Patrician III

Patrician III

87 ratings
Compilation of advanced tips
By TheMaster1
Tips not many people know about. Feel free to comment and I'll add them
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INTRODUCTION




I really appreciate and love when people add it to favourites! :D
  • Happy new year 2020, currently 11 favourites let's see how far we can go!
  • 16th March 2022 update: Thank you everyone for the views and support!
  • 22 September 2023 update. 96 favorites! Long life beneke!

Overview

This does not include basics. Check the guides recommended below for that, especially the one by Oakshield in steam.

This is my compilation of advanced tips. While most of these come from me playing the game on my own, there are many tips that I have found in spanish/english/german forums, wiki, manuals or talking to others in our patrician discord (discord link in section below). Feel free to request me to add anything here, or correct me if something is wrong!

Remember: I play in HARD difficulty so any images/examples are assuming HARD difficulty.

I will expand this through time


Credits:

I've thanked people in their respective sections and here are some additional mentions:

eclipsE1 - (From discord, helped me confirm a few facts)
Argus - (Added some comments to the discussion regarding housing)
EstrelaGaliza - (Playing my first multiplayer with him, learnt a few things)
Oakshield - His basics guide and comments in this guide
Trevi2 - Also known as Ares. Creator of a 33 page guide in Spanish
DISCORD (English & Español & Deutsch & Italian)


https://discord.gg/6BHaRZm

Join our discord and say hi! We are a small community so any interaction helps!

-We have English / Spanish / German chat channels.
-We have available Guides / Links / GIFS / created maps / etc.
-Find others to play multiplayer with
-Get tips
-Make friends
-Port Royale 4 news section updated as new information pops up.
-Patrician IV guides/links too
OTHER ESSENTIAL GUIDES
Here is the guides that I also like:

Install Patrician 3 + HD mod + multiplayer

High Resolution Mod for Patrician III (Widescreen, HD, etc):

List of effective production by town by good:

Advanced tips - Automatization!:

Traducción al Español:

Extensive basics and advanced guide - By Oakshield

How to Use the Patrician III Map Editor - By Gaming Garage

How to solve the issue with ALT+TABBING in-game - By me (TheMaster1)



STARTING TIPS - SUMMARY
Every time we start a new match, here's a quick list of few useful tips of ''to-do's'' to get everything started up faster:

  • LOANS - Get all 3 loans for the maximum amount of cash possible from the loan-office to increase the amount of gold you have. Depending on your initial amount of starting gold and boats, this can be very very valuable especially at the highest difficulties. Use it to immediately buy goods (iron goods, skins etc etc) and sell them for quick profit.
  • ADMIN - Set your administrator in your trading office to buy the goods the town produces at a low price so you can focus on other things and get a good stock when your boat comes back.
  • ADMIN - You can also set the adminstrator to sell some stuff at a high price, so you can leave some goods to be sold off whilst your boat is elsewhere.
  • TAVERN - Visit the tavern and look for Travellers. There are two types, long and short distance. Only get the short-distance ones which are generally 1-2 cities away. It can be pretty much free gold.
  • CAPTAIN - The first captain is usually always in Captain in Novgorod, Cologne, or Torum!
  • SHIP - Aim to get your first Shaikka or Crayer ASAP.
  • FACTORIES - After you put your first ship to be produced and you got at around 50-100k gold, consider starting setting 1-2 factories. Some will be able to sell everything it produces in that town itself. For example, if you start in Stockholm, building 1 pig iron factory can yield a lot of passive income.



[TIP] Buy&Sell 1 good in autotrade routes
Introduction

Generally, in auto-trade routes people only think of putting one city, then the next, then the next like in the image below. Then think: ''Damn I wish I could buy and sell in the same town''. How?



Solution

Add multiple cities of the same type stacked together. Every time you stack another ''stop'', it will take longer in that city. Auto Trade takes always 6 Hours in a City per stop', so it can do 4 trades in 1 day. This is 100% worth it to do 2-4 stops. Here's an example:
  • ''Add [Stockholm]'' - Configure to only sell
  • ''Add [Stockholm]'' - Configure to deposit (if you have office + admin)
  • ''Add [Stockholm]'' - Configure to only only pick from office / buy


Order of goods is important

Did you know you can click and drag goods inside automatic trading route to re-order them? Those goods that are higher up will be performed first, and those at the bottom will be done last. Use this to your advantage. Uses:

1. Administrators sell 1 time per day. If your boat just arrived to re-fill your city storage it may take up to 24h to sell them via the town administrator, so setting your ship automatic trade route to sell BEFORE you deposit goods in your storages ensures your competitors dont steal your profits!

2. Deposit all the cargo BEFORE you buy so your ship has enough space.

STOCKHOLM #1: SELL



STOCKHOLM #2: Deposit (if office with admin)



STOCKHOLM #3: Buy






[Tip] No notifications in auto trade routes
Introduction
Notifications can be annoying, especially for short trade routes. There is a way to choose which convoys give notifications and which ones doesn't.

Example of annoying convoy: Some convoys are simply transporting materials across 2 cities back and forth with no buying/selling, hence always reporting 0 profit like in the image below:


''El Cargo has docked today in the port of Stockholm. There has been no profits from this last journey.''
-Olav Skram


This problem can escalate a LOT in the late-game, when you can end up with 30 convoys making the notification bell ring every 0.05 seconds.


Solution
To avoid getting these notifications, you can simply add a random city [reval] and don't put any actions to buy/sell/load/unload in it. However, this can end up being confusing to you later on, thinking that you forgot to put something in there.

To avoid this, to the right of the city make sure you select the ''-'' icon. This means that the convoy will not dock in that city. This will remind you that that particular port is there to avoid the notification and not to change it/delete it. Here's the image:



(Additional informative note: EclipsE1: ''The ''R'' means it will automatically repair if it falls below 92% health'')

Enjoy



[Tip] Prevent autotrade routes from taking all goods
Introduction

Suppose you are in Stettin (produces fish which requires salt, also produces salt)

1) You have several fisheries (fisheries require salt)
2) Stettin can also produce salt, so you have a few buildings making salt
3) Other cities require salt too, so you have to export this salt with automatic trade routes.

The problem is: How do you guarantee that the automatic trade routes don't take away ALL the salt, leaving your fisheries in Stettin with 0 salt barrels that they need in order to produce?

Solution

In your office, simply set a minimum quantity you want stored (in reserves) that automatic routes will NOT touch. Ler's suppose 30 salt, so you tick the button to the far right of the salt like in the image below:





[Tip] Housing - Auctioning AI houses
It is recommended that you build houses ASAP in your hometown before the AI makes any,

Recently (11 January 2020) I've learned an ''apparently'' known bug by the veterans. There is a ''bug'' (or much needed feature) that allows you to buy another merchant's house. Note you still cannot buy a city-owned house.

To do this, do the following
  • (1) To be part of the town's guild.
  • (2) Click on one of your houses,
  • (3) Quickly double left click on the house the AI has built. Then, the ''auction'' button will appear.
  • (4) Now simply click the auction button and win it in the auction day!


In the image below, we can see the merchant's house we want to buy, yet there is no option to auction (in the empty red box).



In the image below we can see the ''auction'' button now appears at the top for the merchant's house we want to buy. This only appears after left clicking in one of your houses and then quickly double left clicking the merchant´s house:



In the image below, we can see the merchant house for action in the auction house.





In the image below, house is sold :D


''A stone house is being offered.
The building is located within the city walls.
Starting auction price: 8500.
Current auction price: 8900.
Offered by [merchant name].''




[Tip] Can't remember what you were selling?
Introduction

This is a small but very useful Quality Of Life (QoL) tip.

Each town has goods it produces and things it demands more or less of. So, through your automatic trade routes you will supply different things to each town.

So, when looking at your storages, how do you differentiate between:
  • What you supply to a town but you ran out stock to sell (= 0 stock)
  • What you do not supply to a town (= 0 stock)

Solution

In your trade office, for any good you are selling with your office manager, set a 1 under ''reserves'' column like in the image below.



This will make it so it sells all the stock to the city except 1 unit.

After a while, if you go to a town and see you have ''1'' stock of any good, you'll know 2 things:
  • You are supplying (importing via your automatic trade routes) & selling this good
  • You have run out of stock of this good
Hopefully, this helps save time that you can use to re-adjust your automatic supply routes or produce more.

End result when you've run out of stock:





The -constant- ideal prices
Have you ever wondered what is THE ideal price? Well, Underworld (from our discord) made a huge discovery in September 2019. There is a ''constant'' pricing rule which is independent of how much demand there is!

In the lodge, you can see the population consumption (as opposed to the factory consumption or total consumption):


Weekly consumption table. Found in the lodge.
From left to right: ''Mercancias=Goods'' ''Reservas=Reserves'', ''Ciudad=City'' (in the red box), ''fabricas=factory'', and ''total'' consumption


He noticed that, every time he supplied 1 week's worth of consumption, the price for the next 1 product you sell to the town will always be roughly the same (with minor variations). That is to say, there is a constant price at which you can sell.


Let me give you an example
>The image above shows the 1 week consumption of ''Telas=Cloth'' is = 17 barrels.
>Going to the image below (forgot to upload the image lol), we have sold cloth until the town had a total of 17 barrels of cloth.
>Then, we just check the SELL price of the next barrel of cloth, in this case, 293 gold
>We now compare it to the table below with our testing of constant prices. Table says 289, so the variation in this case has been small (+4). This is due to a low population, it ''rounds up/down'' prices. As population grows we think the prices converges slowly to the ''constant''



Testing:
He confirmed this data with different cities, with different amounts of population. In general, they all follow the same pattern. To the exception of 2 goods, the rest of goods only have small variations in price. Found below:

Table - Shows ''ideal prices'' after satisfying 1 week's worth of consumption:

Good
Constant 1 week Price
Whale Oil
113
Pottery
233
Pitch
89
Meat
1300
Beer
48
Leather
305
Hemp
659
Spices
377 (450)
Grain
150
Iron Goods
350
Pig Iron
1200
Wool
1200
Wood
80
Honey
150
Fish
596
Skins
926
Salt
33
Cloth
289
Wine
300




The -constant- demand
Credits
Credit: Thanks @TheWillyM4AK (discord name) for pointing out that we have this information available in the 207 page German-to-English translated guide by ''ROLFMAN in patrizierforum (german forum)''. This guide is available in the discord.

Intro
From the section above, we now know there are ''constant ideal prices''. That is to say, after selling 1 weeks worth (=X amount) of demand (population demand only, not including production buildings) you will get a guaranteed Y constant price.

For example: Suppose (population) demand for cloth in Stockholm = 20 per week. When you sell cloth to Stockholm until the town has exactly 20 barrels of cloth, you will get guaranteed 289 gold for the next cloth barrel you will sell.

Considerations
  • Demand increases as population increases
  • Cities are constantly growing - Some cities grow at a higher rate than others.
  • Does "population demand" scale linearly or exponentially? Is there a constant?

The ''constant'' for demand
Normally, to know how much demand a city has you will go to the lodge building and then to the ''consumption'' tab.



But you want to know more, don't you? How can we know how much will demand be without looking in the lodge building? Or to be more exact: How much does the population demand increase per 1000 inhabitants?:

Note: Demand is based on the amount of citizens of a given category: poor / medium / rich, as each category demands different type of goods. So you need to go to the "population" tab to find out.

Here you go:




How to use this information?

What I would do in the early game is to classify every city into 3 main categories and then calculate the amount I should supply to each category.
  • Main cities - These are the cities where you will build most buildings (5+) so inevitably you will drive the population up high (3500-7000 pop.)
  • Secondary cities - You have a few buildings here but not that many, maybe 1-3, so population will increase moderately (2500-3500 pop.)
  • Nobody cares cities - You don't really travel much here so population will remain constantly low (1500-2500) and only fluctuate based on the season (winter, summer) and life.



Organizing your empire
Introduction

How does one manage a huge empire in an organized way?

Imagine you produce cloth in one city, Iron goods in another city, fish in another city, etc etc etc. Then you have to move what they produce to supply all other cities. Suddenly your empire is extremely chaotic, because you now start producing cloth in 2 different cities and don't know which of these 2 towns should supply which other towns.

Here I explain how I manage your empire in a simple and efficient way:


Central hub

The concept is quite simple. Make your hometown or a town of your choosing your central ''storage'' hub. Everything you produce goes to that town, and then re-directed to all other towns from your central hub.

You can have multiple hubs. Initially 1 is ideal at first then expand to 2 hubs - maybe one near malmö/gdansk (east) area and one in the london area (west).


This will make it significantly easier to manage.


*Central Hub is Stockholm. Everything goes there from the surrounding towns.



2 different types of auto-trade routes

[1/2] Transport-only auto trade routes:

Set an automatic trade route going from [Central Hub] to [town B]. It should only
  • (1) Bring from Town B into your Central Hub any goods that Town B produces/buys
  • (2) Bring from your Central Hub into Town B any goods you want to sell (or supply) in Town B.

I recommend convoys with 1 lonely (un-armed) Crayer with a captain with 4-5 navigation skill so that pirates will never be able to loot or destroy it. Also, name the automatic route with the city you are supplying. So a transport convoy going from stockholm (central hub) to ladoga will be called Ladoga, like in the image below.

An example of the automatic route: Central hub is Stockholm transporting to Ladoga.
  • Stop #1: [Any city]. Used to avoid getting notifications. It must have the ''-'' selected (look at section ''how to avoid notifications'')
  • Stop #2: [Central Hub] Unload ALL goods in Central Hub
  • Stop #3: [Central Hub] Load into the boat what you want to supply to Ladoga
  • Stop #4: [Ladoga] AGAIN Load into the boat what you want to supply to Ladoga. (This prevents the city from accumulating more and more goods, as it takes the excess and in step 5 will leave the city with exactly the amount of resources you want)
  • Stop #5: [Ladoga] Finally, unload what you want to supply to Ladoga (to be sold by your office administrator, not the boat).




[2/2] Commercial auto trade routes:

Usually, these types of routes only buy/sell and do NOT pick up/unload anything.

However, you can make this type of route ''pick up'' from your Central Hub's storage some extra goods to sell across all towns, especially if you happen to have an excess of a particular good. For example: You still have excess of Iron Goods after supplying, with ''transport routes'', the towns where you have offices. So, you decide to let your commercial routes get that excess to sell elsewhere.

Example:
  • In Central Hub: Loads 30 Iron goods
  • However, it only manages to sell 10 Iron Goods = 20 Iron Goods remaining in ship
  • Ship re-starts route and picks +30 Iron Goods = 20+30 = 50 Iron Goods in ship now.
  • 1 month later...
  • Ship is full of Iron goods (for example: 280/280) and has no space to buy/sell other goods.

To avoid this, make sure you have 2 stops in your central hub (like in the image above).
  • Stop #1: Unload Iron Goods
  • Stop #2: Load 30 iron goods.
This way you'll always start the route with 30 Iron goods and it will accumulate in your Hub and not in your boat, making that convoy useless. You can then decide what to do with the excess of Iron Goods with other boats.




Housing - Pricing
When should you build houses?

The AI builds a house when the fill-up reaches 95%+ for that particular type of house (wooden, normal, brick housing)

To prevent the AI from building and stealing your housing income, it is recommended to build your house when it reaches 90-93% total fill-up.

TIP: Only build houses in your ''main'' production towns where you know you will make production buildings. If not, they will not give you much benefit...



Why build houses?
This is a long-term investment for passive income (and reputation!).


Example
Let's give an example where we build only rich people's houses: brick (the most profitable one).



By default, in the year 1300, the city will have 3 ''city-owned'' houses.
  • Suppose we build 4 additional brick houses, so the town has a total of 7 houses now (3 city owned, 4 ours). In this case, we would own more than 50% of the total brick houses.

Reputation matters. Citizens choose where to live based on which landlord (you or city-owned houses) has higher reputation. Hence, in the beginning, as your reputation is quite low, citizens will chose the city-owned brick houses over yours.

Amount of housing matters. Initially, when you have built 1-3 additional houses, you won't make that much Gold, most probably because your reputation will be low as well compared to the AI. However, when you own more than half of the total housing (4/7 total for example), is when I found it starts to get interesting.

Those 3 initial city-owned brick houses don't have much capacity, so when they start to reach around 90% fill-up, I think you can put the rent to VERY HIGH, driving the city-owned houses to have 100% fill-up. This is OK because then every extra rich citizen must stay at your place paying a hefty, juicy rent to you = $$$

When the city-owned housing reaches 100% fill-up your houses will most likely only be filled to around 50% for example. 100% and 50% makes an average of 75% fill-up for the entire town, so you don't have to worry about the AI building another house as this must reach 95% as I discussed above.

As your reputation slowly grows, people will choose to live in your houses as opposed to the city-owned houses, meaning they will no longer be filled at 100%, ultimately reaching 0%.

Reputation vs fill-up

You can tell your reputation is increasing by looking at the housing % fill-up of the town.
  • If the AI has 90% filled houses while the town's total fill-up is 70%, it means your houses are at around 50% fill-up, as its lowering the average of the town to 70%, so your houses are not really filled up. To compensate for this you should charge normal / low / very low rent.
  • If this starts to even out, 70-70%, you can begin to raise rent price to high or very high.


In this image:
  • AI owns 3 brick houses (73% filled)
  • There's 5 total brick buildings, so:
  • I own 2 brick houses (Less than 64% filled because 64% is the average of ALL houses).









End result
The end goal will allow you to obtain a significant passive income. Across ~5 cities, this can easily accumulate to a passive 5-40K gold net profit in hard difficulty (more in easier difficulties), essentially paying all your sailors and some production.

In the image below we show an example of poorly filled houses in 1 city.



Housing type
House amount
Fill-up (%)
Benefit
Poor housing
11
71.9%
3850 gold
Medium housing
7
43.8%
2135 gold
Rich housing
11
42.6%
3640 gold

TOTAL REVENUE:
3850 + 2135 + 3640 = 9625 gold

TOTAL COST (from image):
7840 gold

PROFIT:
Revenue - Cost = Profit
9625 - 7840 = 1785 gold profit 1 city


PROFIT (5 CITIES):
1785 x 5 cities = 8925 gold profit 5 cities


What happens when medium + rich housing gets higher fill-up, from 43% to a reasonable 80%?
Profit goes from 1785 gold to 7500 in 1 city
= ~7500 x 5 cities = 37.500 gold profit 5 cities




[End-game] Example - 25 fully built cities: Turquish-style
This save is available in our discord (link at the top of this guide).
  • 25 cities
  • Each city 100% fully built
  • Turquish-style



2.900.000 revenue - 1.560.000 cost = 1.340.000 profit (weekly!)




Festivals/weddings

''The 18th of september 1301 would be a good date to celebrate a festival that would please Baco and Lúculo. The musicians and comics would cost 1117 gold.

Would you like to announce this celebration?''



>>This works for weddings too

Introduction

PER 1000 population:
  • Beer: 20
  • Fish: 2
  • Grain: 3
  • Honey: 10
  • Meat: 2
  • Wine: 20

Lazy list

Always round up the number of inhabitants to the nearest 1000.
  • So 2459 inhabitants would round up to 3000, etc. Here is a list:

Resources\Inhabitants
0-1000
1001-2000
2001-3000
3001-4000
4001-5000
Beer
20
40
60
80
100
Fish
2
4
6
8
10
Grain
3
6
9
12
15
Honey
10
20
30
40
50
Meat
2
4
6
8
10
Wine
20
40
60
80
100





Ship´s weapons
Introduction
Each weapon has its specialty and is better/worse in certain aspects. As a general rule, for ship vs ship always get the smaller weapons, and vs towns the bigger version.






Weapons


Small:

Catapults - (Good vs ship hull) or (Good at long range)


Ballistas - (Good vs sailors) or (Good at short range)


Large:

Big Catapuilt - (OK vs ship hull, GOOD vs town towers) or (Good at long range)


Big Ballista - (OK vs sailors, GOOD vs town towers) or (Good at short range)


Cannons (high tech):

Big cannon - (OK vs all)


Cannon - (Best all around)


To unlock these, you only need to build (or repair) ships in your port (i'd say around 5-20). As the port crew becomes more experienced you also get access to the Hulk ship and upgraded-versions of all ships (more on this on another section)

Boarding
Only cutlasses help sailors in boarding another ship. Not ballistas, nor swords nor bows, nor guns. Those are for town guards. I recommend minimum 1:1 ratio, knives to sailors. 2:1 ideal to avoid re-stocking after fights. Also cutlasses add 1 weight per 20 units.




[1/2] Shipyard tiers



Links:

Introduction

The english wiki is quite complete for this subject matter. So while i will copy many things from the wiki (text, images), I will do this for this as a ''summary'' or ''extension'', only including the more advanced stuff and adding some of my own tips too. I have slightly edited some images to make them nicer/better too.

I'll discuss Naval Combat in another section.



Definitions - Differentiating ''tier'' and ''level'':

Ship upgrade level
A ship can go from level 1-3.
  • You can ''upgrade'' the ship in the shipyard in exchange for a small price.
  • Each upgrade will increase the ship's maximum hit points and weapon slots, in exchange for decreasing the maximum cargo space available - as this space is now used for cannons.
  • So, a level 3 ship is a ''war ship'' while a level 1 ship is more suited for ''transport & commerce''.


*In red box: ''Mejorar barco = Upgrade ship''


Shipyard Tier
A shipyard can have several tiers, going from 1-4.
  • A shipyard at tier 4 will produce better ships with more cargo space, more maximum crew members AND more maximum health (not 100% sure of HP).
  • ''Building and repair contracts will gradually improve a shipyard (and Repair Dock), allowing it to build better ships and to repair them faster. This will also enable the Weapon Smith to produce more advanced weapons.''
    Shipyard[patrician3.fandom.com]
For example:
  • A tier 1 shipyard will produce a Crayer with 28 crew slots and 280 cargo.
  • However, a tier 4 shipyard will make a Crayer with up to 35 crew slots and 350 cargo.


*Shipyard workers working their butt off and gaining experience...
[Someone yelling]: ''Cut wood faster!!!''



Speed notes
Source: German forum - where they looked at the game files

Speeds at full load:
  • Shaikka: 5,75 Kn
  • Crayer: 6,25 Kn
  • Cog: 4,75 Kn
  • Hulk: 5,25 Kn
Additional useful information:
  • "A Snaikka with 60% load has the same speed as a hulk with no load. exp: 150 Unit Snaikka has 90 Load''
  • ''A Crayer with 58% load has the same speed as a snaikka without load. exp: 280 Load Crayer with 162 load''
  • ''A Hulk with 65% load has the same speed as a Cog without load. exp: 650 load Hulk with 423 load"


....Go to part 2....




[2/2] Ship tiers
Snaikka

Snaikkas are very light, have the highest maneuverability, and are decently fast boats with poor cargo space. They are capable of sailing on rivers to reach the cities of: Novgorod, Torum & Colonia.

Overall this is an early-game ship. It is the go-to ship to build in the first days/month as your 2nd or 3rd ship. This is because of its low gold and resource cost, and it takes very little time to build so you can re-gain its cost very quickly.

In early game, if playing solo I personally prefer to skip the Shaikka completely and building only Crayers. Although in Multiplayer I would build 1-2 Shaikka first, then Crayers. (Reminder that we have a discord!)

This ship is NOT really suited for war or pirate hunting due to their low crew slots and few cannons.

For automatic trade routes, shaikkas should be replaced by Crayer ASAP, due to 2 reasons:
  • (1) Low cargo space
  • (2) Slow, hence encounters with pirates will, very likely, result in being looted.




Crayer

Crayers are light, have high maneuverability, and are the fastest boats with medium cargo space. They are capable of sailing on rivers to reach the cities of: Novgorod, Torum & Colonia.

This is an all-game (early/mid/end game) ship, which is why, in my opinion, this is the best ship. I've had entire games with 50 million gold with only Crayers on automatic trade routes. Very agile in combat too against all ships and is capable of capturing shaikkas with ease.

Ideal for auto trade routes where you have convoys of just 1 unarmed Crayer + a captain with 4-5 maneuverability and pirates will 98% of the times never loot you, or will never destroy the boat if unarmed.

Overall, aim to have a tier 4 shipyard to produce Crayers with 350 cargo space and then replace all your old Crayers with these ones. Enjoy fast auto trade routes with no pirate penalties!




Cog

Cogs are Heavy, medium maneuverability and are slow ships with high cargo space. They are NOT capable of sailing through rivers to reach the cities of: Novgorod, Torum & Colonia.

Cogs can be sent to expeditions due to their firepower, HP and crew count (it is the minimum required by the game). It's not a bad idea to rush 3 Cogs and start exploring the ''new world'' early to get spices and wine, and to sell any excess you have of a particular good.

Overall, Cogs are mid game ships and are, in my opinion, the awkward in-between of the Crayer and Hulk so I don't tend to make these at all. This is because a Crayer will out-maneuver a Cog easily and a Hulk has more crew and cannons, so:
  • Early game - I'll have only Crayers. Cog's only use is if you receive them from marriage or capture them, then use them to capture pirates and expeditions.
  • Late-game - I'll make Hulks instead and for auto trade routes either Crayers or Hulks.





Hulk

Hulks are very heavy, have poor maneuverability and are very slow ships with very high cargo space. They are NOT capable of sailing through rivers to reach the cities of: Novgorod, Torum & Colonia.

Hulks can be sent on expeditions, same as with Cogs.

Overall, despite being ''slow'', Hulks are the meta firepower and cargo space. You will want/need Hulks for both war convoys and your most important auto-trade/transport convoys.

Unfortunately, the game is programmed so that a convoy of 3 ♥♥♥♥♥♥ pirates may attack your convoy of 50 armed-to-the-teeth Hulks, meaning you'll have to repair and waste time every time you get attacked - Which is why I think Crayers are better for auto-routes. Nonetheless, you should always have a nice fleet of Hulks in the end game - especially to carry building materials around (bricks and wood).

Aim to have a shipyard tier 4 so that your Hulks have 700 space with 70 crew member slots!!








Expeditions


All credit to: AIP. This is a copy-paste of his guide:


This guide is intended to supplement the information available on the wiki.
(see https://patrician3.fandom.com/wiki/Expeditions )

Ships

Different ships have different travel and exploration speed. A snaikka is slower than a crayer, and the difference increases with distance.

A nearby town, such as Valencia, can be explored by a snaikka in 22 days, while a crayer will return after 20 days.

A distant town, such as Tobruk, can be explored by a snaikka in 60 days, while a crayer will return after 54 days.

The captain skills don't seem to have any impact on exploration speed.

Explore, trade and contracts

The orders you give the captain of the convoy also affect the exploration speed.

Explore order is the slowest, but has an increased radius. Trade and contracts are identically faster, but have a smaller radius. If you use the attached map, there is no particular reason to use Explore.

The difference is massive, from 5 days in the nearby regions, to 20 days on longer journeys.

That Valencia expedition can be completed in 15 days with a snaikka, or 14 days with a crayer with Trade orders. The Tobruk journey can be made in 40 days with a snaikka, or in 36 days with a crayer.

Multiple destinations

The fastest way to explore a particular town location is to send a convoy with only one destination. It's more efficient to select multiple stops, however.

Each additional destination increases the exploration time by approximately 5 days per stop, so the original travel time is increased by approximately 15 days for three stops.


BRIBING
Introduction

This intro section is taken from the Spanish manual and I've translated them into English. Thought it would be useful:

''If you are accused of a crime in a particular city, it will be enough to bribe 2 people to ensure your absolution. The decision the court makes is based on the following 3 factors:
  • The position of the applicant
  • The proof presented upon the court
  • The opinion of 2 judges''


Bribing uses
  • Crimes - You've been accused of (piracy, round earth for not praying, etc)
  • Elections - Essentially buying votes. Depending on who you bribe, Mayor=2, Alderman=3, and others = 1 votes. So if you are 2nd place and bribe someone you can win. Normally you wouldn't in win 2nd place.
  • Votes - When you want someone to vote for what you proposed in the town hall (expanding the wall, expanding the army...etc)


HOW TO BRIBE

Go into the bath house until you find someone taking a bath there:






How much gold ($$$) to offer?

Well, I'm not 100% sure of this one. It has to do with your rank and his rank, and your/his total amount of company worth.

The quantity you have to offer ranges from ~25.000 - 50.000+. So offer more to those that are patricians/mayors, and less to others. In the discord, ''eclipsE1'' said that 35.000 should give you no problems.

There are 3 possible results:

-He laughs at you
-He's like yea maybe, I'll see what I can do for you
-He's like ''Yes Master'', you have my guaranteed loyalty



Pirates - Piracy accusations
STEPS NOT TO GET ACCUSED OF PIRACY:



In order not to be accused of piracy you need to follow the following rules.
  • Navigating - When you raise the pirate flag, you can safely travel around the sees without the worry of being accused (to be able to raise the flag you need to
  • Attacking - When you decide to attack any ship/convoy, make sure there are no other ships in the range of vision of your ship when you begin your attack and for the entire duration of the attack, or else they will report you once they dock into any port.
  • Capturing - Additionally, if any ship escapes your attack and docks into any port, he will report you to the authorities and you will be accused of piracy. I'm not 100% sure if this applies when you successfully loot an enemy ship instead of seizing it.
You can refer to the ''bribery'' section in this guide if you get accused.

TIP: Best place to start pirating as there will be little amount of ships is in (1) the river/area of Novgorod or (2) the river of Torum or (3) the triangle of islands between Lubeck and Aalborg.

TIP2: Use other non-pirate ships to grant you vision of the surrounding area and ensure no ships are sailing in the direction where you are attacking.



Pirates - Disappearing or not clickable
This entire section is taken directly from the 209 page guide found in the ''patrizierforum'' (german forum):


Problem
  • Pirates suddenly disappear in the map
  • You can't click on pirates even though you can see them in the map



Why does it happen?

Ships can only ''see'' a maximum of 2 other ships in the map within its field of view (called ''lookout'').

Unfortunately, these tend to be the wrong ones. For example:
  • AI ships - You can't really do much against this (maybe capture every single AI ship... but that's very hard and unrealistic)
  • Own ships - Having your own convoys in its field of view and therefore doesn't see the pirate.


Solution

If you have 2 own ships very close to each other, this means that its taking away 1 of 2 ships it can view within the map, so you'd have to move them apart from their field of vision until so that the fighter ship can now see the pirate in its field of view, taking into account it can see a maximum of 2 ships in the map.

Unfortunately, if there are other ships, the ''lookout'' often behaves so clumsy, that it targets other ships and the pirate suddenly puts on the stealth and disappears completely.

If you have two ships, they can see up to four ships, if you have three, you can even see up to six ships in the field of vision of your own ships.


Advanced: Setting up a wide field of view with multiple ships

Now it is not a matter of setting them up in such a way that they observe themselves, but of pulling them apart so far that they can no longer see each other, but are still close enough to each other so that no ship can pass unobserved.

Their sighting radii should overlap as much as possible without the ships targeting each other.

In the picture below the area around the middle ship is best monitored.
  • The middle ship does not see any of the four surrounding ships and can therefore see two other ships.
  • In addition, the outer vessels each monitor part of the visibility around the middle vessel. Thus more than two ships can be seen in the area around the middle ship. The pirate's most likely among them. Since all ships involved in the radar are combat or hunting ships, the pirate can be clicked and put to battle.



Click to expand image

Hope you like my paint skills




GETTING MARRIED - WIVES
Introduction
All credit goes to AIP. This is a copy-paste of his guide:

So, you want to marry, but don't know who or why?

This guide will help you decide which waifu is the best.

Marriage
Marriage in Patrician 3 is a means to increase your reputation and social standing. Presumably a popular wife can sway some council votes in your favor. You also get a dowry, which usually is a damaged snaikka with a few barrels of goods.

Before you can marry, you must wait for a letter from a suitor. He'll offer to match you with a fine lady or gentleman for a mere 3000 gold. If you accept, he'll be back in three days or so, with a picture of the lovely bride or groom. You will have two weeks to make a decision.

Should you accept, the wedding will be held two weeks later, as per usual celebration rules, so you'll want to have the appropriate food and drinks in your office. If you prefer to wait for a different proposal, the suitor will be back a few months later.

Some wives are highly respected by citizens and councillors alike, while others are completely unknown and don't affect your reputation. There are no negative consequences from choosing an unknown wife.

It's up to you to decide whether you want to wait for a better connected wife, or whether you just want the dowry ship. In the long run, you will have a high reputation regardless of marriage. Short term, an extra ship can be very useful.

Wives
While the proposed match is random, the popularity of the portrayed person tied to the portrait.

The following wives are respected by the citizens of your hometown, and enjoy high respect among many councillors:



The following wives are known by the citizens of your hometown, and in contact with only a few councillors:



The following wives are unknown by the citizens of your hometown, and do not have anything to do with councillors:



Husbands

Yes, there are hubands too.

''A similar guide was posted at rjosephs.de, but it's no longer available. I could only salvage the thumbnails of their original images''.

''I didn't check the husbands myself. Presumably the best ones are in the bottom row, the average ones are in the top row, and the worst in the middle''.





RANKS - Requirements
-''Sir, we have a fleet of 500 Hulks armed-to-the-teeth but we're still at Shopkeeper rank!''
-''What the hell Peter, why are we not at least Travelling Merchants by now???''


Here I explain simply the ranks and the objective requirement to obtain them along with some tips based on my experience on hard difficulty.

Sources: English/Spanish official manual

Ranks:
  • Shopkeeper
  • Trader
  • Merchant
  • Travelling Merchant
  • Councillor
  • Patrician
  • Lord Mayor
  • Aldermann

What do you need to advance to each rank?

Rank
Wealth
Reputation
Other requirements
Shopkeeper
-
-
-
Merchant
200.000
Very low reputation in home town
None
Travelling Merchant
300.000
Low reputation in home town (start factories/ houses), Very low on nearby towns, +1 trading office
Join the guild
Councillor
500.000
Medium reputation in home town (some factories/ houses), Low reputation on nearby towns, +1-2 trading offices[/list]
Kick-start a vote in your town hall (walls, army...)
Patrician
900.000
High reputation in home town (many factories/houses), Decent reputation on nearby towns, 3+ trading offices
You can pray to the patrician Gods to obtain this title
Lord Mayor
N/A
Very High reputation in home town only
Elected by VOTE in hometown
Alderman
N/A
Extremely high reputation in home town, Well known in at least 2-3 other towns and Known across all other towns[/list]
(1) Elected by VOTE of all town mayors. (2) REQUIRED to do 2 alderman missions before appearing on candidate list



[1/8] Shopkeeper
Your starting rank, you pleb.



[2/8] Trader
''Your wealth is greater than 100.000 gold + some reputation in your starting town.''
  • REPUTATION - You can easily achieve this by selling 2-5 goods (eg: iron goods, skins, wine, cloth, honey, wool, and pig iron or grain) consistently to the town for some time,
  • WEALTH - Since you just started aim to get above 95.000 gold coins (rather than buildings and so on). You don't need 100.000 since your boat is worth something!


[3/8] Merchant
''Your wealth now exceeds 200,000 gold pieces and you have risen in reputation''
  • REPUTATION - You now have a more stable amount of goods in your storage being sold by your administrator. Start selling more and more stuff as you can.
  • WEALTH - You will probably have 2 boats by now and maybe 1 factory so you only need around 150.000 gold.

[4/8] Travelling Merchant
''Your wealth now exceeds 300,000 gold pieces and you are member of your hometown's guild''
  • GUILD - Now, as your wealth increases, joining a guild becomes more and more expensive. Try to join the guild as soon as possible without breaking the bank when it costs less than 30.000 gold. If not, it's not the end of the world.
  • REPUTATION - You now have stable amount of goods in your storage being sold by your administrator. You can now start providing a bit of everything except wood/bricks, oil, and things like that. At least, keep supplying around 7 goods. Additionally, construct 1-3 factories or plantations along with 1-3 houses (on demand), and some wells. (This should be enough on top of trading semi consistently with the surrounding towns.)
  • WEALTH - You will probably have 2-3 boats by now, 1-2 factories, 1-2 houses, so your aim is to get around 200.000+ gold coins.

[5/8] Councillor
''Your wealth now exceeds 500,000 gold pieces. You are known to the simple people and have influence in the higher circles of your town''
  • REPUTATION - You should be providing pretty much everything (except bricks/wood/oil/salt) to your starting town by now in a consistent manner. This should be enough on top of having traded with the surrounding 1-3 cities with trading offices. (This should be enough on top of trading consistently with the surrounding towns and maybe some others)
  • WEALTH - You should have around 5 factories at least, around 5 houses minimum, around 4+ boats and around 300.000 - 400.000 gold.
  • Also, try to kick-start a vote in your town hall to expand the military or expand the walls.


[6/8] Patrician
''Your wealth now exceeds 900,000 gold pieces; you enjoy a good reputation throughout all sections of the town's society.''
  • This is a bit harder to obtain and not necessary in order to get elected to Lord Mayor or Aldermann.
  • WEALTH - You need to have around 700.000+ gold on top of all your bunch of factories, houses and ships across multiple towns.
  • REPUTATION - Honestly I've reached Aldermann before I reached Patrician. You need to consistently supply your main town with all goods + at least 2 others, and have high reputation across at least 3 additional others. Apart from building all the streets/wells/school/university... and having most of the population in your home town in your houses.


[7/8] Lord Mayor
''Now it is just your reputation in town that matters and you have the task of converting this into people voting for you on election day. The lord mayor is a widely respected person.''
  • It is required that you are Councillor/Patrician to be able to become Lord Mayor.
  • In the the town hall, there is a list of candidates which are then chosen in a yearly basis on a given day. The day is stated above that candidate list and varies from town to town.
  • The candidates with highest reputation are at the top of the list and the ones which are less popular at the bottom, and only 5 are listed. Maybe you are 6th and hence don't appear in the list. Improve your reputation to climb the ranking to 5th!
  • You can increase your reputation the days before by setting a town-celebration 1-2 days before the election day, donating gold (~up to 50k gold) to the church, getting a bath, supplying goods to the town, and visiting the beer hall (whatever its called) in the town hall. Do NOT supply food to the poor in the church - Donating food brings beggars (potential workers) to town, if you don't hire them they will hurt your reputation.


[8/8] Alderman
''You are a successful trader and a lord mayor of your hometown. As you have enjoyed success solving some difficult tasks you are now an eligible candidate for the next alderman elections.''
  • Requirement #1: It is required that you are Lord Mayor in your hometown.
  • Requirement #2: You need to complete 2 alderman missions before you are an ''official candidate'' for Alderman and appear in the candidate list. These missions are found in the Alderman's office which is only found in his hometown - Check this info in any town hall.
  • These missions can be:

    (1) Hunting down a top pirate (Easy),
    (2) Building your own new town from scratch (medium),
    (3) Building a land-trade route between 2 cities (medium),
    (4) Supplying+building factories a town until it reaching a certain population and happyness (hard).
    (5) Destroying a pirate's hideout (very hard!),



NAVAL COMBAT
ABOUT THE PRINCE
ABOUT STORAGE
ABOUT MAYOR/ELDERMAN
TURKISH-STYLE BUILDING
Forum with more information from the creator of the Turquish style:

Youtube Video

Pictures (10 year game maxed out, save available in our discord)















26 Comments
TheMaster1  [author] Oct 27, 2024 @ 6:33am 
@Termi The bot should give you roles automatically, seems to be working fine too. You can rejoin and I'll check if it does
Termi Oct 27, 2024 @ 6:25am 
did not see any channels to interact on discord, so i left
Luca Jun 10, 2023 @ 5:52am 
I see, thanks.
TheMaster1  [author] Jun 10, 2023 @ 3:08am 
@Luca. Why 1 weeks? or 2 weeks? Well this is because supplying those amounts has an impact on your reputation and population satisfaction. Supplying for a long time 1 week worth of goods will make them "satisfied" and 2 weeks will make them "very happy". I dont recall exactly but something like that.

The name "ideal" comes from the fact that for your trade routes and storages, you will be able to set that price at the beginning of the game, and you could, in theory, never touch it again for the entire duration of your gameplay. However, of course you should be increasing/decreasing it depending on your stocks of that good. If you have a lot, you can lower the price a bit, if you have low stocks, then increase the price.
Luca Jun 7, 2023 @ 3:58pm 
I don't understand the section "The -constant- ideal price". The point is that, if a town has exactly one week's worth of supply, the price is always the same, regardless of population, right? Well, if the town has no supplies, the price is also about the same, right? What does this have to do with one week? And why do you call it ideal price? Obviously you could make more money by only selling if supply is 0. If you want to maximise satisfaction, I think you need more, but I don't know the details. Either way, it seems reasonable to assume that the price is calculated based on the demand within a certain timeframe, so I don't see why this is considered a good observation.
CT May 18, 2023 @ 4:27pm 
(h) Auctions of buildings and ships appear in the Guild, it is worth regularly checking. They absorb a lot of attention, making sure you bid but you can get bargains on a regular basis. From memory you don't get notifications about forthcoming auctions in the Guild but I could be wrong on that. You can of course put your own surplus buildings and ships up for auction however they usually go so cheaply that they have more value being kept (see smokers for example).

(i) ships with low cargo capacity are prime targets for conversion to convoy leaders or pirate hunters. 350 Crayers and 700 Holks are my convoy cargo carriers, anything else is a ship on borrowed time or conversion target. After early game snaikka's are totally redundant.

Just a couple of additions off the top of my head, hope they help.
CT May 18, 2023 @ 4:27pm 
(f) any ship, even damaged and crewless ones sitting in port can store goods for free. So all those smokers you have and can't afford to repair, just put timber, pig iron and other similar goods into them for fee storage.

(g) Building your first factories usually causes a big hit to your finances so either quickly build up to three factories (make sure there is demand for those goods!), and make sure your savings and cash flow is strong at the time. Don't also commit to a lot of ship construction at the same time or you might find your finances pinched.
CT May 18, 2023 @ 4:26pm 
(d) with pirates, if you shoot (hit) them, they tend to steal your ship and cargo. If you can't escape them they usually only loot you (and it helps to surrender at the last moment if you can't escape to achieve same outcome). Better to be looted than looted and lose the ship.

(e) I use early quests to capture a pirate holk of 350 capacity and make it my prime pirate hunter for all later quests - quests are great for collecting free ships. Later I use these 350 holks to protect my convoys (1 per convoy). Fighting pirate convoys with a big holk usually makes them scatter unless you get hit early on, so chase down the best (usually a cog) pirate ship for capture and let the rest go. Immediately after the battle, you can click on the pirate convoy again and it will recommence the battle, you have to be quick to achieve this.
CT May 18, 2023 @ 4:26pm 
(b) administrators cost money and early game it is hard to afford. Employing a sucker ship is a good alternative. A sucker ship (with captain) is placed in a city like Reval just to buy up all the desired good (furs) so that you can regularly collect these and sell into other cities. You can stock sucker ships with goods needed in the town too of course but their main purpose is to buy up high priced and rare goods the moment they are sold into the town market and therefore at the lowest price.

(c) shipyards improve their performance (that is, the quality of ship they can produce), by building ships and by repairing ships. The initial ships you can build are low quality so if you focus on repairing all of your ships in your home town, you can quickly build up the quality of your shipyard. I try to build three cogs at 500 capacity to push the shipyard over into holks, anything smaller isn't very useful imo.
CT May 18, 2023 @ 4:26pm 
Great guide and nice to see activity on this great game so many years later. Appreciate the links to the other guides too. Seems a long time ago when the Pirate Bay (?) was a thing. A couple of additions for you:

(a) if you pray at church, eat at the town hall and bathe in the bath house on a regular basis you will rarely be charged with things like heresy etc (you always risk charges if you pirate). I found the bribes were as bad or worse than the charges so it pays to click on the church etc every time I visit my home town. After a while it becomes second nature. Once a week seems enough but if you do it all the time or very often you don't forget.