A while ago, my message board name was Lee Eric Kirwan. Now,
the GameFAQs Username Reconciliation took place, and it now
matches my contributor name, FatRatKnight. This is for all
those who were familiar with my old board name.
Hello, I hope there will be less confusion in the future.
I had wanted to fool around with this game for a bit.
Mainly, see what's in most of the internal data. I had
shared some of this information on the board already, but
decided a text file would best serve to deliver the
information.
This file in particular shows most of data I was able to
extract from the game itself, relating to ports, as of this
time. A good portion of the lists were machine-generated,
but I still did some minor edits and some lists manually.
There's plenty of numbers in here. If you ever wanted some
exact information, this FAQ is one place to look.
~~\//\\//\\//\\//\\//\\//\~~~~~~~~~~~~~~~~~~~~~~~~~~~\//\\//\\//\\//\\//\\//\\/
2/\\//\\//\\//\\//\\//\\/ PORT LIST /\\//\\//\\//\\//\\//\\//\
~~\//\\//\\//\\//\\//\\//\~~~~~~~~~~~~~~~~~~~~~~~~~~~\//\\//\\//\\//\\//\[QL30]
A quick list of every port.
#ID - The index number internal to the game to refer to the
port. You will never see this in the actual game, but I
include it to show why I sorted the ports as I did.
Port Name - I sure hope the title is enough to explain it!
Location - The coordinates as translated from the internal
game data.
Specialty - A particular product not normally sold in the
area. There are 67 ports with specialties, 33 without any.
Note, when the Price Index of the type of the Specialty is
140% or more, it's not sold, no matter the Economy. This
Price Index has little to do with the *General* Price Index.
Price - The specialty cost, at 100% price index and without
the 20% taxes applied. Do note that selling the specialty to
the port is worth 50% of this value, instead of the usual
for the market type. Adjust by price index, of course.
Req. - Amount of Economy needed before the specialty becomes
available. Note, there are several ports that begin the game
with enough Economy to already sell it -- I'm merely listing
the requirement as a formality; I mark such products with an
asterisk * to indicate this fact. There are 25 ports that
need investments before they can sell their specialty.
Eco-T - When the game begins, the number is how much Economy
the port has. The lowercase letter indicates what type of
market the port uses. Economy helps by letting the Market
sell more items, allowing you to recruit more crew at a
cafe, and expands on figureheads and cannons.
Ind-T - When the game begins, the number is the Industry of
the port. As well, I include an uppercase letter to indicate
what type of shipyard the port has. Industry helps by
allowing better ships to be built, having ships get built
faster, and has an effect on what cannons are available.
Sprt - Who the port supports and how much, at the beginning
of the game. This changes quite a lot with investments. It
may help to know if you're going to anger a foreign nation
by investing the port's support away from them.
I use these letters to identify which nation:
P = Portugal S = Spain T = Turkey
E = England I = Italy H = Holland
|#ID Port Name |Location|
+------------------+--------+
|S 0 Hekla |60N 19W| Additionally, there are 30
|S 1 Narvik |73N 16E| Supply ports. These ports
|S 2 Cape Town |30S 17E| are all neutral, and only
|S 3 Belgrade |46N 18E| have one structure, the
|S 4 Tamatave |16S 48E| Harbor.
|S 5 Dikson |81N 81E|
|S 6 Lushun |39N 122E| As a Supply Port, their use
|S 7 Leveque |10S 125E| is simply to let you dock to
|S 8 Mindanao | 8N 126E| restock water, food, lumber,
|S 9 Tiksi |78N 129E| and gunpowder. Prices are
|S10 Ezo |42N 140E| always 100%, so don't worry
|S11 Geelong |34S 141E| about ever spending 22 gold
|S12 Guam |14N 143E| per barrel of food instead
|S13 Moresby | 6S 145E| of 20 gold.
|S14 Korf |61N 163E|
|S15 Wanganui |36S 171E|
|S16 Suva |13S 176E|
|S17 Nome |67N 166W|
|S18 Naalehu |19N 156W|
|S19 Tahiti |12S 154W|
|S20 Juneau |57N 138W|
|S21 Coppermine |72N 124W|
|S22 Santa Barbara |26N 120W|
|S23 Churchill |55N 94W|
|S24 Callao |11S 84W|
|S25 Valparaiso |35S 79W|
|S26 Mollendo |19S 78W|
|S27 Cape Cod |37N 72W|
|S28 Montevideo |37S 63W|
|S29 Forel |63N 39W|
+------------------+--------+
~~\//\\//\\//\\//\\//\\//\~~~~~~~~~~~~~~~~~~~~~~~~~~~\//\\//\\//\\//\\//\\//\\/
3/\\//\\//\\//\\//\\//\\/ MARKET DATA /\\//\\//\\//\\//\\//\\//\
~~\//\\//\\//\\//\\//\\//\~~~~~~~~~~~~~~~~~~~~~~~~~~~\//\\//\\//\\//\\//\[MD13]
Markets can be found in every port. Not counting the supply
ports, naturally. If you plan on making any wealth, you will
likely visit one of these at some point.
Here are the most profitable options:
- Buy Goods
-> You'll be presented with various things to buy!
- Sell Goods
-> Drop off your cargo here, hopefully for a profit!
- Invest
-> Improve the Economy! Bring support to your country!
- Market Rate
-> Read the prices and Price Index of anything you want.
-> Note, 140% or more of this sort of Price Index, not
the *General* Price Index, makes Specialties run out.
3.1------------------------------ Sale table ----------------------------<46bt>
Product - Name of goods for exchange at the Market.
Market Types - Which market types sell the product. A
capital letter indicates a specialty at some port in that
type.
BuyPric - 100% Price Index, tax-free, no-discount cost to
purchase this product. It is a range, showing the cheapest
and most expensive found at any port.
Sell Price - 100% Price Index value to sell this product.
It is a range, showing the lowest and greatest amounts you
can sell this product at. Additionally, I identify the
Market Type that would pay the high price indicated. A ? is
used when there is more than one Market Type that sells at
the listed high price. The low price does not count
specialties.
ItmType - Type of product. Buying or selling the product
will use this type's Price Index, as well as affect it
greatly. The other 9 Price Indices may also be affected,
but not to such a great extent, and does not affect the
type of item you're exchanging. A type's Price Index at 140%
or higher stops the related specialty from being sold.
|Product |Market Types |BuyPric|Sell Price |ItmType|
+--------------+-------------+-------+-----------+-------+ A table with
|Clove | kL | 4~ 25| 3~ 160 b|Spice | condensed info.
|Cinnamon | KL | 3~ 4| 2~ 150 e|Spice | This is to give a
|Pepper | kl | 3~ 15| 2~ 140 b|Spice | better idea about
|Nutmeg | KL | 3~ 15| 3~ 110 b|Spice | what you're
|Pimento | gh J | 20~ 25| 2~ 70 c|Spice | buying is worth
|Ginger________| JKlm| 3~ 25| 2~ 70 b|Spice | and where's the
:Vanilla : GH : 35~ 40: 10~ 320 m:Special: best place to
:Tea : k m: 20: 6~ 220 b:Special: sell them.
:Coffee : j : 35: 5~ 340 e:Special:
:Cacao_________: f : 50: 5~ 110 b:Special: While the sheer
|Sugar | FG | 12~ 18| 45~ 90 m|Food | data in the below
|Cheese |ab e J | 10~ 30| 12~ 50 h|Food | sale table and
|Fish |abcd fg i lm| 10~ 25| 3~ 35 e|Food | Market Type
|Grain | bc e Gh k | 10~ 25| 4~ 55 i|Food | details will tell
|Olive Oil |a cd j | 10~ 35| 5~ 60 f|Food | you most of this
|Raisins |aBc | 32~ 40| 10~ 70 m|Food | stuff, it won't
|Rock Salt_____|A de g ij | 18~ 60| 5~ 65 ?|Food | give the overview
:Silk : M: 25: 28~ 240 b:Fabric : quite like looking
:Cotton : bc e jk : 15~ 65: 5~ 55 i:Fabric : over this table.
:Wool : Bcde j : 30~ 70: 8~ 75 a:Fabric :
:Flax__________: d f i k : 8~ 35: 3~ 45 b:Fabric :
|Cotton Cloth |ab E j | 25~ 70| 14~ 85 g|Cloth |
|Silk Cloth | C M| 15~170| 30~ 260 b|Cloth |
|Wool Cloth |ABC j | 45~ 68| 15~ 90 ?|Cloth |
|Velvet |a | 80| 40~ 310 m|Cloth |
|Linen Cloth___|a cd f k m| 25~ 50| 15~ 70 i|Cloth |
:Coral : Fg i lM: 50~120: 20~ 300 e:Gem :
:Amber : f J :110~220: 90~ 320 c:Gem :
:Ivory : F I : 60~100: 40~ 300 m:Gem :
:Pearl : m: 60: 35~ 320 b:Gem :
:Tortoise Shell: ghIJ l : 30~ 60: 10~ 130 b:Gem :
|Gold | fGHi |380~700| 150~1100 b|Jewelry|
|Silver________| BC h M| 35~190| 100~ 260 b|Jewelry|
:Copper Ore : BC e i k : 60~100: 30~ 180 a:Ore :
:Tin Ore : B l : 45~ 75: 20~ 110 b:Ore :
:Iron Ore______: b DE h : 85~110: 30~ 190 ?:Ore :
|Art | C J m|120~310| 70~ 400 ?|Luxury |
|Carpet | E j | 75~210| 30~ 350 b|Luxury |
|Musk | F IJ | 50~ 80| 35~ 140 ?|Luxury |
|Perfume_______| C j | 50~105| 28~ 160 m|Luxury |
:Glass Beads : Bc : 3: 2~ 100 i:Other :
:Dye :aBC e gHi : 35~120: 15~ 200 m:Other :
:Porcelain :Ab m: 30~100: 30~ 200 k:Other :
:Glassware : BC :180~190: 35~ 450 m:Other :
:Arms :a : 120: 70~ 240 j:Other :
:Wood__________: B e H : 60~ 82: 15~ 130 a:Other :
+--------------+-------------+-------+-----------+-------+
The following table shows the entire list of goods and how
much you get for selling them at all 13 Market types, using
100% prices. This table does NOT include how much you need
to pay to buy them, but it will show whether there exists
any ports that would sell them to you, as noted.
* means that the market type can sell this item
! means that some ports within that type have it as a specialty
In greater detail, I will list out the individual market
types. Which ports and their specialties and Economy are
listed, as well as the basic stuff sold across all such
ports.
Port # - Name of port. Type of Market is shown in header.
Location - Numbers and letters that represent coordinates.
Specialty - What specialty the port sells, if any.
Price - The tax-free, 100% Price Index cost to buy the
product. Taxes, haggling for a lower price, and Price Index
all affects how much you pay. Specialties can be sold back
to the port at 50% value. Non-specialties have their
specific sale prices which have nothing to do with these
numbers.
Req - Required Economy before the product is available.
I use *** when the specialty is already available from the
beginning of the game, or when the general product has a
requirement of 0.
Eco - Economy of the port when the game begins. It tends to
go up with investments, either from you or other fleets.
Avail - How many products are available from the start of
the game, out of how many the port can ever offer.
3.3---------------------------- How prices work -------------------------<13hg>
Here are the factors that affect the cost of purchases:
- The base price of the product; They're listed up there.
- The Price Index of that type of item, anywhere from 50% ~ 150%
- Price Index changes depending on gold exchanged in one sale.
- The 20% taxes; The right Tax-free Permit gets rid of it.
- Haggling the price down
- This is based on rank (5% per; Starts at 5% for no rank)
- If trading in a foreign/neutral port, it acts like you have no rank
- Maximally effective if you're Joao or Ali, or have a Bookkeeper
Here's the factors for selling:
- The base sale price, naturally. Look at the huge table way up there.
- The Price Index of that type of item.
3.3.1 >>>>> Price Index
General Price Index:
- A number that is an average of all ten Price Indices.
- Has no effect on the Market. At all.
- Despite this, seen while trading goods at the Market.
- Affects prices at the Harbor (supplies) and Shipyard (ships).
Type Price Index:
- Seen through Market Rate -> Any product type.
- Determines buying and selling prices of related products.
- Greatly affected by same-type trades.
- Slightly affected by cross-type trades.
- Slightly changes when the month changes.
- Affects General Price Index through an averaging formula.
- You can't buy related specialty if 140% or more.
The Price Index will change slightly and randomly at the end
of the month. It will change more dramatically when you buy
or sell the goods. The type of goods you sell will affect
its Price Index greatly, but will also have a small effect
on all other Price Indices as well.
Note, this is broken into two pieces. As outlined above,
there is a single-type change, and "All Ten" change as well.
They work off of different formulas, as follows:
Single-type: 1% per (500 + Economy) gold; Max of 10%
All Ten : 1% per 1000 gold ; Max of 3%
The Single-type and "All Ten" will stack: The adjustment to
Price Index of whatever type you're exchanging can change by
up to 13% -- 10% from Single-type and 3% from "All Ten".
If you wish to change "All Ten" as rapidly as possible, just
buy or sell in stacks worth 3000 gold or slightly more. If
you want the 13% change to one Price Index, then stop at
whatever (500 + Economy)*10 is. For reference, a 1000 Econ
port needs 1500 gold for 1% in Single-type, so 10% needs
15000 gold.
There are two bugs in the game when dealing with price
changes.
When buying, the game doesn't count past 65535, as it wraps
back to 0 and continues from there. Essentially, use a
calculator to find what you're spending MOD 65536, and that
is the actual effect on Price Index. For some reason,
selling goods does not trigger this bug.
When selling, it calculates single-type, then calculates
"All Ten" changes as if the single-type Price Index was
always in place. This means that getting slightly more than
3000 gold in a single sale might instead only give 2% change
to "All Ten" instead of 3%. Buying stuff won't trigger this.
Odd bugs, aren't they? Keep them in mind if you really want
to optimize Market prices.
The General Price Index is simply the average of all ten
Price Indices, and has no effect on the Market itself. But
this percentage will affect the prices of ships found in the
Shipyard and cost of supplies found in the Harbor. With the
3% "All Ten" and 10% Single-type, you'll see a 4% change in
the General Price Index.
If you are easily hitting this maximum, you can break your
purchases or sales in pieces in order to change the Price
Indices more dramatically. A single sale may only have the
13% change to that one type at most, but sell in smaller
stacks, and if you have enough, it's possible to shift the
150% Price Index down to 50% without leaving the Market.
There is a problem with high prices, though. At Price Index
of 140% or more for a specialty (*NOT* the General Price
Index! Look at the specific type), the Market will no longer
offer the specialty until the prices drop once more. You
can wait until the month changes and hope it drops enough,
or sell a bunch of goods to get it to show up again.
3.3.2 >>>>> Taxes
* Increases costs of purchases by 20%.
* No, does not help you when you are selling.
* Having a Tax-free Permit of the same nation skips this.
* Neutral ports also apply this, although unmentioned.
* Does affect "change in Price Index" due to purchases.
For the 20% taxes, it simply raises the prices by 20%. This
never helps you when you are selling, though why should it?
Every Trade Master in allied ports will constantly remind
you of this fact. Even neutral ports apply the taxes,
despite never telling you.
There's only one real way around the taxes: You need the
Tax-free Permit of the nation the port is allied to. This
thing deletes itself from your inventory at the start of
April or October. If the port is neutral, there's no such
Permit that lets you get around those taxes.
There's two ways to get a Tax-free Permit: Walk up to the
ruler himself and ask for one, or seek one out at 2 AM in
specific item shops.
Of course, if you have no rank, asking your king, sultan, or
governer-general for one is impossible. You need to be a
Page at the very least. Your ruler will ask for a large sum
of money at first, but with higher ranks, asking for a
Permit gets cheaper. It becomes free at Viscount, rank 6.
Foreign rulers still ask for money if you ask them.
|Port |Location|Nat.Perm| You can instead look in an
+--------+--------+--------+ item shop. The nation the
|Salonika|41N 22E|Portugal| permit is for can be found in
|Azov |47N 38E|Spain | the specific city listed on
|Tripoli |32N 13E|Turkey | the left. The price is always
|Danzig |56N 18E|England | 10000 gold, but these expire
|Syracuse|37N 15E|Italy | just like any permits you get
|Antwerp |53N 5E|Holland | from the ruler. Take a look in
+--------+--------+--------+ the item shop at 2 AM!
3.3.3 >>>>> Haggling
As for haggling, the process is simple: You pick a product,
the Trade Master gives a price, you say NO, then you can
offer your own price. If it's "reasonable", the Trade Master
will accept. If not, he may give a counter-offer.
The boundary of what is "reasonable" uses your rank. If you
are trading in a port outside of your nation, your rank is
ignored, giving you only a minimal discount at best.
More precisely, the "reasonable" boundary is 2.5% per rank.
Go beyond this, and the Trade Master may counter-offer 1.25%
per rank. With the right skill on you or your Bookkeeper,
one of you will automatically chime in with a discount of 5%
per rank. This automatic offer is always accepted.
The mentioned right skill is as follows:
- Main character has Negotiation skill
- Only way is to start as Joao or Ali.
- Have a Bookkeeper with Accounting skill
- Anyone can find one somewhere and assign him!
You don't need BOTH at once. Just having one is fine.
If the Trade Master is unable to give a counter-offer, then
the skills will not "activate", and you can't get the 5% per
rank discount. This generally happens when the 1.25% per
rank counter-offer fails to even save you over 1/2 gold.
A rankless character would be unable to take advantage of
Negotiation for prices 40 gold or less, for example.
3.3.4 >>>>> Abusing discount mechanics
Finally, it is possible to haggle a discount for an item,
then sell it right back to the same Market without even so
much as walking a single step, let alone leave the Market,
and get a profit from it. Wool of [Market e] is notorious
for this fact, as its buy/sell prices are 60/60.
Thing is, it's a combination of mechanics:
* Some buy/sell prices are spaced too close together.
* Buying raises prices, perfect for selling right after.
* Selling lowers prices. Now make your purchases!
* You can haggle for some discount for purchases.
* Taxes discourage this, but a Permit can bypass taxes.
* There are no checks in the game to stop this.
But dealing with money troubles is half the fun of this
game. You won't stoop so low as to exploit flaws in the
design of the game, will you? ... Okay, sure. Go ahead.
The game won't ever penalize you for doing this.
~~\//\\//\\//\\//\\//\\//\~~~~~~~~~~~~~~~~~~~~~~~~~~~\//\\//\\//\\//\\//\\//\\/
4/\\//\\//\\//\\//\\//\\/ SHIPYARD DATA /\\//\\//\\//\\//\\//\\//\
~~\//\\//\\//\\//\\//\\//\~~~~~~~~~~~~~~~~~~~~~~~~~~~\//\\//\\//\\//\\//\[SY25]
The shipyard is found in every port other than supply ports.
This is where you go whenever you wish to tinker around with
ships or plan to invest in the Industry of the port.
Its list of commands are as follows:
- New Ship
-> Build a new ship from scratch. Takes several days...
- Used Ship
-> Ready-made ships for use right away.
- Repair
-> Repairs a ship fully, costs 20 gold per point repaired.
- Sell
-> Pick one of your ships to get rid of for cash.
- Remodel
- Figurehead
-> Fit a nice figurehead. Good luck for storms!
- Guns
-> Cannons for a ship.
- Load Capacity
-> If the ship's configuration isn't right for you...
- Rename
-> Didn't like the name you gave it? Rename for free!
- Invest
-> Improve the Industry! Bring support to your country!
4.1----------------------------- List of Ships --------------------------<25tk>
Name - What the ship is called. Any questions?
Price - The price of the ship, with Beech hull and 100%
General Price Index. Price can be adjusted as follows:
* 50.0% ~ 150.0% = General Price Index
* 80.0% ~ 140.0% = Ship material (120% is Copper)
* 81.0% ~ 100.0% = Haggling (uses Charm; 81% based on 95 Charm)
S-Yard type - What types of shipyard this ship can be built
in. There are 11 types, represented as capital letters.
Req. - Required Industry needed to build the ship.
Du - Durability of a Beech-hull ship. Picking other hull
types will adjust this in steps of 10%, either up or down.
Interestingly, it is also the maximum number of days to
build the ship, at 0 Industry, if that were ever possible.
Tac - Tacking stat of the ship. Useful for headwinds.
Pow - Power stat of the ship. Easier to hit top speed.
Cap. - Total capacity of the ship, including cargo, crew,
and guns. When building or remodeling a ship, some of this
is to be reserved for crew and guns, with the rest dedicated
to cargo.
Crew - Minimum and maximum bunks for crew. The minimum is
also the least number of men required to navigate the ship
without problems. Even the minimum listed does take from the
capacity, so while I do state the Balsa has 50 Cap., at
least 5 of that 50 must be reserved for crew bunks.
Gun - Maximum number of guns the ship can hold. You need to
set the space reserved for guns ahead of time, like with
crew.
UsedCfg - The configuration for used ships. The left number
is bunks for the crew and the right number is spots reserved
for guns. Notably, used Light Galleys and Tekkousens have an
unusually high crew capacity, above the normal maximum you
get for new/remodeled ships. This still takes from the total
capacity, however.
** - Markings which state how the ship handles winds. There
is a letter from A to E, where A handles headwinds the best,
to E which handles it the worst. That is the rough idea. As
well, a ship marked with an o will treat any winds less than
3 as though it is 3. These ships have visible oars in their
pictures.
A note about Tekkousen: You are never asked for what
material to build the Tekkousen with; It is always Steel,
whether you like it or not. The listed price is the Beech
price, assuming that's even possible, for purposes of used
ships and remodeling. Steel (140%) sets the price to 196000.
? - Sailing type.
Hd - Headwind. No ship is 100% efficient here.
SH - Side Headwind. It's only 45 degrees away from the worst.
Cr - Crosswind. Its push is on your sides.
ST - Side Tailwind. There's never a faster option than this.
Tl - Tailwind. Direct push. Some ships don't handle this well.
|?|Hd:SH:Cr:ST:Tl| This table is about those A B C D E marks
+-+--+--+--+--+--+ on the right side of my previous table.
|A| 8:10:10:10: 8| Effectively, a 10 here means that 100% of
|B| 7: 9:10:10: 9| the ship's Power is used, 9 means only
|C| 6: 8:10:10:10| 90% is used, and so forth.
|D| 6: 7: 9: 9: 8|
|E| 4: 6: 8:10:10| A high Navigation Level can make up for
+-+--+--+--+--+--+ poor winds or low Power.
|Type B; Ports |Location|Industr| |Type B Shipyard |Req.|
+--------------+--------+-------+ +----------------+----+
|London |53N 0E|740 3/7| |Caravela Redonda| 200|
|Bristol |52N 3W|380 1/7| |Nao | 500|
|Dublin |54N 7W|350 1/7| |Carrack | 600|
+--------------+--------+-------+ |Galleon | 800|
London can't be invested. If you |Sloop | 850|
want the Barge, you'd need to work|Frigate |1000|
on Bristol or Dublin to get it. |Barge |1000|
+----------------+----+
|Type C; Ports |Location|Industr| |Type C Shipyard |Req.|
+--------------+--------+-------+ +----------------+----+
|Antwerp |53N 5E|670 4/7| |Hansa Cog | 100|
|Amsterdam |55N 6E|730 4/7| |Caravela Latina | 200|
|Hamburg |55N 10E|620 4/7| |Nao | 500|
+--------------+--------+-------+ |Carrack | 600|
Amsterdam can't be invested. At |Galleon | 800|
least Antwerp and Hamburg are |Frigate |1000|
better developed, so it won't take|Full-rigged Ship|1000|
as long to get the Full-rigged. +----------------+----+
4.3---------------------------- Getting a ship --------------------------<31gs>
There are a few ways of getting a ship for yourself. The
Shipyard is simply one location -- You can sieze ships after
winning a battle and possibly get one in a request to your
ruler. But this guide will focus on the shipyard part.
4.3.1 >>>>> Build new ship
When building a new ship, you get these questions, in order:
* Material of the hull (Affects durability and price)
* Confirm price? (Haggling: Low Price = Asking Price * (1 - Charm/500) )
* Name of the ship
* Number of bunks for the crew
* Number of slots for the guns
Then you'll be told how many days until the ship is ready.
The material is important. If you're looking for a cheap
ship, you'd want Teak. If you plan to adventure out there in
in storms or to battle, you probably want Copper.
The list of ships seen earlier in this text file uses Beech
as a base for both price and durability. Adjust by the
following if you plan to use any material other than Beech:
|Mater.|Cost|Def.|Notes
+------+----+----+
|Teak | 80%| 80%|
|Cedar | 90%| 90%|
|Beech |100%|100%|
|Oak |110%|110%|Need 700 Industry
|Copper|120%|120%|Need 900 Industry
|Steel |140%|140%|Automatic on a new Tekkousen
+------+----+----+
|Used |100%| 85%|Used ship's stats. Uses Beech base, though.
+------+----+----+
All ports will offer Teak, Cedar, and Beech. A port needs at
least 700 Industry to offer Oak, and 900 Industry to offer
Copper.
In the Japanese ports, Sakai and Nagasaki, A Tekkousen can
be built at 1000 Industry. You are not asked for the
material of the hull; it is always Steel. The cost of Steel
is 140%, putting the Tekkousen at a cost of 196000 gold.
You're never offered Steel for any other ship, ever.
The maximum number of days to build the ship is equal to
the Beech durability of the ship. This number is then
adjusted by the port's Industry, -1% days per 50 Industry.
A formula for the more mathematically inclined:
Days to build = BeechDurability * (1 - Industry/5000)
At 1000 Industry, you only have to wait out 80% of the time.
If you don't wish to calculate 80%, looking at the ship's
Teak durability will tell you the number of days that a 1000
Industry port can build that ship.
4.3.2 >>>>> Buy used ship
Used ships, on the other hand, are different from building a
brand new ship. The differences:
* Much less customization (Though you can later remodel it)
* Durability is 85% - Between Teak and Cedar
* Cost is 100% - Equal to a Beech hull ship
* No build time - The ship is given to you instantly
* The list of used ships is refreshed after visiting four
other ports, while building a ship uses a fixed list.
The biggest reason to pick up a used ship is the fact it's
ready for you instantly. The next biggest reason is because
no nearby ports can build one for you (yet).
But as far as paying for a used ship goes, you usually want
to remodel its capacity, as it's never the right amount of
crew/guns you need. Meaning you pay Oak price for a slightly
worse than Cedar durability ship. Except there's no discount
for remodeling, so it's slightly worse than Oak prices.
But it's ready immediately instead of after numerous days.
Probably well worth paying over 30% more for something now
instead of several dozen days later.
As for the displayed durability, the game uses 75% before
you buy it, but after purchase, it mysteriously changes to
85% durability. A strange quirk, but that's how it goes.
4.3.3 >>>>> Price adjustments
Price is affected by:
* The ship itself
> Each ship has their own specific costs
* Material of the ship
> If a used ship, it's 100% of cost.
> Otherwise, 80% to 120% based on material. Or 140% for Tekkousen's Steel.
* General Price Index
> This is the average of all ten Price Indicies at the Market
> Can be as low as 50% or as high as 150%. Usually close to 100%, though.
* Haggling the price down
> Based on your Charm. 0.2% per point. Catalina can haggle to 81% price.
> A Bookkeeper calculates this for you instantly. Not required, though.
Either way you go to get your ship from the Shipyard, the
price is affected by the General Price Index. This value is
the average of all Price Indices found at the Market. If you
want cheaper ships, try to sell as much as you can at the
Market, don't buy goods yet, before you go to the Shipyard.
A way to further reduce the price is to haggle it down much
like you can for the goods at the Market. When offered the
price, just say NO and the game lets you pick a price. Like
in the Market, I'm sure the Shipyard Owner will not
appreciate you offering 2 gold for that Galleon.
In fact, there's a chance you'll be kicked out of the
Shipyard for a while for suggesting too small an amount of
money. So try not to offer too little gold.
Unlike the Market, the maximum discount uses your Charm.
Every point of Charm is 0.2% discount. The highest Charm,
Catalina's 95, will allow up to 19% off the price. Ali's low
Charm of 80 allows up to 16% off the price. You won't have
lower Charm unless you plunder villages, and there are no
methods (short of cheating) that raises it.
Having a Bookkeeper will calculate the best discount for
you. Unlike the Market, you are guaranteed to be able to get
the maximum discount without a Bookkeeper handy, you just
need to calculate what it is based on your Charm. The
Bookkeeper is still a good convenience, however.
4.3.4 >>>>> Costs of other services
* Remodeling: 10% of Beech Price
* Repairs: 20 gold per point, all stats
* Sell a ship: 50% value, material and price index affects it
Remodeling the cargo capacity is always 10% of Beech price.
This cost is not affected by General Price Index, and there
is no haggling the price down. It doesn't matter what
material the ship is made of, either. 10% of Beech price.
Never anything else.
When repairing, it costs 20 gold per point repaired. Whether
it's the power, tacking, or durability that's being
repaired, it's all 20 gold. Doesn't matter what ship is
being repaired, or what the General Price Index is. 20 gold
per stat point missing will be spent.
If you're selling a ship, the value is 50%.
Adjusted by material of the ship (used ships are Beech).
Further adjusted by General Price Index.
There is no haggling to get more out of it.
Figureheads seem to reduce the frequency of certain
disasters, such as storms, from happening. Having no
figureheads at all is asking for trouble outside of the
Mediterranean and European areas.
|Figurehead |Req|Price|
+-----------+---+-----+ Req: Economy
|Sea-Horse | 0| 500| Invest in Economy to unlock
|Commodore |100| 2000| more figureheads!
|Unicorn |200| 4500|
|Lion |300| 8000|
|Giant Eagle|400|12500|
|Hero |500|18000|
|Neptune |600|24500|
|Dragon |700|32000|
+-----------+---+-----+
|Angel |801|40500| See notes
|Goddess |901|50000| See notes
+-----------+---+-----+
Angel and Goddess figureheads require more than just the
listed Economy. 801 (Angel) or 901 (Goddess) Industry is
also required. On top of that, you need to have at least 81
luck yourself. Drop by the Round Earth Society and donate a
bundle! (Luck stat is hidden, sadly)
The chances of getting a "great selection" depends on the
hidden Luck stat on top of that. As follows:
1 against (15 - [[ (Luck-80)/2 ]])
As bad as 1 chance in 15 (6.7%) with 81 Luck, and as good as
1 chance in 5 (20.0%) with 100 Luck. You are encouraged to
max out your Luck at the Round Earth Society, both to reduce
the wait of this selection and for other general stuff.
The chances of the Goddess Figurehead are unknown. It is
notably rarer than Angel Figurehead or Carronades, though.
Once you meet the requirements, all you need to do is select
Figureheads and see if there's a special message. If not, go
back to that menu and select Figureheads again until the
message finally shows up.
Guns provide a ranged attack in battle. The damage dealt
depends on many factors, and one such factor is what type of
cannons you have. They also use up gunpowder, 1 unit per
attack, no matter how many cannons you have. Without cannons
or gunpowder, your only choice to attack is to move your
ship real close and let your crew attack directly.
|Guns |Req.|Pri|
+-------------+----+---+ Req.: Economy + Industry
|Saker |1000| 5| Yes, add Economy and Industry
|Demi-culverin| 800| 40| together for a combined number.
|Culverin | 600|250| Investing in both will unlock
|Canon Pedrero| 400| 40| the Saker faster. Don't ask why
|Demi-cannon | 200| 80| it's unlocked in this order...
|Cannon | 0|360|
+-------------+----+---+
|Carronade |****|600| See notes.
+-------------+----+---+
The requirement for Carronade is exactly the same as the
Goddess Figurehead: 901 Economy, 901 Industry, and you at
81 luck are the minimum requirements.
The chances of the Carronade to show up is exactly the same
formula as the Angel Figurehead. 81 Luck is 1-in-15 chance,
and 100 Luck is 1-in-5 chance.
Like with the special figureheads, the Carronade has only a
CHANCE to show up. Keep selecting Guns until you get a
special message.
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There are things that look like would fit nicely in a guide
like this, but I really couldn't fit them in other sections.
So instead, I set aside a catch-all section here for those.
Immediately on investing, it sways support of the port
towards your country. After the month passes, it then
improves the Economy or Industry of the port.
For every 300 gold you invest, it increases either Economy
or Industry of the port by 1 at the end of the month.
Invest at Market for Economy, or Shipyard for Industry.
Max investment of 50000 to either one, but feel free to
invest 50000 each to both at once. Max improvement of 166
with 49800 gold; The last 200 is wasted.
Additionally, support is gained. At the Market, your country
gains support equal to Investment/Economy. At the Shipyard,
it is instead Investment/Industry. If you're investing the
port away from a foreign nation, they will become 5 points
more hostile to you should you invest enough to turn the
port to neutrality, below 75 support.
The AI investments don't do Investment/Economy formula at
all. They sway much more support with fewer gold. At least
the computer is cheating on something here.
The improvements to the port will help you get what you
want from the port. Here are the effects:
Economy:
- More items in the Market for sale. Details in MARKET DATA
- More crew can be hired at once at a cafe
-> Max Recruits = Economy/5; Capped at 100 if no rank.
-> You need to Treat to reach this maximum.
- More Figureheads are available to purchase
- Affects cannon availability
- Necessary for special figureheads or special cannons
- Harder to change support by investing at a Market
Industry
- More ships to build in the Shipyard. Look in SHIPYARD DATA
- Faster ship build times
-> Days = Beech Durability * (1 - Industry/5000)
-> At 1000 Industry, the build time is 80%; Days is equal to Teak durability
- Affects cannon availability
- Necessary for special figureheads or special cannons
- Harder to change support by investing at a Shipyard
A nation needs at least 75 support in order for the port to
become allied with it.
When you bring a foreign nation below this point, they get 5
points more hostile towards you. You gain no real benefit
yourself for doing this.
When you get support towards your nation up to 75 or higher,
your nation becomes 5 points friendlier to you, and you also
gain Trade Fame, equal to the port's Economy + Industry.
While the support usually doesn't affect you directly, aside
from market discounts based on your rank, it does improve
your nation's capability to invest in ports.
At first, unless you're Otto Baynes, you will not even be
able to visit your ruler. You'll be chased right back out.
But as you gain fame, 500 in any single fame at least, the
ruler may allow you in and give you a task appropriate to
your highest fame.
Just keep sailing around doing your usual stuff. Enhancing
your fleet, explore that interesting river, amassing wealth,
until your ruler asks for you. The Harbor Helper in allied
ports will let you know before you set sail.
|#:Rank |Fame |Dis| On the left is some arbitrary table.
+----------+-----+---+ It happens to relate to this sub-
|0:no rank | 0| 5%| section you're reading.
|1:Page | 500|10%|
|2:Squire | 2000|15%| Fame is the minimum amount required
|3:Knight | 4500|20%| of any one fame to be given the next
|4:Baronet | 8000|25%| task from your ruler.
|5:Baron |12500|30%|
|6:Viscount|18000|35%| Dis is the maximum discount possible
|7:Earl |24500|40%| from the Market, when haggling. Only
|8:Marquis |32000|45%| possible with the right skill,
|9:Duke |40500|50%| though. Without which, the best to
+----------+-----+---+ hope for is around half this value.
The cafe is the place you go to when you wish to recruit a
bunch of men into your fleet. They're kind of important, as
ships don't navigate themselves, sadly.
Final number of recruits = (Percentage Recruits)/100 * (Maximum Recruits)
The double brackets [[ ]] mean that you do whatever's inside
first, then round stuff in there down. I don't care if it
happens to be 4.995, it's now 4. Sorry.
The Maximum Recruits value is capped at 100 if you have no
royal rank, meaning anything beyond 500 Economy doesn't help
you in any way. The cap is removed when you have any rank,
even Page, and even foreign ports will NOT cap you at 100
recruits then.
The Bonus Percentage Recruits will stack with multiple Treat
attempts. But unless you've been plundering villages (this
reduces Charm), you shouldn't have reason to Treat more than
50 anyway. Percentage Recruits caps at 100.
Here's what all this means...
The higher the Economy, the more men willing to join you. It
also means you spend more money per sailor. Without a rank,
it stops being helpful past 500 Economy. With a royal rank,
it's good all the way up to 1000 Economy, the maximum.
The price per crewman is 5 gold minimum (but no ports have
less than 20 Economy), with 5% of the Economy added to this
base value. The most expensive, at 1000 Economy, is 55 gold.
As for how many you get, the maximum recruits is 20% of the
Economy. Come on, find the Economy stat already and
calculate this number! I'll call it MR for now.
Without first Treating the cafe, you'll only get a percent
of MR. This percent is based on your Charm. Divide this stat
by 3, round down, and that is how many percent out of MR you
are getting.
If you want 100% of MR, instead of Catalina's 31% (95 Charm)
or Ali's 26% (80 Charm), you'll need to Treat the cafe. The
amount you need to Treat depends on both Economy and Charm.
Higher Charm means you don't need as many Treats. Higher
Economy means you need more Treats to max out recruits.
50 Treats will always max out recruits, even in 1000 Economy
and as Ali. Unless you plundered villages and now your Charm
stat is permanently trashed. Too bad, better visit that
Treat menu more than once, then.
There is one more detail: You can only recruit sailors once
per day. It's a new day once midnight happens, so even if
you recruited 200 men at some 1000 Economy port at 11:30 PM,
you'll be able to get some more men to join after you leave
the cafe and it becomes 12:00 AM or later.
-> chaoyun2k
For being a consistent presence, and having assisted greatly
in the making of this FAQ.
-> The GameFAQs message board
For still having activity.
6.2----------------------------- Contact Info ---------------------------<86so>
It is difficult to contact me. I apologize. However, if you
have a GameFAQs message board account, I can be contacted
through that private message system.
GameFAQs message board name: FatRatKnight
As for E-mail, I only check it when I need to use it, which
is rather infrequent at best. Additionally, it is private.
So giving my E-mail here will not only fail to provide you
contact with me, it is also counter-productive for my uses.
But I will guarantee a response within a few days if you
send a private message to FatRatKnight through the GameFAQs
message board. I may have moved on, but I'm always ready to
look back here.
Permission granted to these sites:
www.gamefaqs.com
www.neoseeker.com
This guide may *not* be reproduced under any circumstances
except for personal, private use. Only the listed sites may
publicly distribute this file, until such a time that I give
permission to other sites as desired. Do not alter this
guide, do not present it as the work of anyone else.
6.4---------------------------- Version History -------------------------<04vh>
Current:
v1.16 - Discovered chances of "great selection": Figurehead, Guns
- Noted when used ships are "recycled".
- Touched up the explanation of Market buy/sell glitches
- Added Legal subsection (for sake of permissions to other sites)
01/09/13
v1.15 - New contact name. Yay for GameFAQs Username Reconciliation!
- Added a few summaries.
- Added a note about value of selling ships.
- More attention to "specialty ran out" mechanic.
- Changed appearance of the sale overview table.
09/02/11
v1.10 - Added a brand new table in 3.1, get a better general idea!
- Separated 3.3 and 4.3 into sub-subsections.
- Added a new small table in 4.1
- Fixed a date on when Tax-free Permits vanish (I said start of March...)
- Fixed Dhow's price (previously 1750)
- Minor, insubstantial text changes here and there.
08/05/11
v1.05 - Added an explanation how much Price Index changes.
- Rewrote haggling information for the Market
- Added one paragraph on repairs
- Added notes on what changing alliance of a port does for you.
- Fixed Flemish Galleon's cap (erroneously at 460)
- Minor text changes throughout.
07/20/11
V1.00 - Initial release
Thanks for reading!
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