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Now sinking frequency is lowered by 30% for all modes. Game must be restarted to get new configuration from server.
Let me get this right... If I sent a ship (Flute, as commandeered from OW) out to carry PIRACY, stripped her bare (What a thought) of all cargo so she is empty as the barren desert . Fully crewed and fully repaired, she would still bring in oodles of GCs.
Until sunk lol
every couple of weeks, call them back to port and reset their fates
, I sent 9 flutes on piracy, they lasted 72 days. I got them for free from capturing slave ships and abandoned ghost ships. Didn't cost me one single gold coin, made about 40k.
Enough from me for now
Anyway,so you say that you sent some flutes to piracy adventures without any cargo and they survived for 72 days and all of them got you 40k coins.Now I wonder if one 1st rate could earn about that alone or it's the same ammout for any type of ship,because if that works then my 1st rate will earn its own cost and some on top of it.
Why not give it a try
I like the idea, can you expand on that on how it will work in the game, Having ones own Treasure island could also work, though again I have to think how it would work in the game
Someone should first find an empty island and buy it. He should construct a building with gold coins called treasury. He must protect his property with cannons,population,ships. Other buildings (such as a bank) are optional.
I like crafting unique items like special sailclothes for very long voyages or crafting better cannons and developing land or ships. I know the game is based only upon sea enviroment, navy battles and trade.
This is a general idea and i am very pleased watcing the game developing further.
Calling them back to port can reduce likelihood of their loss? E.g. is loss probability connected with the duration of the journey?
Some general comments: To me it seems that what works the best is to get flute, reduce the crew to minimum required number (never send out ship with more men than necessary) and send it to do either safe job or piracy. Even if you buy them, they tend to bring more income than you payed for them and crew combined. Works statistically - of course.
Flutes are great option - large cargo to low crew. I.e. carrack requires same crew for lower cargo = less income and greater crew salaries.
More cargo hold, more income. So you may eventually buy cargo hold upgrade. First one is IMHO generally good option as is cheap compared to income increase. The second one is more questionable.
Big "Ships of war" seems to be poor choice, as they require too many men for not-that-high income. If you capture intact man-of-war, you can sell it for ~1600 coins. To send it for piracy action requires large crew and pure income may not be high enough before it is lost. 1st rate is probably even worse.
For heavily damaged ships it is quite opposite - they are not worth to sell them, but they have same income in these adventures - generally they over-pay themselves a lot. Good use of ghost ships from OW scenario.
Also smaller military ships brig/corvette class even at full status tend to earn more many on pirating missions than when they are sold in port.
I had 1 lucky "pirate" and 1 "merchant-safe" flute, both totaling 10000 coins before being called back to port (subtract 2200 coins for buying one and salaries for crew). They were extremely lucky ones - 2 out of maybe 30 flutes already sent away. Rest was so far lost sooner.
Update on your questions gabcik&kubis
Type of mission really makes a difference in GC and % of ship loss.
Safe little chance of loss. Piracy high chance
The type of Ship you send, makes a difference
The amount of Cannons it has, also makes a difference
Calling them back periodically helps.
Sailing with the crew that is set by the AI and no more, helps
Repair status helps
Capturing ships from OW is best option. cost you nothing
Best option "Free the Slaves & Free the Merchant"
Another option or free ships, mission hotspots.Blue circle/Red circle in OW
Its random
I had recalled my ships and on the 1st notification, 1 was sunk, go figure that one out!
-minimum crew
-empty the hold
-remove cannons
-small crewed ships better
-no upgrades
The above will give optimum results.
Yes to NO cannons
Yes to empty Cargo
The more the ship has in cannon COUNT the better. But still no need to have cannons present
Use ships from Free the slave and from OW
Make sure they are fully repaired
Call em back otherwise they will get sunk
No need to upgrade