of nearly all of them. They won't all exist at the same
time, so you might have to check each location several times. See the
'Artifacts' section for more information.
Once you have 20, talk to your wife. She'll tell you where you can find a Bonus
Ship. The Bonus Ship has a minimum speed of 6 knots, making it especially
effective when going against the wind.
Continue making money, granting loans, buying residences, completing missions,
training captains, creating auto-trading convoys, and creating combat convoys.
Your combat convoys should have 2-5 Military Corvettes. You can have 10 ships
in a convoy but only 5 escort ships. One of them should also have a Bonus Ship.
You should also have several captains with 5 battle and 5 navigation skill
points.
You should have about 10 combat convoys, 20 auto-trading convoys, and a few
tens of millions in assets. You should also be able to at least break even on
your balance sheet without the help of auto-trading or missions.
Capture 10 Ships of the Line. English military convoys are the best sources of
those. Remember to buy Letters of Marque and to deactivate auto-trading convoys
when you do any significant fighting. Create a convoy with the 10 Ships of the
Line. Fill it with cannons and sailors. It should have 500 cannons and 2000
sailors. Add 2000-4000 cutlasses and muskets to the convoy. Designate 5 of them
escort ships.
Create 1 or 2 more of those 10-Ships-of-the-Line convoys if you have the money
and the patience.
Capture or buy several large ships. Use these to create 5-10 convoys have 5
escort ships and 150 or more cannons each. These will be "gift convoys." Don't
bother finding good captains or filling these convoys with sailors. You will
use these to boost the fleets of nations that you choose to annex towns for.
---------------------------------------3.3. War
---------------------------------------This is where you will start annexing towns. You might want to annex 128 to
receive all 16 player towns, or you might want to annex just a few. Getting all
16 will take dozens of hours, though, so don't expect this to be easy.
At this point, England has 14 towns, France has 9, Holland has 7, and Spain has
30. I would recommend annexing until each nation has 15 towns, with a breakdown
of 1 viceroy town, 2 governor towns, and 12 colonial towns each.
You will capture Spanish towns for England, France, and Holland. The order
doesn't matter, but remember that you can't annex towns after a war ends. Try
to avoid wasted effort by joining only those wars that have started recently.
You can fast-forward (by holding down the space bar) until you receive the
message that some nation is going to war with Spain.
Assuming that you're following my method of allowing each nation 15 towns,
here's what you should annex:
For France:
Corpus Christi
Tampico
Vera Cruz
Villa Hermosa
Campeche
Sisal
For Holland:
Havana
Nombre de Dios
Cancun
Evangelista
Cayman
Trinidad
Santiago
Gibara
Belize
For England:
Turk Islands
When a war starts, buy a Letter of Marque from any nation that is at war with
Spain and that you want to annex towns for. If you have lots of money, buy
Letters of Marque from every nation that is at war with Spain. This helps you
improve your relationship with those nations, which will be useful later.
As always, deactivate your auto-trading convoys. Move your combat convoys into
Spanish waters. Place them near Spanish towns, but not too close--about 1/4 of
a day's sailing is a good distance. Place your carrier convoy--the one with 10
Ships of the Line and 2,000 troops--in the harbor of the next town you want to
annex. If you have multiple carrier convoys, place each one in a different
target town's harbor. Place your gift convoys (the ones with 150+ cannons) in
the viceroy towns of the nations that you want to annex towns for.
Once your trading convoys are safe and your combat and carrier convoys are in
place, you will start your war. Attack Spain's (or whatever nation you've
chosen to target) military convoys. Sink every ship, or capture a few if you
really want to. Don't capture too often because the captured ships will likely
slow down your Military Corvette convoys and because it takes longer to capture
ships. Try not to move your combat convoys around too much.
When you attack a military convoy in the sea, you don't have to do everything
in one battle. If things are not going well, you can have all of your escort
ships escape. If your opponent's ships are running away, you can let them go.
Since you have Military Corvettes, your convoy will be able to chase down the
target military convoy and start another battle.
If you can't seem to find any Spanish military convoys, destroy Spain's trading
convoys until your relationship with Spain is hostile. Spain's military convoys
will now come to you.
If you still can't seem to find any military convoys, it's probably because
they're docked in some towns. If they're repairing, you'll just have to wait
for them to finish. If they're not repairing, you can attack the town by sea
with one of your Military Corvette convoys and they will attempt to defend it.
Destroy the defending convoys, and escape when you get to the battle with the
harbor cannons. You won't lose anything if you run away from the harbor cannons
battle.
You have to do this carefully. If you don't sink every ship, the military
convoy survives and the remaining ships will probably start repairing, which
means you won't be able to destroy that one for a while. If you can't sink
every ship in one battle, just wait for the convoy to leave the harbor.
Since the nations are at war with each other, they will attack each other, too.
If you find a Spanish military convoy that was heavily damaged by other
military convoys, go in for the easy kill.
Damaged military convoys will repair as soon as possible but they won't buy
replacement ships immediately. If you find a military convoy that's not
currently repairing in a harbor, you may be able to attack the town and destroy
that convoy easily. Watch out for other military convoys in that harbor because
you might have to fight those first.
Continue destroying Spain's military convoys until its fleet is "weak." You can
find each nation's fleet strength under Chronicle -> Nations. If you're having
trouble sinking them, look at the 'Naval Combat' section of this guide.
If a nation has 15 towns:
Strong is 17 or more convoys.
Normal is 12-16 convoys.
Weak is 0-11 convoys.
If a nation has 15 towns, it will normally have no more than 18 military
convoys.
Once Spain's (or your target nation's) fleet is weak, go to the viceroys of the
nations that you want to annex towns for. Talk to each one to receive an
annexation mission from each one. Each mission lets you annex one town.
If your relationship is not good enough and you can't talk to the viceroy, you
can do some missions for governors or sink some enemy convoys to improve it.
Nations must have strong fleets before they can give annexation missions, so
they may instead inform you that their fleets are too weak to defend any new
towns. Give them your gift convoys, which will be turned into military convoys,
to strengthen them. You can only give each nation one gift convoy every 15
days. If a nation you're supporting has a weak fleet, it may take months to
boost its fleet, so you might not want to bother with that.
Move your troop carrier convoys into your 1-3 target towns if they're not there
already.
Decide which town you want to attack if you're targeting more than one, then
look at its harbor. If there are military convoys that are not repairing in
that harbor (i.e. if there are defenders), attack the town by sea with a
Military Corvette convoy to destroy it or at least force it to repair. Repeat
for any other defenders in that town.
If the town has fewer than 2,000 troops, you should invade by land using your
carrier convoy. If it has more, you should invade by sea using your Military
Corvette convoys or your carrier convoys. See the 'Attacking Towns' section for
more information on how to succeed.
After you destroy the town's harbor cannons or its gates, you may face a duel.
If you're attacking a governor or viceroy town, you will always need to win a
duel. If you're attacking a colonial town, you will usually need to win a duel.
Since duels only become harder, you can save the game before you attack a
colonial town and reload if you get a duel.
When your attack succeeds, you will receive a choice between annexing and
looting. Choose 'Annex,' and the town will now align itself with the nation
that gave you the annexation mission. If you have more than one incomplete
annexation mission, the town will be aligned with the nation that gave you the
first of those missions.
If you look at Chronicle -> Nations, you might see that your target nation is
no longer weak. Since it lost a town, it has fewer to defend, so it is
relatively stronger. Nations also receive several reinforcement convoys after
every two or so annexations. You can't receive an annexation mission when your
target nation is not weak, but if you have already received a bunch of
missions, you can annex again without weakening the nation's fleet. This can
save a lot of time.
Annex a few more towns. You should be able to annex 2-6, depending on how many
nations are at war with your target nation. If you can't do this, then you need
to improve your tactics or create more combat and carrier convoys.
Don't spend more than 2 months on each war if you can help it. One reason for
this is that your target nation may confiscate some of your businesses. If you
want to spend a lot of time attacking one nation, you should improve your
relationship to neutral once in a while so that they don't confiscate your
businesses. You can do this quickly by talking to a governor from the target
nation and paying 760K. If that nation doesn't have governor towns, talk to the
viceroy.
Another reason is that the war may end suddenly. If you destroy three military
convoys and have one more to go before the fleet becomes weak, and the relevant
nations declare peace, then you've wasted your time destroying three military
convoys.
When you have annexed two or more towns for a nation, talk to its viceroy. He
will let you choose a player town and give you 25% of its land. Repeat for
other viceroys to receive more towns. You will receive 25% of a player town for
every two towns annexed.
When you want to end your war, talk to a governor from your target town's
nation. He will charge you 760K to improve your relationship to neutral (if
your rank is "Master of the Seas"). If your target nation doesn't have governor
towns anymore, talk to the viceroy.
This
-
If an enemy military convoy has "locked on" to one of your convoys while you
were hostile, it will carry out the attack, even if your relationship is
neutral now. Choose the fight option, but have all of your ships escape.
During this period of peace, you will have a chance to look at your new player
town or towns. Player towns are not aligned with any nation, so they will fly
your flag (i.e. logo) instead.
Your town is initially empty except for a wall, a palace, a master builder,
docks, and some trees. It's similar to a colonial town. You can build
businesses and buildings that a colonial town has, but you don't need a permit
or a warehouse.
Your Palace:
Your palace lets you rename your town and recruit troops for 1K each. Your
palace is also a warehouse with almost unlimited space, and you can perform
normal warehouse functions here. You don't have to pay a penalty if you store
too much stuff in your town.
Master Builder:
Similar to a master builder in colonial towns. You can't sell or buy a permit
and you can't build a warehouse. You can also build town buildings in your
town.
(Small) Shipyard:
This is the same as a shipyard in a colonial town, but you have to build it
yourself. You can repair and rename convoys, but you can't buy or sell ships.
Repairs are free.
Harbor Cannons:
These are the same as harbor cannons in other towns. They defend against
buccaneers and pirates. You can have up to 10 of them.
Trees and Squares:
These are decorative.
Docks:
These work the way docks in other towns do. If you sell goods to the town, the
town owns them.
Town Information and Market Stalls:
These are the same buildings you've used before.
Inn:
This is the same as inns in other towns, but you have to build it yourself. You
must build an inn if you want your population to increase beyond 500.
Church:
This is the same as churches in other towns, but you have to build it yourself.
You must build an inn if you want your population to increase beyond 2,000.
Hospital, School:
These are the same buildings you've used before.
Businesses:
Your town can produce 2 essential goods, 2 finished goods, and 1 colonial good.
Businesses are the same as they are in other towns, and you still have to pay
50 gold per building per day. You can't sell them, however.
You can't destroy town buildings such as shipyards and inns.
You can develop your town to make more money or you can use it as a storage
depot.
Other nations' convoys won't be able to dock in your town until it has a
population of 1,000. This means that you can "store" goods in the town's docks
as well as your warehouse if you keep your population at about 0. The normal
town events do affect your town, so plagues of rats will still destroy food in
your warehouses and natives will still loot the town's import goods. Otherwise,
you can store goods permanently without having to pay for extra space.
If you want to make more money, you can simply build a bunch of residences and
essential goods businesses and have your warehouse automatically sell them.
Even at low prices, you will still make money. AI traders will supply your town
for you, so you can just let it run. There are obviously better trade-related
uses for player towns, such as hub-and-spoke systems, but those aren't covered
in this walk-through.
If you decide to develop your town, it can easily attain a population of 15K as
long as you recruit soldiers and use an efficient buildings layout. I've found
that over 19K is possible.
When you're bored of playing around with your new town, you can start annexing
again. I would recommend keeping each nation at around 15 towns each. Annex
colonial towns to gain more player towns. Don't annex viceroy or governor towns
unless you want to 1) transfer them to another nation permanently or 2) acquire
more Bonus Ships. Those towns are usually more heavily defended and will always
require duels.
Each wife lets you acquire one Bonus Ship. Since polygamy is generally frowned
upon, you need to get rid of your current wife before marrying another one. The
best way to do this is to annex her town. After this is done, you can marry any
other governor's daughter. Marry one and talk to her several times to receive
another Bonus Ship. Repeat as many times as you want. See the 'Ships' and
'Bonus Ships' sections for more information.
Join more wars when you have the opportunities. Annex more towns. Since there
are only 60 national towns, and you goal is to annex 128 of them, you will need
to re-annex some towns several times. You will probably become bored and stop
playing before you achieve this, however.
Continue gaining player towns. Each nation will give you 4, for a total of 16.
That's one reason, albeit a minor one, for keeping each nation to 15 towns--you
will eventually control more than any of them.
========================================
IV. Frequently Asked Questions
========================================
Q: When does the game end?
A: The game does not end. It's an open-ended game and you can play forever.
Q: Where do settlers come from?
A: Most settlers are brought in from Europe in transport convoys. Large towns
can produce a few settlers. There's also a mission ("Rescue settlers") in which
you can rescue a few of them.
Q: Why can't I talk to the viceroy?
========================================
V. Appendices
========================================
---------------------------------------5.1. Goods Types
---------------------------------------Essential goods:
Wheat
Fruit
Wood
Bricks
Raw materials:
Corn
Sugar
Cotton
Hemp
Finished goods:
Meat
Garments
Rope
Rum
Colonial goods:
Coffee
Cocoa
Dyes
Tobacco
Import goods:
Spices
Wine
Tools
---------------------------------------5.2. Prices
----------------------------------------
Goods in town docks have a lower limit for prices, an upper limit, and a
plateau in the middle. The middle plateau is generally a good ceiling for
buying and floor for selling. Your relationship with a town's nation affects
prices. Goods that are produced by the town tend to have lower prices for the
same quantity. Player towns' prices are the same as those of friendly national
towns. The following prices assume that your relationship is "friendly."
Essential goods:
Selling prices (to the town):
Lower limit: 64
Middle plateau: 88
Upper limit: approx. 187-192
Buying prices (from the town):
Lower limit: 72
Middle plateau: 96
Upper limit: 208
Raw materials:
Selling prices (to the town):
Lower limit: 80
Middle plateau: 110
Upper limit: approx. 233-239
Buying prices (from the town):
Lower limit: 90
Middle plateau: 120
Upper limit: 260
Finished goods:
Selling prices (to the town):
Lower limit: 240
Middle plateau: 330
Upper limit: approx. 700-719
Buying prices (from the town):
Lower limit: 270
Middle plateau: 360
Upper limit: 780
Colonial goods:
Selling prices (to the town):
Lower limit: 120
Middle plateau: 165
Upper limit: approx. 350-359
Buying prices (from the town):
Lower limit: 135
Middle plateau: 180
Upper limit: 390
Import goods - Wine and Spices:
Selling prices (to the town):
Lower limit: 400
Middle plateau: 550
Upper limit: approx. 1,167-1,196
Buying prices (from the town):
Lower limit: 450
Middle plateau: 600
Upper limit: 1,300
Import goods - Tools:
Selling prices (to the town):
production group: 1
Cancun:
nation: Spain
type: colonial
goods: wheat, wood, hemp, sugar, coffee
region: 0
production group: 1
Caracas:
nation: Spain
type: colonial
goods: wheat, bricks, corn, hemp, coffee
region: 3
production group: 7
Carlos:
nation:
type: player
goods: fruit, wood, garments, rum, coffee
region: 0
production group: 0
Cartagena:
nation: Spain
type: governor
goods: wheat, fruit, wood, rum, garments
region: 3
production group: 6
Cat Island:
nation: Holland
type: colonial
goods: wood, wheat, corn, sugar, dyes
region: 1
production group: 2
Cayman:
nation: Spain
type: colonial
goods: wood, fruit, cotton, sugar, cocoa
region: 3
production group: 6
Charleston (Charlesfort):
nation: France
type: colonial
goods: wood, wheat, corn, sugar, dyes
region: 1
production group: 2
Charles Towne:
nation: Holland
type: colonial
goods: fruit, bricks, corn, sugar, dyes
region: 1
production group: 2
Coro:
nation: Spain
type: colonial
goods: wood, wheat, cotton, sugar, coffee
region: 3
production group: 6
Corpus Christi:
nation: Spain
type: colonial
goods: wood, wheat, corn, cotton, dyes
region: 0
production group: 0
Curacao:
nation: Spain
type: colonial
goods: fruit, bricks, corn, hemp, coffee
region: 3
production group: 7
Eleuthera:
nation: Holland
type: colonial
goods: fruit, bricks, corn, sugar, dyes
region: 1
production group: 2
Evangelista:
nation: Spain
type: colonial
goods: wood, fruit, hemp, cotton, tobacco
region: 1
production group: 3
Florida Keys:
nation: France
type: colonial
goods: wood, wheat, corn, cotton, dyes
region: 0
production group: 0
Fort Caroline:
nation: France
type: colonial
goods: wheat, bricks, corn, sugar, tobacco
region: 1
production group: 2
Georgetown:
nation: Spain
type: colonial
goods: wood, wheat, corn, hemp, cocoa
region: 3
production group: 7
Gibara:
nation: Spain
type: colonial
goods: wood, wheat, hemp, cotton, tobacco
region: 1
production group: 3
Gibraltar:
nation: Spain
type: colonial
goods: fruit, wheat, cotton, sugar, coffee
region: 3
production group: 6
Grand Bahama:
nation: Holland
type: viceroy
goods: wheat, fruit, wood, rope, garments
region: 1
production group: 2
Grenada:
nation: England
type: colonial
goods: wood, bricks, corn, hemp, cocoa
region: 2
production group: 5
Guadeloupe:
nation: England
type: viceroy
goods: wheat, fruit, bricks, meat, garments
region: 2
production group: 5
Havana:
nation: Spain
type: governor
goods: wheat, bricks, wood, rum, garments
region: 1
production group: 3
Isabella:
nation: England
type: colonial
goods: wood, bricks, cotton, sugar, tobacco
region: 2
production group: 4
Los Morillas:
nation: given by France
type: player
goods: fruit, bricks, rum, meat, tobacco
region: 2
production group: 4
Magdelaine:
nation: given by Spain
type: player
goods: wheat, wood, rope, garments, coffee
region: 0
production group: 0
Manzanillo:
nation: given by Holland
type: player
Petit Trou:
nation: given by England
type: player
goods: wood, fruit, garments, rope, tobacco
region: 2
production group: 4
Port-au-Prince:
nation: England
type: colonial
goods: fruit, bricks, cotton, sugar, tobacco
region: 2
production group: 4
Port of Spain:
nation: Spain
type: colonial
goods: wood, bricks, corn, hemp, cocoa
region: 3
production group: 7
Port Royale:
nation: Spain
type: viceroy
goods: wheat, bricks, wood, meat, rope
region: 3
production group: 6
Port St. Joe:
nation: France
type: colonial
goods: fruit, wheat, corn, cotton, dyes
region: 0
production group: 0
Providence:
nation: Spain
type: colonial
goods: fruit, bricks, cotton, sugar, cocoa
region: 3
production group: 6
Puerto Bello:
nation: given by England
type: player
goods: fruit, bricks, garments, meat, cocoa
region: 3
production group: 6
Puerto Cabello:
nation: Spain
type: colonial
goods: wood, bricks, corn, hemp, coffee
region: 3
production group: 7
Puerto Cabezas:
nation: given by Holland
type: player
goods: bricks, wood, rope, rum, cocoa
region: 3
production group: 6
Puerto Santo:
nation: Spain
type: colonial
goods: fruit, wheat, corn, hemp, cocoa
region: 3
production group: 7
Rio Grande:
nation:
type: player
goods: wood, wheat, meat, garments, coffee
region: 0
production group: 0
Rio Hacha:
nation:
type: player
goods: wheat, bricks, rum, meat, cocoa
region: 3
production group: 6
Roatan:
nation: Spain
type: colonial
goods: fruit, bricks, hemp, sugar, dyes
region: 0
production group: 1
San Juan:
nation: England
type: governor
goods: fruit, bricks, wood, meat, rum
region: 2
production group: 4
Santa Clara:
nation: given by Spain
type: player
goods: bricks, wheat, rope, meat, tobacco
region: 1
production group: 3
Santa Marta:
nation: Spain
type: colonial
goods: wood, bricks, cotton, sugar, cocoa
region: 3
production group: 6
San Thoma:
nation:
type: colonial
goods: wheat, fruit, rum, rope, dyes
region: 0
production group: 1
Santiago:
nation: Spain
type: colonial
goods: fruit, bricks, hemp, cotton, tobacco
region: 1
production group: 3
Santo Domingo:
nation: England
type: colonial
goods: fruit, wheat, cotton, sugar, tobacco
region: 2
production group: 4
Savannah:
nation:
type: player
goods: bricks, wood, garments, rope, dyes
region: 1
production group: 2
Sisal:
nation: Spain
type: colonial
goods: wood, fruit, hemp, sugar, coffee
region: 0
production group: 1
St. Augustine:
nation: France
type: governor
goods: fruit, bricks, wood, meat, rope
region: 1
production group: 2
St. Lucia:
nation: England
type: colonial
goods: wood, fruit, corn, hemp, cocoa
region: 2
production group: 5
St. Kitts:
nation: England
type: colonial
goods: wheat, bricks, corn, hemp, cocoa
region: 2
production group: 5
St. Martin:
nation: England
type: colonial
goods: wood, bricks, cotton, sugar, tobacco
region: 2
production group: 4
St. Thome:
nation: England
type: colonial
goods: wood, fruit, cotton, sugar, tobacco
region: 2
production group: 4
Tampa:
nation: France
type: colonial
goods: wood, wheat, corn, cotton, coffee
region: 0
production group: 0
Tampico:
nation: Spain
type: colonial
goods: wood, bricks, hemp, sugar, coffee
region: 0
production group: 1
Tortuga:
nation: England
type: colonial
goods: wheat, bricks, cotton, sugar, tobacco
region: 2
production group: 4
Trinidad:
nation: Spain
type: colonial
goods: wheat, bricks, hemp, cotton, tobacco
region: 1
production group: 3
Turk Islands:
nation: Holland
type: governor
goods: wheat, fruit, wood, rum, rope
region: 2
production group: 4
Valladolid:
nation:
type: player
goods: wood, wheat, rope, rum, dyes
region: 0
production group: 1
Vera Cruz:
nation: Spain
type: player
goods: wheat, fruit, bricks, meat, garments
region: 0
production group: 1
Villa Hermosa:
nation: Spain
type: colonial
goods: fruit, bricks, hemp, sugar, coffee
region: 0
production group: 1
Villa Rica:
nation: given by France
type: player
goods: bricks, fruit, rum, garments, coffee
region: 0
production group: 1
5.3.3. Economic status
These are indicators of how well a town is doing overall.
Poverty:
- 1% of population converted into settlers per day
- no new workers
Recession:
- 0.5% of population converted into settlers per day
- no new workers
Stagnation:
- no new workers
Recovery:
- no new workers
- only occurs when the town is attacked
Boom:
- new workers possible
Flourishing:
- 5% lower wages
- only available when population > 2,000
Wealth:
- 10% lower wages
- only available when population > 4,000
Riches:
- 15% lower wages
- only available when population > 6,000
5.3.4. Event status
Gold discovered:
- improves economic status
- residents consume twice as many imported goods
- lasts 1 month
Plague of rats:
- residents consume twice as much wheat, fruit, corn, and meat
- lasts 1 month
Plague:
- residents slowly die off
- degrades economic status
- AI traders are less likely to visit the town
- residents consume twice as many garments
- lasts 1 month
Food supplies contaminated:
Businesses:
Description:
Inputs: workers and goods required per building per day
Outputs: goods produced per building per day
Building time: in days
Building costs: materials and gold
Affected by storms: whether production is halved when a storm passes by
Clustering: whether buildings of the same type can be placed adjacent to
each other to form contiguous groups of up to 4 buildings (i.e. if they
can't cluster, then they must have some empty space between them)
Wheat Farm:
Inputs: 30 workers
Outputs: 2.5 wheat
Building time: 15 days
Building costs: 30 wood, 30 bricks, 10K gold
Affected by storms: yes
Clustering: yes
Fruit Farm:
Inputs: 30 workers
Outputs: 2.5 fruit
Building time: 15 days
Building costs: 30 wood, 30 bricks, 10K gold
Affected by storms: yes
Clustering: yes
Sawmill:
Inputs: 30 workers
Outputs: 2.5 wood
Building time: 15 days
Building costs: 30 wood, 30 bricks, 10K gold
Affected by storms: no
Clustering: no
Brickworks:
Inputs: 30 workers
Outputs: 2.5 bricks
Building time: 15 days
Building costs: 30 wood, 30 bricks, 10K gold
Affected by storms: no
Clustering: no
Corn Farm:
Inputs: 30 workers
Outputs: 2 corn
Building time: 15 days
Building costs: 30 wood, 30 bricks, 10K gold
Affected by storms: yes
Clustering: yes
Sugar Cane Farm:
Inputs: 30 workers
Outputs: 2 sugar
Building time: 15 days
Building costs: 30 wood, 30 bricks, 10K gold
Affected by storms: yes
Clustering: yes
Cotton Farm:
Inputs: 30 workers
Outputs: 2 cotton
Building time: 15 days
Building costs: 30 wood, 30 bricks, 10K gold
Affected by storms: yes
Clustering: yes
Hemp Plantation:
Inputs: 30 workers
Outputs: 2 hemp
Building time: 15 days
Building costs: 30 wood, 30 bricks, 10K gold
Affected by storms: yes
Clustering: yes
Cattle Farm:
Inputs: 30 workers, 1 corn
Outputs: 1 meat
Building time: 30 days
Building costs: 60 wood, 60 bricks, 20K gold
Affected by storms: no
Clustering: no
Weaving Mill:
Inputs: 30 workers, 1 cotton
Outputs: 1 garment
Building time: 30 days
Building costs: 60 wood, 60 bricks, 20K gold
Affected by storms: no
Clustering: no
Ropery:
Inputs: 30 workers, 1 hemp
Outputs: 1 rope
Building time: 30 days
Building costs: 60 wood, 60 bricks, 20K gold
Affected by storms: no
Clustering: no
Rum Distillery:
Inputs: 30 workers, 1 sugar
Outputs: 1 rum
Building time: 30 days
Building costs: 60 wood, 60 bricks, 20K gold
Affected by storms: no
Clustering: no
Coffee Plantation:
Inputs: 30 workers, 0.2 tools
Outputs: 2 coffee
Building time: 15 days
Building costs: 30 wood, 30 bricks, 10K gold
Affected by storms: yes
Clustering: yes
Cocoa Plantation:
Inputs: 30 workers, 0.2 tools
Outputs: 2 cocoa
Building time: 15 days
Market Stalls:
Description: Allows you to throw feasts, receive goods for missions, and
deliver goods for missions.
Master Builder:
Description: Allows you to build and buy or sell permits. You can't buy or
sell permits in player towns or your home town.
Palace:
Description: Found in viceroy, governor, and player towns. Allows you to
recruit soldiers for 1K each. In viceroy and governor towns, you can donate
toward acquiring cannons for the town and grant or receive loans. In
viceroy towns you can talk to the viceroy. In governor towns, you can talk
to the governor and his daughter.
Schools:
Building time: 30 days
Building costs: 60 wood, 60 bricks, 20K gold
Description: Helps improve the status of the town. Can't be destroyed.
Small Shipyard:
Building time: 30 days
Building costs: 60 wood, 60 bricks, 20K gold
Description: Found in colonial and player towns. Allows you to rename or
repair convoys. Repairs are free in player towns.
Square:
Building time: 0
Building costs: 30 bricks, 1K gold
Description: Decorative.
Town Council:
Description: Found in colonial towns. Allows you to grant or receive loans
and to donate toward acquiring cannons and soldiers for the town.
Town Information:
Description: Shows you information about the town when you click on it. Same
as clicking on a town's name in sea view.
Trees:
Building time: 0
Building costs: 1K gold
Description: Decorative.
Warehouse:
Building time: 15 days
Building costs: 30 wood, 30 bricks, 10K gold
Description: Stores up to 800 barrels of goods and cannons. Can store more,
but for a price. Lets you configure auto-trading actions.
---------------------------------------5.5. Missions
---------------------------------------A few notes before you read about the missions:
- The availability and rewards of most missions depend on your rank. They are
also affected by factors such as war, goods shortages, and your decisions.
- The difficulty ratings are relative. For example, I don't feel that annexing
towns is hard, but I rated the mission "hard" because I do think that it's
one of the hardest missions.
- When I say "a person in an inn," I mean someone with a random but
real-sounding name, not someone called "a person."
Name: "Goods available"
Summary: Buying goods.
Difficulty: Easy
Starting:
Talk to a person in an inn.
Description:
A person in an inn offers to sell you some goods. Agree and meet the person
at the market to receive the goods.
Variants:
- 400 rum at 300 each.
- 400 garments at 300 each.
- 400 rope at 300 each.
- 400 meat at 300 each.
- 400 sugar at 100 each.
Rewards: Some goods.
Name: "Find the package"
Summary: Retrieving an item in the sea.
Difficulty: Easy
Starting:
Talk to a person in an inn.
Description:
A person lost a package or chest in the sea somewhere and needs you to find
it. Search for it near the mentioned town. It will appear as a chest with a
question mark. Pick it up and return it to the person. You are given 17-18
days to complete this mission.
Variants:
- The location of the package varies.
Rewards: 5K gold.
Name: "Secret documents"
Summary: Retrieving items in the sea.
Difficulty: Easy
Starting:
Talk to a governor.
Description:
The governor asks you to retrieve several documents that were dropped by a
transport convoy heading toward Europe. Collect chests until you receive a
message saying that you've found all of them. Go back to the governor's town
and talk to him. You are given 30 days to complete this mission.
Variants:
- The locations of the documents vary.
Rewards: A Barque.
Name: "Drunkards"
Summary: Recapturing a stolen ship.
Difficulty: Easy
Starting:
Talk to a person in an inn.
Description:
Some drunkards have taken the person's ship. Find a bottle near the town.
Continue in the same direction and find more bottles. These will lead you to
the stolen ship. The ship is a barque with 20 cannons and 0 sailors, and its
nation is the same as the person's town's nation. Capture it, bring it back
to the town, and place it in the harbor. Note that capturing this ship does
not harm your relationship with any nation. Talk to the person, who will
tell you that your reward, some barrels of goods, is waiting for you at the
market in your home town. You are given 23-28 days to complete this mission.
Pick-up your reward within 30 days.
Variants:
- The locations of the bottles and the ship vary.
- Various goods as rewards:
- 20 rum and 20 fruit
- 40 meat and 40 fruit
Rewards: Some goods.
Name: "Traveler"
Summary: Transporting a traveler.
Difficulty: Easy
Starting:
Talk to a traveler in an inn.
Description:
A traveler wants to reach a certain town. Place him on one of your ships and
sail to that town. You are given 20 days to complete this mission.
Variants:
- Various towns are named.
Rewards: 5K-25K gold.
Name: n/a
Summary: Treasure map.
Difficulty: Easy
Starting:
Find a map piece floating in a bottle in the water or buy one from a seaman
in an inn.
Description:
As soon as you acquire at least one piece of a map, a chest will appear
somewhere in the Caribbean, although you won't necessarily see it
immediately. When you approach the chest, it will be displayed as a normal
chest. You don't need more than one map piece to complete this mission. You
can buy additional map pieces from seamen in inns for 500 to 25K gold each
or find them in bottles in the sea. If you complete a map, another piece
will start a new mission and form the basis of a new map. There is no time
limit for this mission, and there is no limit to the number of completed
maps you can have.
Variants:
- Many maps and treasure locations exist.
Rewards: Up to 174K gold.
Name: "Castaway"
Summary: Rescuing a stranded person.
Difficulty: Easy
Starting:
Pick up a stranded person in the sea.
Description:
At some point, one of your ships may come across a stranded sailor depicted
by a raft with people on it. Pick up the person and sail to wherever the
person wants to go. You are given approximately 20 days to complete this
mission.
Variants:
- Various stranded people in various locations belonging to various nations
are named.
- The destination varies:
- The castaway's home town
- Any town belonging to the castaway's nation
Rewards: 29K-53K gold.
Name: "Rescue settlers"
Clue: White strand beside the jungle, a little river known to none. Here
you lie well hidden, in a bay seen only by the sun.
Location: Near Santa Marta.
4.
Clue: This place is located somewhere in the west.
Clue: The position lies in an area 1 day's journey from X.
Clue: Once long ago did other people here live, with their great temples
praise to the gods did they give. Above it lies X, up in a corner.
You'll sail to the southeast in vain, I should warn you.
Location: Near Sisal.
5.
Clue: The place lies in the middle of the Caribbean.
Clue: The place lies not far from X, at most 1 day's journey.
Clue: Once long ago did other people here live, with their great temples
praise to gods did they give. Above it lies X, up in a corner. You'll
sail to the southwest in vain, I should warn you.
Location: Near Cancun.
6.
Clue: Not far from the town, at the bottom of a cliff, lie the battered
remains of an old wrecked ship.
Clue: The place lies somewhere in the area, 1 day's journey from X.
Clue: The place lies in the southeast Caribbean.
Location: Near Caracas.
7.
Clue: This place is located not far from X, at most 1 day's journey away.
Clue: The place lies in the southeast Caribbean.
Clue: Spain set up a harbor here once. You will find wood and bricks,
but wheat there is none.
Location: Near Port of Spain.
8.
Clue: The position is located 3 to 4 days' journey to the east of X.
Clue: The place must lie in the far northeast.
Clue: Holy August is now northward bound, very soon in the town is where
he'll be found.
Location: Near St. Augustine, next to the island to the East.
9.
Clue: The place lies somewhere in the northwest.
Clue: The place is located somewhere to the south of X, not far from the
coast.
Clue: The town that you seek is a desolate place, far flung from all the
world, as though forsaken, or in disgrace.
Location: Near Corpus Christi.
10.
Clue: This must be a southerly location.
Clue: The place is located not far from X, at most 1 day's journey away.
Clue: Here lies the town, overlooking the sound. It guards the bay, for
with ships it abounds.
Location: Near Maracaibo.
11.
Clue: The place lies somewhere close to X, up to 1 day's journey away.
Clue: The place lies somewhere in the east.
Clue: X lies on the island, it's really quite small. But look to the
southeast, there's none larger at all.
Location: Near San Juan.
12.
Clue: The place lies in the middle of the Caribbean.
Clue: The position lies up to 1 day's journey to the south of X.
Clue: An island far off, small and remote. There is nowhere else for X
to denote.
Location: Near Cayman, to the southeast.
- 13.
Clue: The place lies in the middle of the Caribbean.
Clue: The position is located at most 1 day's journey from X.
Clue: A bay holds two islands, one large and one small. The town on the
larger, under X must it fall.
Location: Near Roatan.
- 14.
Clue: The place lies to the south of X.
Clue: In a large bay lie some towns, there are three. X refers to the
most southern of these.
Clue: The place is located somewhere in the west.
Location: Near Roatan.
- 15.
Clue: The place lies in the middle of the Caribbean.
Clue: The place is located in the region around X and Trinidad.
Clue: The distance from X to Nombre is not far, you have plenty of rum
and can enjoy a cigar.
Location: Near Havana.
- 16.
Clue: The position is located not far from X.
Clue: On its sands, the sea is home to towns for which no one cares. But
one of these in particular has always produced fine wares.
Clue: The place lies somewhere in the east.
Location: Near Martinique.
- 17.
Clue: The place lies in the Southern Caribbean.
Clue: An island lies here, as though in a cradle. A peninsula from the
north curls around at an angle.
Clue: The place lies somewhere close to X, at most 1 day's journey away.
Location: Near Providence.
- 18.
Clue: This must be a southerly location.
Clue: The place is located to the south of X.
Clue: You come from the west, the bridge you cross over. The town with
the X lies only a little further.
Location: South of Cartagena.
- 19.
Clue: The place lies somewhere not far from X.
Clue: If off the cliffs to the north you should teeter, then in X you
will certainly soon feel much better.
Clue: This must be a position in the middle of the Caribbean.
Location: Near Santiago.
- 20.
Clue: The position is located to the west of X.
Clue: A river from the wilds at the headland divides[sic] There lies a
town in which you'll gladly reside.
Clue: The place lies somewhere in the northwest.
Location: West of New Orleans.
- 21. (Colin <Colinattle ... aol.com> provided this and the following two
sets of clues)
Clue: This must be a position in the north.
Clue: The place lies not far off the coast of X.
Clue: Not the most northerly town can it be, but further north only one
other will you see.
Location: Near Fort Caroline.
- 22.
Clue: The place lies in the Southern Caribbean.
Clue: An island lies here, as though in a cradle. A peninsula curls
around at a angle.
Clue: The place is located to the west of X.
Description:
A governor will ask you to loot some goods from the trading ships of an
enemy nation. Loot them without sinking or capturing them. Transport convoys
do not count. Attacking trading ships will harm your relationship with one
or more nations, as always. You do not have to loot all of the goods in one
battle. You are allowed to board trading ships as long as you don't capture
them at the end of your battles. Tip: Trading ships tend to run away when
their sails are cut, so you can use chain balls to win battles without doing
much damage. Another tip: If you have trouble finding convoys with the
specified goods, you can load the goods onto your own convoy, defeat a
trading convoy, and transfer the specified goods from your convoy to the
trading convoy. Then attack the same convoy and loot the same goods. You are
given 30 days to complete this mission.
Variants:
- Various goods are named:
- 135 wheat
- 113 sugar
- 126 garments
- 97 hemp
- Various nations are named.
Rewards: Up to 390K gold and a boost to your relationship.
Name: "Competitors"
Summary: Revenge on a trader.
Difficulty: Medium
Starting:
Talk to an annoyed trader in an inn.
Description:
An annoyed trader wants you to destroy another trader from his nation. He
gives you that trader's name and home town. Note that the trader is a normal
AI trader and that destroying the convoy will hurt your relationship with
that trader's nation. Once you complete the mission, you can pick up your
reward in the market of the annoyed trader's town. You are given 30 days to
complete this mission.
Variants:
- Various traders from various towns are specified.
- Various quantities of goods as rewards:
- up to 300 barrels of each type
- Various types of goods as rewards:
- an import good, a finished good, 2 essential goods
Rewards: Large quantities of four goods. For example, 300 tools, bricks,
garments, and fruit.
Name: "Ship hunt"
Summary: Sinking or capturing trading ships.
Difficulty: Medium
Starting:
Talk to a governor.
Description:
A governor will ask you to sink or capture a number of trading ships from an
enemy nation. Note that capturing or sinking trading ships will harm your
relationship with one or more nations. You are given 30 days to complete
this mission.
Variants:
- Various nations are named.
- Various numbers of ships are named. E.g., 4, 5, or 6.
Rewards: Up to 520K gold and a boost to your relationship.
Name: "Bounty hunter"
Summary: Destroying a bounty hunter.
Difficulty: Medium
Starting:
Talk to a person in an inn.
Description:
Destroy a bounty hunter near the specified town. The convoy has 2-5 ships.
Note that this will not harm your relationship with any nation. You are
given 20 days to complete this mission.
Variants:
- Various towns are named.
Rewards: 52.5K-180K gold.
Name: "The missing wife"
Summary: Rescuing your wife.
Difficulty: Medium
Starting:
Talk to the governor (your wife's father).
Description:
Your wife has disappeared. The governor will tell you to look for clues near
some town. Search the vicinity and find a bottle that contains a map. Look
at the map and navigate to that spot. Destroy the convoy that attacks you by
sinking or capturing it. Rescue your wife by going to the symbol of people
on a raft. Destroying the convoy will not affect your relationship, even if
it flies the governor's nation's flag. There is no time limit on this
mission.
Variants:
- The attacking convoy varies:
- An "Unknown Pirate" in a Pirate Barque or Frigate
- "Casanova"
- in a Ship of the Line if your wife is English
- in a Carrack if your wife is Dutch
- in a War Galleon if your wife is Spanish
- in a Caravel if your wife is French
- An "Adventurer" in a Barque or other, similar ship
- Different reasons are given for why your wife disappeared.
- In the case of the "Unknown Pirate," the pirate wanted to lure you into
a fight.
- In the case of "Casanova," he kidnapped her because he mistakenly
thought she wanted to elope.
- In the case of the "Adventurer," your wife apparently was bored and
wanted to have some fun.
Rewards: Your wife and a boost to your relationship with her nation.
Name: "Smuggle"
Summary: Smuggling goods.
Difficulty: Medium
Starting:
Talk to a smuggler in an inn.
Description:
A smuggler wants you to deliver some goods to a given town. The destination
town's nation and the nation in which you find the smuggler are at war, so
you will have to smuggle them. Acquire the specified goods. If there are
defending military convoys in the town when you attempt to enter, and your
convoy is carrying the smuggled good, your convoy will be attacked. If there
are multiple military convoys defending the town, your convoy may be
attacked multiple times. If you lose a battle, approximately half of every
good on board will be removed, and your convoy will be turned back. Dock in
the town when there are no defending military convoys or, alternatively,
defeat the military convoys. Tip: You can use other convoys to attack the
defenders. A somewhat damaged military convoy will attempt to repair itself
and will not defend. Once you are in the town, talk to a person in the
market to sell the goods and complete the mission. It is not known whether
goods in warehouses can be used. Note that auto-trading convoys may also be
attacked. Note that you can sell as many barrels of the specified good as
you want, and that you do not need to deliver all of it at once. The mission
will not end until the specified date. You are given 30 days to complete
this mission.
Variants:
- Various towns are named:
- Biloxi
- Guadeloupe
- Various goods and prices are named:
- cocoa at 220 each
- tobacco at 220 each
- dyes at 220 each
Rewards: Some profit.
Name: "Personal protection"
Summary: Transporting a hunted traveler.
Difficulty: Medium
Starting:
Talk to a person in an inn.
Description:
A traveler needs to reach a governor or viceroy town, but vengeful pirates
are waiting in the waters around it. Place the trader on a convoy and dock
safely at the specified town. This can be achieved through destroying the
pirate convoy or slipping past it (Military Corvettes are fast enough for
this). Note that the pirate convoy will attempt to attack the convoy holding
the fugitive (and only that convoy). If the fugitive's convoy is attacked
and you lose the battle, you will fail this mission. It is possible to
attack the pirate convoy with other convoys. Military convoys will not
attack the pirate convoy. Once the mission is completed, the pirate convoy
disappears. You are given 15 days to finish this mission.
Variants:
- Different pirates, some of which have hideouts, are named.
- Various governor and viceroy towns are named.
- The pirate convoy contains 2-8 ships.
Rewards: 67.5K-390K gold.
Name: "Buy imported goods"
Summary: Looting transport ships.
Difficulty: Hard
Starting:
Talk to a governor.
Description:
A governor will ask you to loot 300 spices, wine, and tools from the
transport ships of an enemy nation. Loot them without sinking or capturing
them. Trading convoys do not count. Attacking transport ships will harm your
relationship with one or more nations, as always. You do not have to loot
all of the goods in one battle. You are allowed to board transport ships as
long as you don't capture them at the end of your battles. Tip: If you have
trouble finding convoys with the specified goods, you can load the goods
onto your own convoy, defeat a transport convoy, and transfer the specified
goods from your convoy to the transport convoy. Then attack the same convoy
and loot the same goods. Deliver the goods to the market in the governor's
town. Talk to the governor to receive your reward. You are given 40 days to
complete this mission.
Variants:
- Various nations are named.
Rewards: 2 Trading Flute-Ships and a boost to your relationship.
Difficulty: Hard
Starting:
Talk to a governor.
Description:
A governor will ask you to capture 2 ships from an enemy nation's military
convoys. He will give you a Letter of Marque if you do not already have one.
Capture the ships and place them in the harbor of the governor's town. Using
ships that you already own doesn't seem to work. Note that attacking
military convoys will harm your relationship with their nation. Talk to the
governor to receive a map displaying the location of some goods. You are
given 70 days to complete this mission.
Variants:
- Various types of ships are named:
- War Galleons
- Ships of the Line
- Carracks
- Caravels
Rewards: 480 spices, wine, and tools, and a boost to your relationship.
Name: "Support town"
Summary: Supporting a town.
Difficulty: Hard
Starting:
Talk to a governor.
Description:
One of the towns of the governor's nation isn't doing well. You are asked to
provide whatever the town needs in order to prosper. Tip: Feasts can help
improve a town's status more quickly.
Variants:
- Various towns are named.
- Various requirements:
- The status of the town must be improved to "flourishing" and businesses
must have all of the workers they require. You are given 25 days to
accomplish this.
- The status of the town cannot fall below "boom" for 20 days.
Rewards: Up to 390K gold and a boost to your relationship.
Name: "Change of national allegiance"
Summary: Stealing a town.
Difficulty: Hard
Starting:
Talk to a governor.
Description:
A governor will ask you to support another nation's town so that it will
decide to join his nation. You will need to ensure that its status is at
least "flourishing" and that it has at least 2,000 inhabitants. Tip: Feasts
can help improve a town's status more quickly. If you succeed, the town will
become part of the governor's nation. You are immediately given a building
permit, a warehouse, and some businesses in that town. Note that you receive
the building permit regardless of whether it breaches the limit imposed by
your rank. You are given 50 days to complete this mission.
Variants:
- Various towns are named.
- Various businesses are given as rewards:
- 3 sugar cane farms (Fort Caroline)
- 3 cocoa plantations (Martinique)
Rewards: A building permit, a warehouse and some businesses in the town, in
addition to a boost to your relationship.
Name: "Ship pursuit"
Starting:
Talk to a viceroy when the viceroy's nation has a strong fleet and one of
the viceroy's enemies has a weak fleet.
Description:
The viceroy will ask you to capture a town belonging to an enemy nation with
a weak fleet. Attack an appropriate town belonging to that nation by land or
sea. If the enemy nation has no governor towns, then you must attack a
colonial town. Otherwise, you can choose any town. Choose 'Annex' when
prompted in order to complete the mission. Talk to the viceroy for your
reward. You may receive a piece of a player town. Each nation gives out a
maximum of 4 player towns. Note that you may have to destroy military
convoys that are guarding the harbor. Note also that attacking a colonial
town will sometimes require a duel, and that attacking a governor or viceroy
town will always require a duel. There is a time limit on this mission.
Variants:
- If the viceroy's nation is at war with multiple nations that have weak
fleets, the viceroy will select one of them.
- Your reward depends on how many towns you've annexed in the past.
Rewards: 25% of a new or existing player town for every two towns annexed for
the viceroy's nation and a boost to your relationship.
---------------------------------------5.6. Ships
---------------------------------------Description:
Nation: which nations prefer to use them, or "pirates only"
Capacity: for goods and cannons, in barrels
Agility: affects turning speed
Min. speed: against the wind during battle
Max. speed: with the wind during battle and when traveling on the Caribbean
map
Draft: affects whether rocks and sand slow the ship down
Cannons: number of total cannons
Stability: affects how well ships resist damage during battle
Maintenance cost: gold per day
Crew: number of sailors that can board other ships
Price: price for buying from governor and viceroy towns' large shipyards, in
gold coins, assuming your relationship is neutral
selling prices are about 1/4 of the purchase price and depend on the ship's
condition and your relationship
Purchasable: whether the ship can be bought in shipyards
Pinnace:
Nation: all
Capacity: 60
Agility: 100%
Min. speed: 6
Max. speed: 10
Draft: shallow
Masts: 2
Cannons: 8
Stability: 5
Maintenance cost: 20
Crew: 30
Price: 10K
Purchasable: yes
Sloop:
Nation: all
Capacity: 60
Agility: 100%
Min. speed: 6
Max. speed: 11
Draft: shallow
Masts: 1
Cannons: 14
Stability: 5
Maintenance cost: 30
Crew: 40
Price: 19K
Purchasable: yes
Brig:
Nation: all
Capacity: 80
Agility: 95%
Min. speed: 5
Max. speed: 11
Draft: shallow
Masts: 2
Cannons: 16
Stability: 8
Maintenance cost: 50
Crew: 50
Price: 27K
Purchasable: yes
Barque:
Nation: all
Capacity: 80
Agility: 90%
Min. speed: 5
Max. speed: 12
Draft: shallow
Masts: 3
Cannons: 20
Stability: 8
Maintenance cost: 60
Crew: 60
Price: 36K
Purchasable: yes
Pirate Barque:
Nation: pirates only
Capacity: 80
Agility: 90%
Min. speed: 5
Max. speed: 13
Draft: shallow
Masts: 3
Cannons: 24
Stability: 8
Maintenance cost: 60
Crew: 80
Price: 36K
Purchasable: no
Flute:
Nation: all
Capacity: 200
Agility: 80%
Min. speed: 4
Max. speed: 10
Draft: medium
Masts: 3
Cannons: 16
Stability: 12
Maintenance cost: 40
Crew: 80
Price: 40K
Purchasable: yes
Trading Flute-Ship:
Nation: Holland
Capacity: 250
Agility: 70%
Min. speed: 5
Max. speed: 10
Draft: medium
Masts: 3
Cannons: 8
Stability: 18
Maintenance cost: 40
Crew: 100
Price: 50K
Purchasable: yes (Holland only)
Corvette:
Nation: all
Capacity: 140
Agility: 80%
Min. speed: 5
Max. speed: 12
Draft: shallow
Masts: 3
Cannons: 22
Stability: 14
Maintenance cost: 100
Crew: 80
Price: 60K
Purchasable: yes
Frigate:
Nation: all
Capacity: 160
Agility: 80%
Min. speed: 3
Max. speed: 11
Draft: medium
Masts: 3
Cannons: 26
Stability: 15
Maintenance cost: 100
Crew: 100
Price: 70K
Purchasable: yes
Military Corvette:
Nation: France
Capacity: 120
Agility: 85%
Min. speed: 5
Max. speed: 14
Draft: shallow
Masts: 3
Cannons: 32
Stability: 16
Maintenance cost: 150
Crew: 120
Price: 100K
Purchasable: yes (France only)
Military Frigate:
Nation: England
Capacity: 140
Agility: 85%
Min. speed: 5
Max. speed: 13
Draft: medium
Masts: 3
Cannons: 40
Stability: 16
Maintenance cost: 150
Crew: 120
Price: 120K
Purchasable: yes (England only)
Galleon:
Nation: Spain
Capacity: 180
Agility: 75%
Min. speed: 4
Max. speed: 10
Draft: deep
Masts: 3
Cannons: 36
Stability: 18
Maintenance cost: 100
Crew: 120
Price: 120K
Purchasable: yes (Spain only)
Carrack:
Nation: Holland
Capacity: 140
Agility: 75%
Min. speed: 4
Max. speed: 12
Draft: deep
Masts: 4
Cannons: 40
Stability: 20
Maintenance cost: 200
Crew: 140
Price: 140K
Purchasable: no
Caravel:
Nation: France
Capacity: 160
Agility: 75%
Min. speed: 5
Max. speed: 12
Draft: deep
Masts: 3
Cannons: 40
Stability: 22
Maintenance cost: 200
Crew: 160
Price: 160K
Purchasable: no
War Galleon:
Nation: Spain
Capacity: 160
Agility: 60%
Min. speed: 4
Max. speed: 13
Draft: deep
Masts: 3
Cannons: 46
Stability: 24
Maintenance cost: 200
Crew: 180
Price: 180K
Purchasable: no
Ship of the Line:
Nation: England
Capacity: 170
Agility: 50%
Min. speed: 3
Max. speed: 14
Draft: deep
Masts: 3
Cannons: 50
Stability: 26
Maintenance cost: 300
Crew: 200
Price: 200K
Purchasable: no
Bonus Ship:
Nation: none
Capacity: 200
Agility: 85%
Min. speed: 6
Max. speed: 13
Draft: medium
Masts: 2
Cannons: 40
Stability: 24
Maintenance cost: 200
Crew: 120
Price: 200K
Purchasable: no
Harbor Cannon:
Nation: all
Capacity: 2
Agility: 1%
Min. speed: 1
Max. speed: 1
Draft: "255"
Masts: 0
Cannons: 1
Stability: 7
Maintenance cost: 1
Crew: 1
Price: 0
Purchasable: no
---------------------------------------5.7. Bonus Ships
---------------------------------------Getting a Bonus Ship:
- Get married.
- Collect all 20 artifacts.
- Talk to your wife, perhaps several times, until she tells you where the
Bonus Ship is.
- The Bonus Ship appears as a chest with a question mark east of Turk Islands.
- Retrieve the Bonus Ship.
Bonus ship description:
---------------------------------------------------------------|
Special find
|
|
|
|
You have found a very special ship!
|
|
|
|
(picture)
|
|
|
|
Steam-powered sailing ship
|
|
|
| Never in your life have you seen such a ship! It seems to be |
| powered not only by the sails on its twin masts, but also by |
| a curious mechanism that uses steam to power two paddle
|
| wheels. Apparently, this allows the ship to keep moving even |
|
if there isn't a breath of wind.
|
|
|
|
You are delighted to add the ship to your convoy.
|
|
|
---------------------------------------------------------------Getting additional Bonus Ships:
- Capture your wife's town for another nation. You will no longer be married.
You can also capture a viceroy town of the same nation, which may force
your wife out.
- Marry another woman.
- Talk to her until she tells you where the Bonus Ship is.
- Retrieve the Bonus Ship.
---------------------------------------5.8. Player Ranks
---------------------------------------Description:
Rank: a number indicating how high a rank is
Required assets: the value of your cash, ships, etc. that you need to reach
this rank
Abilities: new abilities gained when you reach this rank
Note that the limit on the number of permits you can own is really a limit on
the number of permits that you can buy. The "Change of national allegiance"
mission rewards you with a building permit (among other things) regardless of
the limit imposed by your rank.
Ship's Boy
Rank: 0
Required assets: n/a
Abilities:
- You can control 1 captain.
Ordinary Sailor
Rank: 1
Required assets: 100K
Abilities:
- You can control 2 captains.
- You can own 1 permit.
Sailor
Rank: 2
Required assets: 150K
Abilities:
- Your relationships with nations will now decrease to "neutral" or below
if you do not maintain them.
- You can now receive missions from governors.
- You can control 3 captains.
- You can own 2 permits.
Seaman
Rank: 3
Required assets: 250K
Abilities:
- You can control 4 captains.
- You can own 2 permits.
Boatswain
Rank: 4
Required assets: 400K
Abilities:
- You can now talk to viceroys.
- You can now buy Letters of Marque.
- You can control 6 captains.
- You can own 3 permits.
Helmsman
Rank: 5
Required assets: 800K
Abilities:
- You can control 8 captains.
- You can own 4 permits.
Lieutenant
Rank: 6
Required assets: 1.5M
Abilities:
- You can control 10 captains.
Fleet Admiral
Rank: 15
Required assets: 50M
Abilities:
- You can control 100 captains.
- You can own any number of permits.
- Letters of Marque cost 270K.
Master of the Seas:
Rank: 16
Required assets: 60M
Abilities:
- You can control 100 captains.
- You can own any number of permits.
- Letters of Marque cost 270K.
- Raising your relationship from hostile to neutral costs 760K.
- Raising your relationship from unpopular to neutral costs 385K.
---------------------------------------5.9. Relationships
---------------------------------------Relationships between the player and each nation. The game calls this
"reputation," but it also uses "reputation" to refer to something else, so I
call it a "relationship" in this guide.
Hostile:
- The nation's military convoys will actively attack your convoys.
- You cannot trade with the nation's towns--in goods, weapons, or ships.
- You cannot access the docks (of that nation's towns).
- You cannot receive or grant new loans.
- You cannot donate toward acquiring cannons or soldiers.
- You cannot receive missions from governors.
- You cannot buy Letters of Marque.
- You lose previously issued Letters of Marque.
- You cannot receive money for destroying pirates.
- You cannot talk to the viceroy.
- Your convoys cannot add or remove ships in the harbor.
- You can upgrade your relationship to "neutral" by paying a governor.
- The nation may confiscate your buildings if you remain hostile too long.
- You can buy businesses, but at a higher price.
- You continue receiving rent money.
- You keep, and will be repaid, your loans.
- You can talk to your wife.
- You can rename ships.
- You can access your warehouse.
- You can receive ransom for captured buccaneers.
- You can access the inn.
- You can build.
- You can access the church.
- You can access the market stalls.
- You can dock in the town.
- You can repair individual ships.
- You can repair convoys that were already in the harbor when you became
hostile.
Unpopular:
- You cannot receive missions from the governor.
- You cannot buy Letters of Marque.
- You cannot receive or grant new loans.
Neutral:
- You cannot talk to the viceroy.
- You nation's towns charge you normal prices for goods, weapons, ships, and
businesses.
Friendly:
- You can talk to the viceroy.
- The nation's towns charge you less for goods, weapons, ships, and
businesses.
Actions that improve your relationship with a nation:
- Selling goods that are scarce to towns (goods in red)
- Owning residences
- Destroying pirate convoys and hideouts
- Destroying or looting enemy convoys when you have a Letter of Marque
- Completing governors' missions
- Annexing other nations' towns
Actions that harm your relationship with a nation:
- Buying goods that are scarce from towns (goods in red)
- Capturing, sinking, or looting that nation's ships
- Capturing, sinking, or looting other nations' ships without relevant Letters
of Marque
- Failing to complete governors' missions that you accepted
- Attacking that nation's towns
---------------------------------------5.10. Artifacts
---------------------------------------There are 20 artifacts in all:
1.
Name: A magnifying glass
Description: A large piece of rounded glass is mounted on the end of a
golden rod. If you hold it over a map, the finest lines are clearly visible
even in poor light.
2.
Name: A navigation table
Description: This small table is made of solid brass and is constructed in
such a way that its surface always remains horizontal regardless of the
pitch of the ship. The outer metal ring is engraved with markings that seem
to indicate directions. However, you cannot identify the region in which
the table was once used.
3.
Name: A pair of gold compasses
Description: The pair of compasses sits beautifully in your hand and is very
easy to use. It seems to be made entirely of gold and is decorated with an
intricate pattern.
4.
Name: A wind gauge
5.
Name: An accurate sextant
Description: This sextant gives an accurate bearing even in heavy seas.
Parts of the sextant are mounted on springs, which helps to reduce any
strong vibrations.
6.
Name: A special map
Description: This chart looks very different to the ordinary sea charts that
are available. It is very detailed and has been drafted using several
colors. However, you cannot identify which area is shown on the chart.
7.
Name: A foghorn
Description: This horn is not sounded with your mouth, but by using a device
that resembles a pump. If you press it down hard, the horn sounds louder
than you would have believed possible.
8.
Name: A signal lantern
Description: This lamp is similar to a normal lantern. However, lots of
mirrors are arranged around the burning wick so that the light shines in
one direction only. By using a device resembling a fan over the aperture,
you can switch the light emitted on and off very quickly.
9.
Name: A slide rule
Description: A ruler that can slide back and forth is set into another
ruler. A sliding bracket made of transparent material is attached to this.
You could use this device to carry out simple calculations very quickly.
10.
Name: A musical box
Description: When you turn a handle, a large horn emits the dulcet tones of
a woman singing. Just the thing for sailors at sea for weeks on end.
11.
Name: A pocket watch
Description: This is an ordinary gold watch, but it is smaller than any you
have ever seen. On a disc behind the face, you also notice a moon that
seems to be slowly rotating. There are also some engravings on the back of
the watch.
12.
Name: A storm lighter
Description: This device is like an oil lamp with its own flint. If you turn
the small wheel, sparks fly onto a wick and can ignite a flame even in a
strong wind.
13.
Name: A golden anchor
Description: This anchor is more decorative than practical. At best, it
could be used to anchor a towing boat. It is very heavy for its size and is
covered with intricate decorations and unknown lettering.
14.
Name: A wondrous compass
Description: The needle of this compass moves very freely and settles into
position very quickly. You have never seen such an accurate compass. The
compass is wrought like a piece of jewelry and the underside is adorned
with various engravings.
15.
Name: A book of the stars
Description: This folio contains a multitude of beautiful star charts. A
large table specifies precisely when and where each individual star rises
and falls.
16.
Name: A mysterious rope
Description: Although this rope must have been exposed to seawater for some
time, it looks as if it had just been made. It feels wonderfully smooth and
ties very strong knots.
17.
Name: A brass time measure
Description: This strange device looks like an arrow. The vanes on it cause
it to rotate as soon as you hold it in the water. A little dial counts each
revolution, thus enabling you to calculate the ship's speed very
accurately.
18.
Name: A star dial
Description: A round disk, finely engraved, into which various smaller round
disks are set. You could use it to see which part of the starry sky is
currently visible, depending on the date and time. Markings on the disk
show that this instrument was once used to determine a ship's position in a
particular region.
19.
Name: A portable lighter
Description: A small box contains an ornate device that can be used to light
a fire very easily. This box is covered in mysterious engravings.
20.
Name: A special spy glass
Description: This instrument is a double spy-glass that allows you to see
into the distance with both eyes simultaneously. You can slide colored
glass over the lens to protect your eyes. A mysterious engraving is
discernable on the side.
Locations
The artifact that appears at each location is randomized. Only one artifact
is available at any one time.
-
---------------------------------------5.11. Hex-editing
---------------------------------------This section is for advanced users. If you don't know what this is, just ignore
it. If you don't know what you're doing, ignore it.
pr2_arcs.cpr:
Ships section:
[]: name of ship in German
PINASSE = Pinnace
SCHALUP = Sloop
BRIGG = Brig
BARKE = Barque
PIBARKE = Pirate Barque
FLEUTE = Flute
HFLEUTE = Trading Flute-Ship
KORVETT = Corvette
FREGATT = Frigate
MILKORV = Military Corvette
MILFREG = Military Frigate
GALEONE = Galleon
KARACKE = Carrack
KARAVEL = Caravel
KRIEGSG = War Galleon
LINIENS = Ship of the Line
BONUSSF = Bonus Ship
KANONEN = Harbor Cannon
Agil: % agility
Crew: crew
Heal: stability, heal = stability * 5
Fass: capacity, fass = capacity/2
Tief: depth, 0 = shallow, 1 = medium, 2 = deep, 255 for harbor cannons
Vmin: minimum speed
Vmax: maximum speed
GSpT: maintenance cost in gold per day
Guns: number of cannons
Wert: price, wert = price/1000
Towns section: field description:
[]: name of town without spaces or punctuation
Charlesfort = Charleston
TFKurs: ?, range 0-59, unique, only for non-player towns, probably a unique
identifier for some towns
Nation: starting nation in free-play mode
Holland = Holland
Spanien = Spain
Frankreich = France
England = England
Spezial = player town
Gruppe: ?, range 0-3, only used for player towns, unrelated to granting nation
Gouverneur: 1 if this is a governor town, field suppressed otherwise
Vizekoenig: 1 if this is a viceroy town, field suppressed otherwise
R: region
M: production group
(possible R, M pairs: (0, 0), (0, 1), (1, 2), (1, 3), (2, 4), (2, 5), (3, 6),
(3, 7))
(R, M are related to the goods produced)
Ware1-Ware6: goods produced in the town
Weizen = wheat
Fruchte = fruit
Holz = wood
Lehmziegel = bricks
Mais = corn
Zucker = sugar
Baumwolle = cotton
Hanf = hemp
Fleisch = meat
Kleidung = garments
Seile = rope
Rum = rum
Kaffee = coffee
Kakao = cocoa
Farbstoffe = dyes
Tabak = tobacco
SeaSide: direction of port entrance
0 = north
1 = northeast
2 = east
3 = southeast
4 = south
5 = southwest
6 = west
7 = northwest
ShipSide: ?, 1 or 7, sometimes suppressed
---------------------------------------5.12. Bugs
---------------------------------------1. During the "Personal protection" mission, if the convoy you're using to
transport the traveler is attacked by a normal pirate convoy, the pirate convoy
guarding your destination will not attack your convoy.
2. If you have a convoy in a town belonging to nation X, and your relationship
with nation X becomes hostile, you can still repair that convoy.
3. If you have a convoy in a hostile nation's town, and that convoy has a blue
circle indicating that it can't access the town's normal functions, and your
relationship with that nation improves, your convoy will not be able to access
the town's functions until it leaves and re-enters the harbor.
4. Your convoys can sometimes have negative cannon balls.
5. If you have a lot of assets (more than 2.1 billion or so), the "Successes"
window will display a negative number for assets.
6. If you have a lot of assets, the assets graph will not display correctly.
7. When your wife warns you that a certain pirate is dangerously powerful, she
never uses a correct name.
8. Governors sometimes offer the "Sink treasure fleet" mission and fail to give
you the mission when you click "accept."
9. Traders in inns sometimes fail to tell you what type of good they are
selling or buying. The rest of the text is there, but 1 or 2 of the words are
missing.
10. There's a Dutch expeditionary convoy in the harbor of San Juan, my home
town in one of my games. It's been there for about 10 years.
---------------------------------------5.13. Miscellaneous
---------------------------------------A collection of miscellaneous facts that haven't been organized yet.
- Each ship in a military convoy or a pirate convoy typically has 100-200 of
each type of cannon ball.
- Pirate convoys in hideouts can repair and defend simultaneously.
- The quantities of imports of wine, spices, and tools depend on the size of
the governor or viceroy town.
- The quantity of imported settlers depends on the size of the governor or
viceroy town.
- The production of weapons depends on the size of the town.
- The maximum amount of weaponry stored in the docks depends on the size of
the town. If a town has any amount other than the maximum, it will slowly
move toward the maximum.
- Governor and viceroy towns produce more weapons and can store more weapons in
their docks holding population constant.
- Colonial and player towns cannot produce cannons.
- You can select which town you get. After you control 100% of that town and
capture two more towns for that nation, you can choose another town.
- Maintenance costs for buildings: 50 gold per building per day.
- Maximum number of a type of cannon ball on a convoy, in a warehouse, or in a
town's docks: 3,276.
- Maximum number of cutlasses on a convoy, in a warehouse, or in a town's
docks: 32,767.
- Maximum number of muskets on a convoy, in a warehouse, or in a town's docks:
32,767.
- Maximum number of cannons on a convoy, in a warehouse, or in a town's docks:
32,767.
- Goods and settlers weigh 1 barrel each.
- Crew members, cannon balls, muskets, and cutlasses weigh 0.
- If you buy more permits, improving your trading record becomes harder.
- You need a permit to grant a loan and a trading record of 100% (or a permit)
to receive a loan.
- Most player-created buildings can be removed. Schools, hospitals can't be
removed.
- If a nation has no governor towns, you can pay the viceroy to improve your
relationship. At Master of the Seas rank, going from hostile to friendly
costs 3,010K.
Starting assets:
"Gold":
50K gold, 1 Pinnace
"Normal":
40K gold, 1 Sloop
"Ship":
30K gold, 1 Brig
Player features:
Selected when you start a scenario or free-play mode.
- Trading experience:
You receive a discount of 5% on the goods that you manually buy.
- Accuracy:
Your cannons do 5% more damage in battle if you fight manually.
- Charisma:
Successful battles improve your relationships 5% more quickly.
- Swordsmanship:
You deal 5% more damage in duels.
Reputation:
Depends on missions completed, ships and convoys sunk, convoys looted, towns
looted and annexed, pirate hideouts removed, and possibly other items in the
"Successes" window.
1: Unknown
2: Inexperienced
3: Harmless
4: Brave
5: Courageous
6: Keen
7: Infamous
8: Dangerous
9: Deadly
10: Unbelievable
========================================
VI. Glossary
========================================
Agility: This affects how quickly your ship turns.
Artifact: One of 20 items that, once you've found them all, will let you obtain
a Bonus Ship.
Bonus ship: A hybrid steam/sail ship. You need to collect 20 artifacts and talk
to your wife to obtain a Bonus Ship.
Buccaneer: A special military convoy that will attack towns and carry out acts
of sabotage. Buccaneers are only used during wars, and each nation can only
have one active buccaneer at any time.
Cannon: A ship's weapon. Weighs 3 barrels.
Rank: Your status, which is based on your wealth (i.e. the total value of your
assets). Having a higher rank allows you to do more, such as owning more
permits and controlling more captains.
Relationship: The relationship between the player and a nation. The game calls
this "reputation."
Reputation: The game sometimes uses reputation to mean "relationship," but in
this guide I use it to mean your reputation as displayed in the "Successes"
window.
Sea view: The display that shows the Caribbean map along with towns and
convoys.
Settler: A person who can live and work in a town. Each settler is really 4
people: 1 worker and 3 other family members. Each settler can increase a town's
population by 4.
Soldier: A resident that defends a town. Soldiers do not have families. You do
not need settlers to recruit soldiers.
Stability: The ability of a ship to resist damage. Ships with greater stability
can be hit by more cannon balls before sinking.
Town status: The economic conditions of the town. Affects wages and whether
people move in or out of the town.
Town view: The display that shows a town along with the convoys in its harbor.
Left-click on a town in sea view to switch to town view.
Trading convoy: An AI convoy that carries out trading tasks within the
Caribbean.
Trading record: A measurement of how much you have helped a town through
trading and donations. You must have a trading record of 100% in a town before
you can buy a permit there.
Transport convoy: An AI convoy that imports import goods from Europe and
exports colonial goods to Europe.
Viceroy town: A town that has a viceroy. You must talk to a viceroy to annex
towns or receive player towns. Each nation has 1 viceroy town.
========================================
VII. Other
========================================
---------------------------------------7.1. Links
---------------------------------------http://www.gamefaqs.com/computer/doswin/game/917958.html
Contains a few Port Royale 2 guides, including the most recent version of this
one.
http://www.ascaron-forum.com/
Contains the official Port Royale 2 forums.
Update: This site no longer exists because Ascaron Entertainment went out of
business. Kalypso Media, the new owner of the Port Royale series, has a forum
here: http://forum.kalypsomedia.com/ though they don't have a dedicated
subforum for Port Royale 2.
http://zifserver.zif.uni-bielefeld.de/jens/PR2/
Contains screenshots and other files for PR2, along with some unrelated files.
The site is in German, however. Warning: some of the non-PR2 files on this site
may be offensive.
---------------------------------------7.2. Recommended Games
---------------------------------------If you like Port Royale 2 you may like these other games.
1. Patrician 3
Another game by Ascaron. Similar to Port Royale 2. Has a more sophisticated
trading system and simpler combat. Also has multiplayer.
2. Navy Field
A WWII-era naval combat game. They call it a "Massively Multiplayer Online
Tactics Simulation Game." It's free but they charge for "premium" items in the
game. http://www.navyfield.com/
3. RollerCoaster Tycoon
A fun business simulation game. Lets you design and manage roller coasters and
theme parks.