The Pirate: Caribbean Hunt

The Pirate: Caribbean Hunt

Piracy Swashbuckler adventures
I have a question about them if someone already tried them: I want to send one of my 1st rates on a piracy adventure but I can send it 100% empty with no ammo or anything,so I was wondering if I need to give it ammo for the cannons and sail cloth and wood planks in case it needs to repair since I don't want to send it on one of those missions and loose it.
The ship costed a lot of money,not that I don't have money to get a replacement in case I loose it but the money I spent on it would be wasted,so if I send it and loose it at least I can expect it to cover its own cost.
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Showing 1-15 of 17 comments
76561198378826176 May 28, 2017 @ 2:18pm 
Remove all cargo and cannons, AI will tell you if you need more crew, so do not max her out.DO NOT use any of your ships if they have been upgraded, You will eventually lose them............
76561198378826176 May 28, 2017 @ 2:20pm 
Send those that you capture in OW like from "free the slaves and free the Merchant" Remove everything from them cargo and cannons and sell them. You can even attack in OW and capture ships and send them. It gets riskier the higher the rewards
Last edited by Green Behind the Ears; May 28, 2017 @ 2:21pm
76561198378826176 May 28, 2017 @ 2:23pm 
Safe Risky and Piracy, Even in safe mode ships will get sunk, Though the next two options that is increasd
76561198378826176 May 28, 2017 @ 2:30pm 
We can configure parameters for Adventure from server online configuration so it will be continuously balanced.
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
Alin Alexandru May 28, 2017 @ 3:26pm 
Thanks for the answers really helpful,though I think you should have made just 1 comment and edited it if you had more information that you didn't think about the first time :P
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.
76561198081002777 May 28, 2017 @ 3:35pm 
Yes to Green Behind the Ears, the new upgrade works fine. I tend to become a very filthy rich pirate :steamhappy:. Shall the devs offer us the opportunity to build a treasury or a bank?
Last edited by TigerCat; May 29, 2017 @ 11:52am
76561198378826176 May 28, 2017 @ 10:12pm 
Originally posted by Alin Alexandru:
Thanks for the answers really helpful,though I think you should have made just 1 comment and edited it if you had more information that you didn't think about the first time :P
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 :steamhappy:
76561198378826176 May 28, 2017 @ 10:19pm 
Originally posted by TigerCat:
Yes to Green Behind the Ears, the new upgrade works fine. I tend to become a very filthy reach pirate :steamhappy:. Shall the devs offer us the opportunity to build a treasury or a bank?

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 :steammocking: PS Those quotes from FB were not all mine, some were .....as for the 40K and flutes, that was from one of the games Tester. Knowledge goes a long way in the right hands.and in the hands of a Fool is a total failure lol.
76561198081002777 May 29, 2017 @ 12:20pm 
First of all i would like to point out that many players have the ability to play less than an hour and earn thousands of gold coins. I have accummulated milions of gold coins and i have ended/discovered every mission/hidden port in game. The new missions work fine but they will only provide me extra gold.
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.
gabcik&kubis Jun 1, 2017 @ 5:24am 
Green Behind the Ears: And anyone has an idea what are these probabilities and how they are counted? Are ships qualities (number of guns etc.) included?
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.
Originally posted by gabcik&kubis:
Green Behind the Ears: And anyone has an idea what are these probabilities and how they are counted? Are ships qualities (number of guns etc.) included?
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!
Romeo Deluxe Jun 15, 2017 @ 12:21am 
So let me see if I got this right
-minimum crew
-empty the hold
-remove cannons
-small crewed ships better
-no upgrades

The above will give optimum results.
76561198378826176 Jun 15, 2017 @ 11:03pm 
AI sets the crew required per ship
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
Last edited by Green Behind the Ears; Jun 15, 2017 @ 11:04pm
AaresGOW Jan 19, 2018 @ 10:47pm 
Upgrading the cargo hold does increase the cash flow they bring in, other than that No other upgrades are proven to help
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Date Posted: May 28, 2017 @ 7:29am
Posts: 17