Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Also, I had my hunter/soldier (he's an expert in fighting humans, not creatures) unlock cannons, for future use.
In my playthrough, I gave my captain the captain's cabin skill to put a single point in the captain's cabin compartment, and then upon the next level up, I switched to something else. However, since captain's cabin is ONLY found in the big three mast ships, it was a bit premature of me to do so, and I probably could've spent my points more efficiently. In my opinion, I think you'll need both a cook and an oil master at the same time so you'll have your pick of the medium ships, and then when you're ready for the biggest ships, get a carpenter and a doctor for the sick bay and kitchen compartments.
I'm doing ok with my medium ship now, but a large ship would be sweet, a clipper in particular.
At this early mid game (around lvl5) I've also practiced with great success habbit of sailing small ships (namely Cutters) with just 2 crew mates: harpooner and carpenter. Me as captain being sailor and medic in one person (usually with Emergency kit and Perfect Balance skils) hunting Bowhead and Humpback Whales. This configuration lowered crew's lay and allowed to hire required person just for the time when Shipwright had to start new research.