TROPICO 2: PIRATE COVE
CAMPAIGN WALKTHROUGH
Version 1.0

By: fawkes66
email:  [email protected]

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********************************Copyright Notice********************************
This FAQ/Guide is published on GameFAQs and written by me.
Copyright 2003 fawkes66.  All rights reserved.  Nothing that appears in this
FAQ/guide may be reproduced under any circumstances without the express written
permission of the author/copyright owner (in other words - me).  This document
may be used for your own personal private use, but it may not be placed on any
other website or publicly distributed without advance written permission.
Public use of this guide, including displaying it on any other web sites is
strictly prohibited and a copyright violation.
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Notes:
~You need to actually read your game manual.  If you don't know how to build a
corn farm, read your manuel because I'm not going to retype it here.

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                             Table of Contents
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1.  Tips
2.  Version History
3.  Building Types
4.  Ship Types
5.  Pirate ranks
6.  Campaigns
7.  Single Games
8.  Codes


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                                   Tips
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Here are some tips:

~The first thing I usually build is a Sea Rations Factory so I can my ships out
there bringing me captives.

~The second thing I usually build is a second Sawmill, sometimes a third
depending on how much building I'll be doing or how many ships I'll need.
Keep moving your timber camps when they run out of trees, but don't bulldoze
them until all of the wood has been hauled away.  You can just fire the workers
by holding shift when you click on them and then x out their slot so they'll
go to the new timber camp.

~Make sure your pirates have enough anarchy & defense and build accordingly.
Try and build all pirate facilities (docks, entertainment & housing) close
together so the pirates don't have to walk through the orderly captive areas.
You can check the pirate overlay for anarchy and defense so you know where
to build. (note: fear doesn't effect pirates, but order has a bad effect)

~If you don't have the gold or the captives to build the higher quality
entertainment places your high level pirates need, then just raise the
rank on a couple of your low quality dives until you get the gold to build.

~Make sure your captives have enough fear & order and build accordingly.
Try and build all captive facilities (farms, chuck tents, bunkhouses, etc...)
close together and away from the pirates.  You can check the captive overlay for
fear and order so you know where to build. (note: defense does not effect
captives, but anarchy has a bad effect)

~You can add decor along roads that have a lot of traffic, but no buildings to
keep the anarchy, fear, defense or order can be maintained.

~Kidnap a priest and build a church to get your captives inline quick.  Religion
calms them down & makes them resigned.

~Make sure your captives don't starve.  Have lots of corn farms & chuck tents.

~Try and place buildings that are dependent on other things close together.
Your blastfurnace & blacksmithy should be close to your mine, but not too far
away from your docks since the weapons will need to be hauled there and
your brewery should be close to both the corn & the bars.

~When you are victorious you'll be awarded either a gold, silver
or bronze medal.  The quicker you accomplish your objectives the better your
chance of earning a gold medal.

~Sometimes pirates can work and earn wages at places like sawmill, banana farm,
blast furnace, etc...  The wages are from 1-12 gold per month depending on the
priority settings.

~If you build a graveyard before you start cruising, then you can raise any
pirates who die from the dead.  They come back as skeletons.  Put them to work
because they work hard, don't escape, and are best used in low fear or low order
areas.

~Running low on pirates, just press-gang some of your captives.

~Make sure you don't build on top of the green areas when building farms or
mines.  Build on the side of it so that the green area is available for
farming or mining.

~Send your ships out in packs to avoid being sunk.  If they leave the dock
together then they'll work together to bring back lots of plunder.  Also try
and educate your crews to improve their skills.

~Don't ransom your wealthy captives right away.  The longer they stay on your
island the more money you'll get for ransom.  It starts out at $100, but the
longer they stay the higher the ransom.  Just build a hotel or an inn (which
serves both wealthy captives & high level pirates).

~If you have a problem pirate, use the Assassinate edict and whack him before
he can really become a threat.



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                                Version History
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Version 1.0
    ~Tips, building types, ship types, pirate ranks, campaigns, single games
     and codes.  I plan on expanding the single games in the next version and
     maybe some sandbox strategies.

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                                Building Types
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**************
Infrastructure
**************
~Road
    (0 gold, 0 lumber)
    connects buildings, docks, etc...
~Construction Tent
    (0 gold, 0 lumber) costs 0 per month
    employs 5 builders, 1 overseer
    provides construction, pirate wages
~Bunkhouse
    (0 gold, 2 lumber) costs 1 gold per month
    serves 5 captives
    provides rest
~Chuck Tent
    (0 gold, 2 lumber) costs 2 gold per month
    employs 1 cook, 1 hauler, serves 7 captives
    hauls corn
    produces feasting
~Pirate Housing Plot
    (0 gold, 6 lumber)
    Satisfies level 1 pirates
    provides stashing, resting & anarchy
    As pirate level increases this plot will upgrade accordingly
         Pirate Tent - (20 gold) Level 2 pirate, stashes 5 coins per visit
         Pirate Hovel - (40 gold) Level 3 pirate, stashes 10 coins per visit
         Pirate Shack - (60 gold) Level 4 pirate, stashes 20 coins per visit
         Pirate Adobe - (80 gold) Level 5 pirate, stashes 30 coins per visit
         Pirate Dwelling - (100 gold) Level 6 pirate, stashes 40 coins per visit
         Pirate House - (120 gold) Level 7 pirate, stashes 50 coins per visit
         Pirate Estate - (140 gold) Level 8 pirate, stashes 60 coins per visit
         Pirate Mansion - (160 gold) Level 9 pirate, stashes 70 coins per visit
~Smuggler's Cove
    (100 gold, 20 lumber) costs 2 gold per month
    **requires skilled trader
    employs 2 traders, 1 overseer, 1 trader
    hauls rum, beer, cigars, pastries, and weapons
    provides money from the sale of goods, pirate wages
~Pirate Cave
    (150 gold, 15 lumber) costs 5 gold per month
    provides a place for you to stash your hoard
~Black Market
    (100 gold, 20 lumber) costs 5 gold per month
    employs 2 Traders, 1 overseer
    provides pirate wages, defense

********
Resource
********
~Corn Farm
    (0 gold, 3 lumber) costs 1 gold per month
    employs 4 farmers, 1 overseer
    produces corn, pirate wages
~Banana Farm
    (0 gold, 3 lumber) costs 1 gold per month
    ** requires a skilled farmer
    employs 2 farmers,  1 overseer
    produces bananas, pirate wages
~Papaya Farm
    (0 gold, 3 lumber) costs 1 gold per month
    **requires skilled farmer
    employs 2 farmers, 1 overseer
    produces papayas, pirate wages
~Sugarcane Farm
    (0 gold, 3 lumber) costs 1 gold per month
    **requires skilled farmer
    employs 4 farmers, 1 overseer
    produces sugar cane, pirate wages
~Tobacco Farm
    (0 gold, 3 lumber) costs 1 gold per month
    **requires skilled farmer
    employs 4 farmers, 1 overseer
    produces tobacco
~Iron Mine
    (0 gold, 10 lumber) costs 1 gold per month
    employs 3 miners, 1 overseer
    produces ore, pirate wages
~Timber Camp
    (costs 0 gold, 0 lumber) costs 1 gold per month
    employs 3 lumberjacks, 1 overseer
    provides wood, pirate wages

**********
Production
**********
~Blast Furnace
    (0 gold, 20 lumber) costs 1 gold per month
    employs 3 blacksmiths, 1 overseer, 1 hauler
    hauls ore
    makes pig iron, defense
~Blacksmithy
    (0 gold, 15 lumber) costs 1 gold per month
    employs 2 blacksmiths, 1 hauler
    hauls pig iron
    makes cutlasses, defense
~Gunsmithy
    (0 gold, 20 lumber) costs 2 gold per month
    **requires gunsmith
    employs 2 gunsmiths, 1 hauler
    hauls pig iron
    produces muskets, defense
~Cannon Foundry
    (0 gold, 25 lumber) costs 2 gold per month
    **requires engineer
    employs 2 engineers, 1 hauler
    hauls pig iron & wood
    makes cannons, defense
~Sawmill
    (0 gold, 20 lumber) costs 1 gold per month
    employs 2 lumberjacks, 1 overseer, 1 hauler
    hauls wood
    produces lumber, pirate wages
~Brewery
    (0 gold, 10 timber) costs 2 gold per month
    employs 2 cooks, 1 hauler
    hauls corn
    makes beer
~Rum Distillery
    (0 gold, 25 lumber) costs 2 gold per month
    **requires distiller
    employs 2 distillers, 1 hauler
    hauls sugar cane
    produces rum
~Bakery
    (0 gold, 20 lumber) costs 2 gold per month
    **requires a skilled cook, and a skilled farmer
    employs 2 cooks, 1 hauler
    hauls papayas & bananas
    makes pastries
~Cigar Factory
    (0 gold, 20 lumber) costs 2 gold per month
    **requires tobacconist
    employs 2 tobacconist, 1 hauler
    hauls tobacco
    produces cigars

*************
Entertainment
*************
~Smuggler's Dive
    (0 gold, 8 lumber) costs 1 gold per month
    employs 2 servers, 1 cook, 1 hauler, serves 6 customers
    Level 1-5 pirates, charges 0-10 gold
    hauls beer, bananas, papayas
    provides drinking, feasting, anarchy
~Animal Pit
    (0 gold, 10 lumber), costs 1 gold per month
    employs 1 server, serves 6 customers
    Level 1-5 pirates, charges 0-10 gold
    Provides gambling & anarchy
~Wench & Masseuse
    (0 gold, 2 lumber) costs 1 gold per month
    employs 1 wench, serves 1 customer
    Level 1-5 pirates, charges 0-10 gold
    provides companionship, anarchy
~Gambling Den
    (0 gold, 15 lumber) costs 2 gold per month
    employs 1 server, 1 hauler, serves 5 customers
    level 3-7 pirates, charges 2-12 gold
    hauls beer, cigars
    provides drinking, gambling, anarchy
~Cheap Eatery
    (0 gold, 10 lumber) costs 2 gold per month
    **requires skilled cook
    employs 2 servers, 1 cook, 1 hauler, serves 6 customers
    Level 2-6 pirates, charges 2-12 gold
    hauls beer & pastries
    provides drinking, feasting, anarchy
~Brothel & Salon
    (0 gold, 30 lumber) costs 2 gold per month
    **requires skilled wench
    employs 5 wenches, 1 hauler, serves 5 customers
    Level 3-7 pirates, charges 5-20 gold
    hauls cigars
    provides companionship, anarchy
~Tavern
    (0 gold, 12 lumber) costs 2 gold per month
    **requires skilled server
    employs 3 servers, 1 hauler, serves 9 customers
    level 4-8 pirates, charges 5-20 gold
    hauls rum & beer
    provides drinking, anarchy
~Casino
    (300 gold, 30 lumber) costs 5 gold per month
    employs 2 servers, 1 hauler, serves 8 customers
    level 5-9 pirates, charges 8-30 gold
    hauls rum & cigars
    provides drinking, gambling, anarchy
~Courtesan Spa
    (0 gold, 8 lumber) costs 2 gold per month
    **requires courtesan
    employs 1 courtesan, 1 hauler, serves 1 customer
    level 5-9 pirates, charges 8-30 gold
    hauls cigars
    provides companionship, anarchy
~Inn
    (350 gold, 35 lumber) costs 5 gold per month
    **requires skilled server, skilled cook
    employs 3 servers, 1 cook, 1 hauler, 12 customer spaces
    Level 5-9 pirates, charges 8-30 gold
    hauls rum & pastries
    provides drinking, feasting, resting

********
Nautical
********
~Sea Ration Factory
    (0 gold, 10 lumber) costs 2 gold per month
    employs 2 cooks, 1 overseer, 1 hauler
    hauls corn
    produces sea rations, pirate wages
~Dock
    (0 gold, 5 lumber) costs 1 gold per month
    employs 2 haulers, 1 overseer
    hauls sea rations, cutlasses, cannon, muskets
    provides pirate wages, defense
~Boatyard
    (0 gold, 10 lumber) costs 2 gold per month
    **requires a shipwright
    employs 2 shipwrights
    provides defense
    builds:  snow (5 crew, 20 lumber, 0 gold)
             schooner (8 crew, 30 lumber, 100 gold)
             sloop (11 crew, 50 lumber, 250 gold)
~Shipyard
    (800 gold, 30 lumber) costs 3 gold per month
    **requires shipwright
    employs 3 shipwrights
    provides defense
    builds:  snow (5 crew, 20 lumber, 0 gold)
             schooner (8 crew, 30 lumber, 100 gold)
             sloop (11 crew, 50 lumber, 250 gold)
             brigantine (11 crew, 70 lumber, 500 gold)
             frigate (18 crew, 125 lumber, 1000 gold)
             galleon (21 crew, 150 lumber, 1000 gold)

***************
Captive Control
***************
~Gallows
    (0 gold, 20 lumber) costs 1 gold per month
    provides fear
~Stockade
    (500 gold, 30 lumber) costs 1 gold per month
    space for 15 captives
    provides resting, order, fear
~Church
    (0 gold, 18 lumber) costs 2 gold per month
    **requires skilled priest
    employs 3 priests, serves 9 captives
    provides religion
~Orderly Shrubs
    (0 gold, 5 lumber)
    provides order
~Scary Decor
    (0 gold, 5 lumber)
    provides fear
~Very Orderly Decor
    (0 gold, 10 lumber)
    provides order
~Very Scary Decor
    (0 gold, 10 lumber)
    provides fear
~Apothecary
    (0 gold, 12 lumber) costs 2 gold per month
    **requires a skilled surgeon
    employs 2 surgeons
    keeps workers from getting sick and causes order
~Hotel
    (500 gold, 50 lumber) costs 5 gold per month
    **requires wealthy captive
    8 customer spaces, 10 gold customer fee
    provides resting for wealthy captives, order
~Interrogation Chamber
    (250 gold, 25 lumber) costs 5 gold per month
    employs 1 overseer
    provides pirate wages, fear, sometimes information

*********
Education
*********
~Swordmanship
    (600 gold, 40 lumber) costs 5 gold per month
    6 customer spaces
    raises the swordsmanship skill of pirates, provides defense
~Marksmanship
    (600 gold, 40 lumber) costs 5 gold per month
    6 customer spaces
    raises the marksmanship skill of pirates, provides defense
~Gunnery
    (600 gold, 40 lumber) costs 5 gold per month
    6 customer spaces
    Raises the gunnery skill of pirates, provides defense
~Navigation
    (600 gold, 40 lumber) costs 5 gold per month
    6 customer spaces
    raises the navigation skill of pirates, provides defense
~Seamanship
    (600 gold, 40 lumber) costs 5 gold per month
    6 customer spaces
    raises the seamanship skill of pirates, provides defense

*******
Defense
*******
~Watch Tower
    (0 gold, 8 lumber) costs 2 gold per month
    employs 2 guards
    provides defense, fear, pirate wages
~Observatory
    (0 gold, 20 lumber)
    provides defense
~Safe Harbor Anchor
    (0 gold, 5 lumber)
    provides defense
~Protective Cannon
    (0 gold, 10 lumber)
    provides defense
~Anarchy Shrubs
    (0 gold, 5 lumber)
    causes a little anarchy
~Anarchy Decor
    (0 gold, 10 lumber)
    radiates anarchy
~Fort
    (1000 gold, 60 lumber) costs 5 gold per month
    **requires engineer
    employs 4 guards
    provides pirate wages, defense, fear
~Sugery
    (0 gold, 12 lumber) costs 2 gold per month
    **requires skilled surgeon
    employs 2 surgeons
    provides anarchy, pirate wages

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Accoutrement
************
~Graveyard
    (0 gold, 20 lumber) costs 2 gold per month
    provides fear, use to raise the dead pirates
~Parrot Aviary
    (100 gold, 20 lumber) costs 5 gold per month
    **requires bird handler
    employs 2 bird handlers
    produces parrots
~Hat Shop
    (100 gold, 20 lumber) costs 5 gold per month
    **requires hatter
    employs 2 hatters
    produces hats, order
~Carpenter
    (100 gold, 20 lumber) costs 5 gold per month
    **requires carpenter
    employs 2 carpenters
    produces peg legs, fear



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                                 Ship Types
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Snow
   (0 gold, 20 lumber)
   Speed - 28
   Cannon - 4
   Supplies - 5
   Muskets - 4
   Swords - 4
   Crew - 3
   Officers - 1
   Captains - 1

Schooner
   (100 gold, 30 lumber)
   Speed - 32
   Cannon - 8
   Supplies - 8
   Muskets - 7
   Swords - 7
   Crew - 5
   Officers - 2
   Captains - 1

Sloop
   (250 gold, 50 lumber)
   Speed - 28
   Cannon - 16
   Supplies - 10
   Muskets - 10
   Swords - 10
   Crew - 8
   Officers - 2
   Captains - 1

Brigantine
   (500 gold, 70 lumber)
   Speed - 26
   Cannon - 12
   Supplies - 30
   Muskets - 10
   Swords - 10
   Crew - 8
   Officers - 2
   Captains - 1

Frigate
   (1000 gold, 125 lumber)
   Speed - 22
   Cannon - 26
   Supplies - 40
   Muskets - 17
   Swords - 17
   Crew - 13
   Officers - 4
   Captains - 1

Galleon
   (1000 gold, 150 lumber)
   Speed - 15
   Cannon - 40
   Supplies - 60
   Muskets - 20
   Swords - 20
   Crew - 15
   Officers - 5
   Captains - 1

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                                Pirate Ranks
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A pirate's total earnings determine their rank:
Rank 2 = 75 gold
Rank 3 = 200 gold
Rank 4 = 350 gold
Rank 5 = 550 gold
Rank 6 = 800 gold
Rank 7 = 1100 gold
Rank 8 = 1500 gold
Rank 9 = 2000 gold

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                                 Campaigns
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Beer for Buccaneers
*******************
Objective:  You have one year to build a Brewery & a Smuggler's Dive.

Start out by building a Timber Camp next to the Sawmill.  This will get some
captives working to provide more lumber.  Since you start out with a little bit
of lumber you can build your Brewery right away.  Of course, you'll need to
put a Construction Tent next to your Brewery so your captives can begin building.
As soon your Sawmill has 8 lumber you can build your Smuggler's Dive.

***************
Pirate Industry
***************
Objective:  You have 18 months to build a Sea Ration Factory, Iron Mine, Blast
           Furnace, Blacksmithy, and a Dock.

Start out by building a Timber Camp next to the Sawmill.  Next you'll want to
get your Sea Ration Factory (10 lumber) built so they can begin turning corn
into "seafood".

Now you have a choice to make, build an Iron Mine (20 lumber) or a Dock (5
lumber) you need them both, but if you build the Dock first then it gives your
haulers a chance to start hauling rations and if you build the Iron Mine first
it gives your miners a chance to get started mining ore.  The Dock needs to be
built in the water with its ramp joining onto the road.  When you build the
Iron Mine, look for the green spot that indicates an area rich in ore.  Don't
build on the top of the green spot, build on the side of it.

Build the Blast Furnace (20 lumber) next, between the Iron Mine and the Dock.
Lastly build the Blacksmithy (15 lumber) between the Blast Furnace and the
Dock.  Your haulers will be picking up the cutlasses from the Blacksmithy and
taking them to the dock.  The shorter the distance the quicker your dock is
supplied.

************************
Raiders of the Caribbean
************************
Objective:  You have 4 years to get your treasury to $3000 gold and to build a
           Boatyard.

Start out by building your timber camp and maybe even a second Sawmill.  You
already have the Iron Mine, Sea Ration Factory & Blacksmithy to outfit the
schooner so the next thing to build is the Boatyard.  Boatyards can only be
built on the beach and they need a road.

Once your Boatyard is built you can concentrate on getting $3000 gold.  You'll
probably need to press gang some of your captives to make a pirate crew.  Now
start Cruising.  If for some reason your ship sinks, build another one.  You can
ransom any wealthy captives that you kidnap, the longer they stay on your island
the more you can ransom them for.  The ransom starts at $100.

You will also want to build places to entertain your pirates.  Build lots of
Wench & Masseuse houses (2 lumber) at least 4 or 5, a Smuggler's Dive and an
Animal Pit for gambling.  I put all of my settings on gouge em to get $$$
quicker.  You'll need captives to work so you may have to raid instead of
cruise to build up your workforce.

***********************
Privateers, Not Pirates
***********************
Objectives:  Build a Sloop, a Gambling Den and a Smuggler's Dive and get
            Pirate happiness over the halfway point.

Ok, by now you should know that you'll need lumber.  This is the last time I'll
mention building a Timber Camp & maybe an extra Sawmill (if you don't know this
by now then you haven't been playing the game).  Since the need 50 lumber to
build the sloop you'll want the extra Sawmill this time.

First kidnap a Shipwright.  Once you have the Shipwright you can begin building
the Boatyard, you'll also need another Dock for the Sloop.

Since money really isn't the object you don't NEED to cruise this time.  You'll
need to build the Smuggler's Dive & Gambling Den, but your pirates will want
Wench & Masseuse houses to make them happy.

You can also issue the Pirate Festival edict for $1000 to throw a party for your
pirates and make them happy.

************
Jamaican Rum
************
Objectives:  Build a Skull Cave and hoard at least $1000 gold in 8 years (you
            will have to play through all 8 years even if you reach the $1000
            gold goal early, but your hoard amount carries over to the next
            campaign so try and earn as much as you can).

First build your Sea Rations Factory, Iron Mine, Blast Furnace, and Blacksmithy
so you can start cruising.  Once your ready to sail for bounty then build your
Skull Cave and set it to stash maximum.  You may want to build a Boatyard in
case your ship sinks or build another dock so you can have to ships out there
stealing treasure.

Build lots of entertainment for your pirates.  I started out setting stuff at
"gouge em" but my pirates got pretty mad so I decided to set some at the middle
rates.  When you get to the end of your 8 years you can also change your cruise
settings to miserly so you get more of the treasure.  Also when you ransom the
wealthy captives, you get to keep ALL of the ransom, it's not split with your
pirates.

*****************
Diplomacy and War
*****************
Objectives:  By April 1669 build up your hoard to $1500 gold and achieve loyalty
            to France or Spain by using the Prohibit Victims edict and the
            Declare Peace edict.  You can also release captives from the nation
            you choose to be loyal to, but I wouldn't do this until LATE in the
            game.

I declared loyalty to France since I needed to raid the Spanish settlement for
captives.  Start right out declaring your loyalty to either Spain or France.  If
you have lots of gold in your treasury (at least $3000-$4000) then you can spy
on the English trade routes for $1500 gold.  Build your island up like usual and
make sure you're prepared to build another ship with a Boatyard in case one
sinks.  As long as you remember to release the captives from your "loyal" nation
before April 1669 you should have no problem with this campaign.

*****************
A Turncoat Pirate
*****************
Objectives:  Build two pirate schools, an interrogation chamber and have at
            least 4 ships by the time Henry Morgan arrives (which you'll find
            out the date by interrogating English prisoners).

Start out by raiding settlements because you'll want lots of captives and also
building up your island.  Once you've got the Sea Rations & Weapons you can
start cruising - make sure to set your Skull Cave settings, I like mine at
maximum because your hoard carries over to your next campaign treasury.

I would build the Interrogation Chamber before the Pirate Schools.  The campaign
will end as soon as you have everything built that you need.  If you know when
Henry Morgan will arrive you can wait to build your last school so that you'll
earn more hoard money.  Also keep your ships in port during the last few months,
it's not fun to lose one just before Henry Morgan arrives with no time to build
a replacement ship.

*************************
Frigates and Shipbuilding
*************************
Objectives:  By 1682 build a Shipyard, build 2 Frigates, get your hoard to 2000
            gold.

Start out the same as usual.  You'll want to kidnap a shipwright, maybe even
two.  Hopefully you've got a big treasury to start with from your last hoard.
Get at least two Sawmills going as soon as possible since each Frigate takes
125 lumber on top of the $1000 gold and you may even want a skilled lumberjack
to get more lumber quicker.

I don't know whether you want to risk your Frigate on cruising.  It will bring
you lots of gold, but if it sinks, it will cost you BIG TIME.  You want your
hoard to be as big as possible since it will carry over to your next treasury
so I'd wait to build the last Frigate until the end of 1680, or the very
beginning of 1681 - but if you wait this long make sure you have 3 shipwrights.

*****************
A Smuggler's Cove
*****************
Objectives:  By the end of 1689 build a Cigar Factory, Rum Distillery, Bakery,
            Brewery, and a Smuggler's Cove and get your hoard to 5000 gold.

You are allied with France in this campaign which means not only will France
give you lots of captives but you'll also get a one time gift of $5000 gold.
Make sure you're Pirate Cave is set to maximum stash before you accept the
gift to ensure a quick $1250 goes right into your hoard.  After setting up your
Pirate Cave settings, issue the Emergency Funding edict under International
Diplomacy and petition France for money.

I would also build a Smuggler's Cove as soon as possible too.  Open it to France
and let the gold roll in.  After that it's pretty easy.  As soon as all the
objectives are met the campaign ends so I would wait and build up your hoard.
You'll want your Rum & Grog, but maybe hold off on building the Bakery.  Either
that or the Cigar Factory, it really doesn't make that much difference which one
so long as you can keep hoarding the gold until the last possible moment.

*******
Tortuga
*******
Objectives:  By the end of 1697 get your hoard to 10,000 gold and your treasury
            to 20,000 gold.

I hope you hoarded lots of extras from the last campaign.  This campaign is a
GIANT headache.  Again, build your Smuggler's Cove as soon as possible and open
it up to France.  You can get the $5000 emergency money again, make sure you're
stashing the maximum when you do it.  Your island is big so you can set up a
couple of mines to supply your ships with weapons.  Make sure you have lots of
lumber for building stuff - you'll need to in order to keep your pirates happy.

The biggest problem is your pirates.  They start out easy to please and become
a big pain in the butt.  Be prepared to pause often as you try and figure out
exactly what they need now.

Build more ships and send them out in packs.  They'll work together and sort
of protect one another.  Set your biggest crew to Board Em and your other ship
to Pound Em then while they're being bombarded with cannons your other ship can
take them out with their swords.  Just don't stay too long in one area or you'll
lose your ships anyway.

There really is no tried and true way with this campaign.  You need to watch
your pirate's happiness, make sure you have enough entertainment, and keep the
resources growing and there always seems to be a problem somewhere.

******************
The Treasure Fleet
******************
Objectives:  Get your hoard to 10,000 gold by the end of 1700.

Sounds easy after the last one right?  Well it's a little easier.  You don't
have to worry about your treasury so you can set your Pirate Cave to stash
maximum.  A Smuggler's Cove will help you a little, but you're going to have to
cruise.  And in this level you need to focus on winning your sea battles.  Send
your ships out in packs, train your crews so the ones who'll Board Em are good
at Swordsmanship and the ones who'll Pound Em are good at Gunnery and the ones
who'll Harass Em are good at Marksmanship.  Make sure that your ships all depart
at the same time so they can cruise together.  A single ship will probably be
lost, so even if all your crew isn't on board, hit the sail button and get them
out at the same time.

***************
The Jolly Roger
***************
Objectives:  By the end of 1707 recruit 50 pirates, have 5000 gold in your hoard
            and get your pirate happiness above the 2/3 mark.

Well this one isn't too bad.  You shouldn't cruise as much because you want your
pirates on the island enjoying themselves, not out cruising.  But they will need
some money to spend.  Make sure that all of your pirate levels have the right
entertainment.  You can also spend money on Pirate Festival editcs to boost
their happiness.

*********
A New War
*********
Objectives:  By the end of 1716 get friendly with either France, England, or
            Spain, have at least 4 Frigates or Galleons and get your hoard to
            at least 5000 gold.

You won't want England as your patron because they have too many merchant ships
to attack.  Check your Strategic Map and see which one has the settlement
because you definately don't want to cozy up with them, you're going to need
the captives.  Issue your Prohibit Victims & Declare Peace edicts right away.

There are two islands.  I used my smaller one for mostly farming.  Make sure
you have plenty of scary & orderly stuff to keep your captives in line.  There
are two places on the bigger island for mining, you might want to get them both
running.

You'll want to get started on building the Frigates or Galleons right away too,
and you may want more than one shipwright.  You'll definately need lots of
lumber so keep an eye on that situation.

**************
Pirate Defense
**************
Objectives:  In 10 years get your hoard to 10000 gold and get your island set up
            with the maximum possible defense.

Well you can either court the Spanish or fortify your island.  Since I'm sick of
kissing up to Spain, I went with defending the island.  Besides that leaves you
free to attack Spanish ships or settlements to build up your hoard.

Build up your island like normal only make sure you place several forts and
maybe an observatory or two for the defense, some protective cannons too.
Now work on getting your 10000 gold.

*******************
The Last Golden Age
*******************
Objectives:  By 1729 have 6 Pirate Ships, 6 Captains and keep them happy.

Since recruiting captains costs $5000 gold each I'll tell you right now you're
going to need lots of gold.  Get started building your ships right away, but
build small ships - don't waste your gold on building big ones because if they
sink you're going to be out a lot of gold.  Make sure you keep your captains
happy too.

***********************
The War of Jenkins' Ear
***********************
Objectives:  In 10 years get your hoard to 7500 gold.

Get your Smuggler's Cove set up & some big ships built.  Since the English Navy
is ready to pounce on you, don't send out single ships because they won't make
it back.  Send out your ships in packs for the best chances.  Get some schools
set up so you can have your crews trained for Board Em, Harass Em, etc...

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                                 Single Games
********************************************************************************

******************
Tools of the Trade
******************
This is basically a tutorial

***************
Pirate Paradise
***************
Objectives:  Stay in power for 20 years.  Your hoard size determines your medal.

Set your hoard to maximum stash and then go to town.  Just try and keep everyone
happy.

******************
Home Isle Security
******************
Objectives:  You have 10 years to prepare for a Spanish Invasion.

Forts, forts and more forts.  Plus try and boost your pirate ranks.  Also if you
issue the Spanish peace edicts it will weaken them a little bit.

****************
Peace or Plunder
****************
Objectives:  Build a shipyard in 6 years.

You need 800 gold and 30 lumber.  Your choice, you can either plunder by cruising
for your gold or build a Smuggler's Cove and try earning your gold.  It's fun to
do either way.

*************
The Anarchist
*************
Objectives:  You have 15 years to get at least 150 captives and keep them happy
            (if not happy, then at least resigned).

Make sure your captives have plenty of corn farms, chuck tents, bunkhouses and
don't forget the priest & church.

**************
Local Troubles
**************
Objectives:  You have 20 years to get 12000 gold in your hoard.

Build at least 2 big ships so they can cruise together, don't even think about
sending them out alone or they won't come back.

****************
The Happy Pirate
****************
Objectives:  You need to get a 75% overall happiness for 30 pirates in 10 years.

Try and keep the number of pirates at just over 30.  More pirates means more
problems.  Make sure they have beer, rum and cigars, maybe even pastries.
Build pirate houses & make sure they have enough defense & anarchy.  Lastly if
you're nearing 75% with lots of money in your treasury then use the Pirate
Festival Edict or Free Beer.  It's also helpful if you don't let your pirates
move up in rank (the higher the rank the harder to please).  So be Selfish or
Miserly and then donate money if they need it.

**********************
Spanish Treasure Fleet
**********************
Objectives:  You have 20 years to get 10000 gold in your hoard.

You need big ships for this one, but you need to keep an eye on your hoard as
well.
Again send them out in packs.

*********
Tiny Isle
*********
Objectives:  You have 18 years to build 2 frigates or 2 galleons and hoard 5000
gold.

Since you have a tiny island you need to use every resource wisely.  Don't waste
wood
because you're going to need every last splinter.

*******************
Spanish Inquisition
*******************
Objectives:  You have 20 years to get 15000 gold in your personal hoard to get
            a bronze medal.

The Inquistion & the church both have a BIG problem with your lifestyle.  They're
going to tell you to change your evil ways.  Try and keep all those priests happy
or prepare for a Spanish invasion.

Note this scene has to be downloaded when you register your game.

********************************************************************************
                                 Codes
********************************************************************************
The following is a list of codes.  To use, hold down on the Control Key (ctrl)
and Shift Key, type in the code, then
release the ctrl & shift keys.

BOOTY
    Adds $2500 to your treasury each time you use the code

TIMBER
    Adds 100 lumber each time you use the code

WINIT
    You automatically win the game with a gold medal

LOSEIT
    You automatically lose the game

BRITINV
    Triggers an English invasion

SPAININV
    Triggers a Spanish invasion

FRENCHINV
    Triggers a French invasion

FREEBUILD
    Buildings are build instantly, you can place buildings anywhere (even in the
middle of the ocean)

NORMBUILD
    Buildings go back to being build normally (next to roads, docks in the
water, etc...)