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You can actually pack provinces in a lot closer than you initially suspect. Using the Look Around ability while on the map with a province quest, you can settle literally anywhere with land ('We've spotted land, but there doesn't seem to be anything interesting here...' still means you can settle). Before the spheres of influence balloon out too far, you can pack them pretty close.
There is a brand new (like a few days before demo landed) 'Pressure' system that will affect how quickly provinces might flip. You can see your province's rating by typing /pressure in chat (even in SP). The more friendly provinces are nearby (as in, their sphere's of influence overlap/collide), the more quickly that faction earns local influence, and they lose it more slowly too.
Additionally, with provinces that are super close together, AI traders will do a much better job of dispersing local commodities. This is hidden away in the 'Growth' tooltip, but it's important to realize that probably the major factor of provinces flipping is this: 'If a province doesn't have it's basic needs met [food/beverage/clothing], this could lead to the current governor being ousted from power.' Meaning it's a steady drain on Influence if those needs aren't met. Closely knit-together provinces can combat that significantly, as even basic workshops without a resource to harvest can meet some needs (farm produces vegetables and water, for example), which AI traders will disperse.
RE: founding provinces / selecting workshops
Workshops will become available to select at province levels 1-4-8-12-16-20, so try to be present for the provinces you found for those levels. This is a lot easier to manage in SP than in MP.
Additionally, selling Town Supplies is a handy way to fast-track the province growth. It should be a standard practice to adopt for you, but when you settle a new province that you want to have a specific workshop, immediately sell it 3 Town Supplies - this will force the province to upgrade to (at least) level 1, at which point you can then immediately select the first workshop.
RE: pirate difficulty
Generally speaking, quest-enemies will be on your level. Local Bounties will be easiest, and Pirate Hunts. Distress Signal will be significantly harder but still kinda within your capabilities. The random pirates that spawn on the worldmap to interdict you will also be your level.
However, random pirates that spawn on the worldmap to interdict NPC merchants will be scaled to that NPC merchant. If they are higher level than you, it can be a very tough fight.
I just went on and did that command in all of the provinces that were flipping in the way I described and they all have 0% from the other factions. But they've regularly flipped while I'm in the process of questing and getting supplies for them. It goes both ways too, sometimes I look at the map and suddenly a ton of stuff have flipped to my faction out of the blue. Similarly no pressure in those areas.
I don't think it's the pressure doing that. I am trying to get trading going with the provinces I'm setting up.
I understand that I can do that, but the main issue I was highlighting with this is the pre-generated towns. There was just no way for me to even engage with some parts of the trade goods crafting.
I did edit my comment to make that clear after I posted, so that might be my bad. I do know you can influence the regions you found, but that's a pretty long process. The only place I could occasionally buy drinks would also regularly get trade-embargoed, and there was nowhere I could even get the raw materials for it.
That really hasn't been my experience at all. The local fights are always a blap-fest, I'll grant that, but when I've been sent out to hunt pirates it's always been all or nothing. I haven't seen that scale you're talking about, it has been the following:
Local fights - Not a problem
Rescue fights - Either unwinnable or no contest.
Hunt down pirates - Either unwinnable or no contest.
Co-op capture the flag - Hard, but doable if the AI co-operates. Unwinnable otherwise.
There's been times when I've done 2 hunt down pirates quests from the same town, for the same faction. First one I sneeze on them and they pop, second one a single volley almost ends me, and I lose in short succession.
There are some times that there's a decent fight in the quests that send you onto the world map, but most of the time that's been my experience. This could be a function of it being a demo, I'm assuming tech is limited, or it's something that eases as you level up, but I'm just giving my feedback on the experience.
Cheers again for the reply :) I appreciate it!
I generally have the impression that there doesn't seem to be a middle ground. The enemy is either very squishy, or a literal brickwall with impenetrable defense that two-shots you. For some reason, the ally you can summon sometimes will somehow make short work of that.
I wonder if it's just a case of rock/paper/scissors; The demo stops at level 10, which really only lets you get significantly into one tree, or a little bit into two, so you're either coming up against something you're the right counter for, or vice versa.
I remember that being a real struggle for me in the first one and I wonder if it's just been replicated here.
For demo purposes, I've found a general mortar/grog build with Reset Cooldowns + Lucky Coin on the Cap'n to do well, basically one-shotting just about everything.
What rock/paper/scissors, and what counters?
I fully specced into DMG, and still could only scratch them, while they annihilated me. I don't remember that at all in the first game.
Cheers for the advice, I'll give that a crack.
Well, I always remember in the first one, once you got to the point where you were either going into full pirate regions, or you were doing the generated ones, I'd find a similar thing happened. Around about the max level of the demo.
Like, you'd spec into the DPS tree a bit, but then you'd come up against one that had some sort of DoT attack, and because you didn't have any of the defensive abilities it'd just nuke you every time, even though you would kill anything else pretty easily. Or you'd come up against a new ship type that could soak up your damage, etc.
But that was also a point in the game where you'd level up super fast and quickly adapt. It feels like the demo stops right at that point, where you'd be in these fights where anything on your level could be the perfect counter to you but you'd get tons of experience from fighting things at that difficulty.
That's what it feels like is happening. At least the way I'm playing anyway.