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1) I don't think it's worthwhile grinding observation on bats for five fragments a pop when you get 50 fragments just from finding a new rock in the middle of nowhere. Combat takes a hellaciously long time, and five fragments just isn't worth it. Just kill them for the supplies, or toss them overboard for the terror reduction - that's far more useful most of the time.
2) Never send ships back to port as prizes - always take the loot instead. If your prize goes missing, you lose a significant percentage of your starting crew, and if you drop below five crewmen your speed is halved until you can recruit back up to par. Further, it costs like thirty echoes to restock on crewmen, taking much of the profit out of prize-taking. Loot isn't just less risky, it's also just as profitable - sometimes you get booby prizes like supplies, but other times you get valuable silks and jewels worth 60 or so echoes. Thus, take the loot, damn the prizes.
3) I agree that engines should be your top priority, but a gun with the harpoon quality should also be high on your priority list - they are amazing. Not only do they do much-increased damage against monster-type enemies, they can directly target the crew of enemy ships, which is often smaller and less defended than their hull. The undermanned pirate pinnance, for example, can be knocked out with nothing more complex than two flares and a single flensing attack - pretty good work considering the rewards.
4) As an aside, once you have a harpoon gun you should engage and kill any bound sharks you come across - doing so takes only two shots with flensing salvoes, and grants you a hunting trophy that you can turn in to the Sister's Abbey for a large terror reduction. Time your trips to the Abbey well, and remember that London automatically sets terror to 50 if it's above that.
5) While selling tales to Venderbight can be profitable, consider selling them to the university in London instead - the difference in profit is small (10 echoes instead of 12), and it increases your antiquarian quality. Granted, I have no idea what that does for now, if anything, but if Fallen London was any indication it is likely that it will set you up for bigger and better things in the future.
Don't take all this stuff the wrong way - as I said, it is excellent and I follow most of it myself. There's just a few small points to flesh out, is all.
You sure about that? I was under the impression that better engines helped with fuel consumption because you went faster and got further for the same amount of coal, but I'll admit I wasn't paying close scientific attention. What was the nature of your test? Did you run a few experiment runs with different engine types past certain set points and timed the lot, or something?
I've finally accumulated enough money to buy the house at 1000 and the will at 200. Now I've managed to gather up around 800 echoes or so, should I go for the gun or engine then?
I would suspect, then, that the real point of better engines comes into play with the heavier ships - I had wondered what "ship weight" really did, and it is likely that the "greater speed" of the more advanced engines really serves to offset the drag created by the weight, which would make sense. This would mean that the truly heavy ships would be nigh useless on anything but excellent engines, though.
If you're still cheating through the game, as a quick check, could you try buying the absolute heaviest ship in the game and comparing its performance with the starter engine vs the most advanced one? Not scientifically, just a quick "Let's see what that does" run.
Well, thinking about it, there is ONE reason beyond bigger ships - if you really, really need/want to improve your Veils rating for better combat. If for whatever reason you've ended up deciding that combat is more important and more profitable to you than long-range trade and exploration, swap in for a pricier engine and run circles around your opponent. Bit marginal, though.