Uncharted Waters: New Horizons Market/Shipyard FAQ By FatRatKnight (Lee Eric Kirwan) V1.16 This FAQ is Copyright 2011-2016 Lee Eric Kirwan ~~\//\\//\\//\\//\\//\\//\~~~~~~~~~~~~~~~~~~~~~~~~~~~\//\\//\\//\\//\\//\\//\\/ 0/\\//\\//\\//\\//\\//\\/ TABLE OF CONTENTS /\\//\\//\\//\\//\\//\\//\ ~~\//\\//\\//\\//\\//\\//\~~~~~~~~~~~~~~~~~~~~~~~~~~~\//\\//\\//\\//\\//\\//\\/ ? | (line) Section title [search] 0 | ( 8) TABLE OF CONTENTS (Here) 1 | ( 45) INTRODUCTION___________________[IN01] 2 | ( 70) PORT LIST [QL30] 3 | ( 262) MARKET DATA____________________[MD13] .1 { 282} - Sale table <46bt> .2 { 421} - Market types----------------<11pm> .3 { 629} - How prices work <13hg> .1: 646: > Price Index .2: 728: > Taxes .3: 770: > Haggling .4: 803: > Abusing discount mechanics 4 | ( 826) SHIPYARD DATA__________________[SY25] .1 { 855} - List of ships <25tk> .2 { 961} - Shipyard types--------------<11st> .3 {1141} - Getting a ship <31gs> .1:1149: > Build new ship .2:1202: > Buy used ship .3:1232: > Price adjustments .4:1277: > Costs of other services .4 {1300} - Figureheads-----------------<10fh> .5 {1347} - Guns <07gn> 5 | (1382) VARIOUS NOTES__________________[VN40] .1 {1390} - Investments <30in> .2 {1452} - Ranks-----------------------<10rk> .3 {1480} - Cafe recruits <05cr> 6 | (1550) CLOSING________________________[ED33] .1 {1558} - Credits <02th> .2 {1568} - Contact Info----------------<86so> .3 {1587} - Legal .4 {1602} - Version History-------------<04vh> ~~\//\\//\\//\\//\\//\\//\~~~~~~~~~~~~~~~~~~~~~~~~~~~\//\\//\\//\\//\\//\\//\\/ 1/\\//\\//\\//\\//\\//\\/ INTRODUCTION /\\//\\//\\//\\//\\//\\//\ ~~\//\\//\\//\\//\\//\\//\~~~~~~~~~~~~~~~~~~~~~~~~~~~\//\\//\\//\\//\\//\[IN01] 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|Specialty Price Req.:Eco-T|Ind-T|Sprt| +------------------+--------+-----------------------+-----+-----+----+ |# 0 Lisbon |39N 9W|Rock Salt 38 *100:780 a|770 A|100P| |# 1 Seville |37N 6W|Porcelain 100 *100:770 a|810 A|100S| |# 2 Istanbul |41N 28E|Carpet 210 *100:810 e|720 F|100T| |# 3 Barcelona |41N 2E|Rock Salt 45 *100:590 a|540 A|100S| |# 4 Algiers |37N 3E|-------------- --- ---:160 d|180 F| 20T| |# 5 Tunis |37N 10E|Iron Ore 90 600:130 d|160 F| 15T| |# 6 Valencia |39N 0W|Wool Cloth 56 *200:320 a|300 A|100S| |# 7 Marseille |44N 5E|Perfume 105 *200:350 c|290 D| 0 | |# 8 Genoa |44N 8E|Silver 190 *300:750 c|760 E|100I| |# 9 Pisa |43N 10E|Silk Cloth 170 *400:620 c|540 E|100I| |#10 Naples |40N 13E|Wool Cloth 68 *200:630 c|640 E|100I| |#11 Syracuse |37N 15E|-------------- --- ---:240 c|220 E|100I| |#12 Palma |39N 2E|-------------- --- ---:290 c|285 A| 98S| |#13 Venice |45N 13E|Glassware 180 *300:740 c|730 E|100I| |#14 Ragusa |42N 18E|Dye 92 200:150 c|140 E|100I| |#15 Candia |35N 25E|-------------- --- ---:180 c|160 E| 0 | |#16 Athens |38N 24E|Art 310 *300:640 c|540 E| 0 | |#17 Salonika |41N 22E|-------------- --- ---:110 e|120 E| 0 | |#18 Alexandria |31N 29E|Cotton Cloth 25 *200:720 e|700 F|100T| |#19 Jaffa |32N 35E|-------------- --- ---:140 e|150 F| 95T| |#20 Beirut |33N 35E|Carpet 210 300:270 e|250 F|100T| |#21 Nicosia |35N 33E|Copper Ore 88 400:150 c|160 F| 98T| |#22 Tripoli |32N 13E|-------------- --- ---:420 d|400 F| 90T| |#23 Kaffa |45N 34E|Iron Ore 85 400:340 e|350 F| 35T| |#24 Azov |47N 38E|-------------- --- ---:110 e|115 F| 20T| |#25 Trebizond |41N 39E|Cotton Cloth 58 *100:360 e|370 F|100T| |#26 Ceuta |35N 5W|-------------- --- ---: 85 d| 90 A|100P| |#27 Bordeaux |45N 1W|Raisins 32 *200:600 b|580 D| 80E| |#28 Nantes |48N 2W|-------------- --- ---:560 b|570 D| 80E| |#29 London |53N 0E|Wool 45 *100:720 b|740 B|100E| |#30 Bristol |52N 3W|Tin Ore 75 350:320 b|380 B|100E| |#31 Dublin |54N 7W|-------------- --- ---:370 b|350 B| 93E| |#32 Antwerp |53N 5E|Wool Cloth 52 *300:660 b|670 C|100H| |#33 Amsterdam |55N 6E|Glass Beads 3 *100:700 b|730 C|100H| |#34 Copenhagen |57N 12E|Glassware 190 *450:530 b|510 D| 98H| |#35 Hamburg |55N 10E|Dye 85 *400:600 b|620 C| 95H| |#36 Oslo |63N 10E|Wood 82 *100:190 b|185 D| 80E| |#37 Stockholm |62N 19E|Copper Ore 80 500:480 b|470 D| 85E| |#38 Lubeck |55N 10E|Silver 170 500:320 b|300 D| 85H| |#39 Danzig |56N 18E|-------------- --- ---:370 b|280 D| 90H| |#40 Riga |59N 23E|Wood 80 *100:150 b|160 D| 85H| |#41 Bergen |62N 5E|-------------- --- ---:145 b|150 D| 80H| |#42 Caracas | 7N 72W|Vanilla 40 *200:220 h|210 K| 95S| |#43 Cartegena | 6N 81W|-------------- --- ---:190 h|130 K| 0 | |#44 Havana |19N 87W|Vanilla 35 *200:210 g|220 K| 93S| |#45 Margarita | 7N 69W|-------------- --- ---: 40 h| 45 K| 0 | |#46 Panama | 5N 85W|-------------- --- ---:160 g|190 K| 0 | |#47 Porto Velho | 6N 85W|-------------- --- ---: 60 g| 75 K| 95S| |#48 Santo Domingo |14N 74W|Sugar 18 200:150 g|160 K| 98S| |#49 Veracruz |15N 100W|Gold 400 400: 80 g| 75 K| 0 | |#50 Jamaica |13N 81W|Sugar 18 200: 60 g| 80 K| 90S| |#51 Guatemala |10N 95W|Grain 10 90: 70 g| 65 K| 97S| |#52 Pernambuco |11S 45W|Dye 35 250:215 h|240 K|100P| |#53 Rio de Janeiro|25S 50W|Gold 380 450: 45 h| 50 K| 90P| |#54 Maracaibo | 7N 77W|-------------- --- ---:120 h|105 K| 95S| |#55 Santiago |16N 81W|-------------- --- ---: 80 g|105 K| 0 | |#56 Cayenne | 0S 57W|Wood 60 100: 70 h| 65 K| 0 | |#57 Madeira |33N 17W|Sugar 12 *100:240 f|230 H|100P| |#58 Santa Cruz |28N 17W|-------------- --- ---: 90 f| 80 H| 0 | |#59 San Jorge | 6N 2W|Ivory 100 *200:210 f|190 H|100P| |#60 Bissau |13N 17W|-------------- --- ---: 85 f|100 H| 0 | |#61 Luanda | 8S 12E|Coral 120 100: 90 f| 75 H| 96P| |#62 Argin |20N 18W|-------------- --- ---:200 f|185 H|100P| |#63 Bathurst |14N 17W|-------------- --- ---: 75 f| 60 H| 0 | |#64 Timbuktu |15N 4W|Ivory 60 *100:430 f| 35 H| 0 | |#65 Abidjan | 6N 5W|Musk 80 200: 90 f| 75 H| 0 | |#66 Sofala |17S 34E|Ivory 90 *100:390 i|400 H| 85P| |#67 Malindi | 3S 39E|Musk 70 *150:370 i|360 H| 95P| |#68 Mogadishu | 3N 45E|Ivory 85 150: 90 i| 70 H| 0 | |#69 Mombasa | 4S 39E|-------------- --- ---:380 i|390 H| 90P| |#70 Mozambique |13S 40E|-------------- --- ---:180 i|160 H| 0 | |#71 Quelimane |15S 36E|Tortoise Shell 45 200: 60 i| 60 H| 0 | |#72 Aden |14N 46E|Amber 110 250:210 j|260 G| 90P| |#73 Hormuz |26N 56E|Ginger 25 300:100 j| 90 G| 95P| |#74 Massawa |15N 41E|Pimento 25 300: 90 j| 85 G| 0 | |#75 Cairo |29N 32E|Art 190 *400:510 j|480 F|100T| |#76 Basra |30N 48E|Cheese 10 * 50:480 j|500 G|100T| |#77 Mecca |21N 39E|Musk 50 *200:500 j| 80 G|100T| |#78 Quatar |25N 52E|Tortoise Shell 35 150:130 j|160 G|100T| |#79 Shiraz |26N 53E|-------------- --- ---: 70 j| 80 G|100T| |#80 Muscat |24N 58E|-------------- --- ---:180 j|230 G| 95T| |#81 Diu |25N 66E|-------------- --- ---: 75 k| 80 G| 87P| |#82 Cochin |10N 75E|-------------- --- ---:130 k|120 G| 90P| |#83 Ceylon | 8N 80E|Cinnamon 4 * 50:180 k|210 G| 0 | |#84 Amboa | 1S 125E|Nutmeg 5 70: 50 l| 50 G| 0 | |#85 Goa |14N 73E|Ginger 10 *200:540 k|560 G| 85P| |#86 Malacca | 4N 101E|Cinnamon 3 * 50: 90 l| 95 G| 0 | |#87 Ternate | 2N 125E|Clove 4 * 80: 80 l| 85 G| 0 | |#88 Banda | 2S 128E|Nutmeg 3 * 30: 45 l| 40 G| 0 | |#89 Dili | 6S 125E|Clove 4 50: 40 l| 45 G| 0 | |#90 Pasei | 5N 96E|-------------- --- ---: 35 l| 40 G| 0 | |#91 Sunda | 3S 106E|-------------- --- ---: 40 l| 55 G| 0 | |#92 Calicut |12N 74E|Nutmeg 15 *250:530 k|560 G| 0 | |#93 Bankao | 1N 105E|-------------- --- ---: 50 l| 45 G| 0 | |#94 Zeiton |26N 119E|Silk 25 *300:520 m|570 I| 0 | |#95 Macao |23N 113E|-------------- --- ---:480 m|490 I| 0 | |#96 Hanoi |22N 105E|Coral 70 *300:300 m|340 G| 0 | |#97 Changan |35N 110E|Silk Cloth 20 *400:580 m|280 I| 0 | |#98 Sakai |35N 136E|Silk Cloth 15 *400:420 m|410 J| 0 | |#99 Nagasaki |33N 129E|Silver 35 *150:210 m|220 J| 0 | +------------------+--------+-----------------------+-----+-----+----+ |#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 Product_______aaaa_bbbb_cccc_dddd_eeee_ffff_gggg_hhhh_iiii_jjjj_kkkk_llll_mmmm_ Clove 140 160 150 145 110 45 55 50 25 30 **12 !!!3 30 Cinnamon 120 130 120 110 150 40 45 50 20 28 !!10 !!!2 40 Pepper 80 140 120 100 75 40 30 35 20 22 ***5 ***2 50 Nutmeg 95 110 100 95 90 45 40 45 25 18 !!13 !!!3 45 Pimento 60 55 70 65 60 45 ***5 ***7 20 !!40 15 2 3 Ginger__________55___70___65___60___65___40___30___25___20_!!35_!!14_***2_**10_ Vanilla 220 250 200 180 280 10 !!70 !!70 10 15 12 12 320 Tea 200 220 200 180 160 20 25 30 16 90 ***8 6 ***8 Coffee 5 5 5 320 340 15 30 20 12 **15 6 5 5 Cacao__________105__110___95___75___85_**10___20___15___10____5____5____5____5_ Sugar 45 49 48 50 50 !!60 !!80 85 65 50 68 70 90 Cheese **20 **15 40 35 **15 45 45 50 45 !!35 15 12 20 Fish **10 **10 **10 **10 35 ***5 ***8 10 ***7 20 15 ***5 ***3 Grain 32 ***8 ***8 25 ***7 50 !!35 **15 55 15 ***4 4 5 Olive Oil **10 38 **15 **12 42 60 30 25 15 ***5 8 10 7 Raisins **20 !!58 **20 40 15 30 35 30 35 10 45 45 70 Rock Salt_____!!65___65___65_**45_**20___22_**15___50_***6_**12____5____6____5_ Silk 180 240 160 110 140 38 40 37 28 100 75 40 !!50 Cotton 50 **20 **15 40 **40 45 50 52 55 ***5 **10 16 18 Wool 75 !!60 **25 **30 **60 10 15 12 8 **16 20 18 23 Flax____________40___45___42_**10___30_**15___20___25_**10___30_***3___20___14_ Cotton Cloth **40 **35 65 65 !!60 75 85 82 80 **14 30 38 40 Silk Cloth 220 260 !200 120 180 80 90 88 80 110 85 42 !!30 Wool Cloth !!70 !!90 !!65 45 90 15 20 18 20 **22 59 42 70 Velvet **50 90 75 65 95 85 70 68 80 115 220 40 310 Linen Cloth___**25___65_**30_**35___60_**17___65___67___70___65_**18___32_**15_ Coral 280 285 265 270 300 !!80 **70 100 **60 80 70 **20 !!55 Amber 300 305 320 300 300 **90 280 270 120 !310 290 210 250 Ivory 280 290 280 260 290 !!45 120 110 !!40 70 90 120 300 Pearl 310 320 300 270 240 70 105 95 75 60 40 35 **30 Tortoise Shell_120__130__110___80___85___15_**40_**30_!!50_!!65___20_**10___20_ Gold 1000 1100 1000 900 1000 *300 !250 !270 *150 950 1050 1020 900 Silver_________240_!260_!240__240__200__180__140_*100__170__170__180__190_!200_ Copper Ore 180 !170 !175 160 **60 30 40 42 **40 75 **30 70 50 Tin Ore 100 !110 90 95 100 20 22 23 25 60 55 **25 35 Iron Ore_______190_**70__185_!170_!190___35___35_**30___35__120__130___50__140_ Art 400 400 !400 300 400 80 120 130 70 !320 200 100 **80 Carpet 300 350 300 170 !150 110 105 100 120 **30 35 45 52 Musk 120 130 120 100 140 !!60 35 42 !!55 !120 130 65 140 Perfume________110__130_!100__120__120___90___50___60___95_**28__135___55__160_ Glass Beads 2 !!!2 ***2 2 2 50 2 2 100 2 2 2 2 Dye **50 !130 !125 100 **50 60 **15 !!20 **20 120 140 20 200 Porcelain !120 **55 130 110 100 40 50 50 30 35 200 40 **12 Glassware 230 !225 !230 230 235 50 50 50 105 35 300 95 450 Arms *100 100 100 100 100 140 180 170 160 240 230 190 70 Wood___________130_!100__125__100_**40___20___28_!!30___25__120___22___18___15_ 3.2----------------------------- Market types ---------------------------<11pm> 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. |Port a|Location|SpecialtyPrice Req:Eco Avail| |Market a |Req|Pri| +---------+--------+------------------:---------+ +------------+---+---+ |Lisbon |39N 9W|Rock Salt 38 ***:780 10/10| |Cheese |***| 30| |Seville |37N 6W|Porcelain 100 ***:770 10/10| |Fish |***| 20| |Barcelona|41N 2E|Rock Salt 45 ***:590 8/10| |Olive Oil |***| 28| |Valencia |39N 0W|Wool Cloth 56 ***:320 7/10| |Raisins |300| 36| +---------+--------+------------------:---------+ |Cotton Cloth|***| 70| |Velvet |500| 80| |Linen Cloth |***| 50| |Dye |600|120| |Arms |750|120| +------------+---+---+ |Port b|Location|Specialty Price Req:Eco Avail| |Market b |Req|Pri| +----------+--------+-------------------:---------+ +------------+---+---+ |Bordeaux |45N 1W|Raisins 32 200:600 6/ 8| |Cheese |***| 25| |Nantes |48N 2W|----------- --- ---:560 5/ 7| |Fish |***| 20| |London |53N 0E|Wool 45 ***:720 7/ 8| |Grain |***| 20| |Bristol |52N 3W|Tin Ore 75 350:320 4/ 8| |Cotton |***| 45| |Dublin |54N 7W|----------- --- ---:370 4/ 7| |Cotton Cloth|400| 60| |Antwerp |53N 5E|Wool Cloth 52 ***:660 6/ 8| |Iron Ore |700|110| |Amsterdam |55N 6E|Glass Beads 3 ***:700 7/ 8| |Porcelain |750| 90| |Copenhagen|57N 12E|Glassware 190 ***:530 6/ 8| +------------+---+---+ |Hamburg |55N 10E|Dye 85 ***:600 6/ 8| |Oslo |63N 10E|Wood 82 ***:190 5/ 8| |Stockholm |62N 19E|Copper Ore 80 500:480 5/ 8| |Lubeck |55N 10E|Silver 170 500:320 4/ 8| |Danzig |56N 18E|----------- --- ---:370 4/ 7| |Riga |59N 23E|Wood 80 ***:150 5/ 8| |Bergen |62N 5E|----------- --- ---:145 4/ 7| +----------+--------+-------------------:---------+ |Port c|Location|SpecialtyPrice Req:Eco Avail| |Market c |Req|Pri| +---------+--------+------------------:---------+ +-----------+---+---+ |Marseille|44N 5E|Perfume 105 ***:350 7/ 9| |Fish |***| 25| |Genoa |44N 8E|Silver 190 ***:750 9/ 9| |Grain |***| 18| |Pisa |43N 10E|Silk Cloth 170 ***:620 9/ 9| |Olive Oil |***| 30| |Naples |40N 13E|Wool Cloth 68 ***:630 9/ 9| |Raisins |300| 40| |Syracuse |37N 15E|---------- --- ---:240 5/ 8| |Cotton |***| 38| |Palma |39N 2E|---------- --- ---:290 5/ 8| |Wool |600| 65| |Venice |45N 13E|Glassware 180 ***:740 9/ 9| |Linen Cloth|***| 50| |Ragusa |42N 18E|Dye 92 200:150 5/ 9| |Glass Beads|400| 3| |Candia |35N 25E|---------- --- ---:180 5/ 8| +-----------+---+---+ |Athens |38N 24E|Art 310 ***:640 9/ 9| |Nicosia |35N 33E|Copper Ore 88 400:150 5/ 9| +---------+--------+------------------:---------+ |Port d|Location|SpecialPrice Req:Eco Avail| |Market d |Req|Pri| +-------+--------+----------------:---------+ +-----------+---+---+ |Algiers|37N 3E|-------- --- ---:160 3/ 6| |Fish |***| 25| |Tunis |37N 10E|Iron Ore 90 600:130 3/ 7| |Olive Oil |***| 35| |Tripoli|32N 13E|-------- --- ---:420 6/ 6| |Rock Salt |300| 60| |Ceuta |35N 5W|-------- --- ---: 85 3/ 6| |Wool |400| 70| +-------+--------+----------------:---------+ |Flax |***| 35| |Linen Cloth|400| 50| +-----------+---+---+ |Port e|Location|Specialty Price Req:Eco Avail| |Market e |Req|Pri| +----------+--------+--------------------:---------+ +----------+---+---+ |Istanbul |41N 28E|Carpet 210 ***:810 9/ 9| |Cheese |***| 30| |Salonika |41N 22E|------------ --- ---:110 2/ 8| |Grain |***| 14| |Alexandria|31N 29E|Cotton Cloth 25 ***:720 9/ 9| |Rock Salt |300| 55| |Jaffa |32N 35E|------------ --- ---:140 2/ 8| |Cotton |200| 65| |Beirut |33N 35E|Carpet 210 300:270 3/ 9| |Wool |400| 60| |Kaffa |45N 34E|Iron Ore 85 400:340 5/ 9| |Copper Ore|500|100| |Azov |47N 38E|------------ --- ---:110 2/ 8| |Dye |400|115| |Trebizond |41N 39E|Cotton Cloth 58 ***:360 6/ 9| |Wood |300| 70| +----------+--------+--------------------:---------+ +----------+---+---+ |Port f|Location|Spect Pri Req:Eco Avail| |Market f |Req|Pri| +----------+--------+-------------:---------+ +-----------+---+---+ |Madeira |33N 17W|Sugar 12 ***:240 3/ 7| |Cacao |300| 50| |Santa Cruz|28N 17W|----- --- ---: 90 2/ 6| |Fish |***| 25| |San Jorge | 6N 2W|Ivory 100 ***:210 3/ 7| |Flax |***| 35| |Bissau |13N 17W|----- --- ---: 85 2/ 6| |Linen Cloth|300| 45| |Luanda | 8S 12E|Coral 120 100: 90 2/ 7| |Amber |300|220| |Argin |20N 18W|----- --- ---:200 2/ 6| |Gold |400|700| |Bathurst |14N 17W|----- --- ---: 75 2/ 6| +-----------+---+---+ |Timbuktu |15N 4W|Ivory 60 ***:430 7/ 7| |Abidjan | 6N 5W|Musk 80 200: 90 2/ 7| +----------+--------+-------------:---------+ |Port g|Location|Special Pri Req:Eco Avail| |Market g |Req|Pri| +-------------+--------+---------------:---------+ +--------------+---+---+ |Havana |19N 87W|Vanilla 35 ***:210 5/ 7| |Pimento |200| 20| |Panama | 5N 85W|------- --- ---:160 2/ 6| |Fish |***| 15| |Porto Velho | 6N 85W|------- --- ---: 60 1/ 6| |Rock Salt |300| 40| |Santo Domingo|14N 74W|Sugar 18 200:150 2/ 7| |Coral |100|120| |Veracruz |15N 100W|Gold 400 400: 80 1/ 7| |Tortoise Shell|350| 60| |Jamaica |13N 81W|Sugar 18 200: 60 1/ 7| |Dye |200| 35| |Guatemala |10N 95W|Grain 10 90: 70 1/ 7| +--------------+---+---+ |Santiago |16N 81W|------- --- ---: 80 1/ 6| +-------------+--------+---------------:---------+ |Port h|Location|Special Pri Req:Eco Avail| |Market h |Req|Pri| +--------------+--------+---------------:---------+ +--------------+---+---+ |Caracas | 7N 72W|Vanilla 40 ***:220 4/ 6| |Pimento |150| 20| |Cartegena | 6N 81W|------- --- ---:190 3/ 5| |Grain |***| 25| |Margarita | 7N 69W|------- --- ---: 40 1/ 5| |Tortoise Shell|150| 55| |Pernambuco |11S 45W|Dye 35 250:215 3/ 6| |Silver |250|150| |Rio de Janeiro|25S 50W|Gold 380 450: 45 1/ 6| |Iron Ore |300| 90| |Maracaibo | 7N 77W|------- --- ---:120 1/ 5| +--------------+---+---+ |Cayenne | 0S 57W|Wood 60 100: 70 1/ 6| +--------------+--------+---------------:---------+ |Port i|Location|Specialty Price Req:Eco Avail| |Market i |Req|Pri| +----------+--------+----------------------:---------+ +----------+---+---+ |Sofala |17S 34E|Ivory 90 ***:390 8/ 8| |Fish |***| 20| |Malindi | 3S 39E|Musk 70 ***:370 8/ 8| |Rock Salt |200| 18| |Mogadishu | 3N 45E|Ivory 85 150: 90 2/ 8| |Flax |150| 30| |Mombasa | 4S 39E|-------------- --- ---:380 7/ 7| |Coral |***|120| |Mozambique|13S 40E|-------------- --- ---:180 3/ 7| |Gold |300|550| |Quelimane |15S 36E|Tortoise Shell 45 200: 60 2/ 8| |Copper Ore|300| 80| +----------+--------+----------------------:---------+ |Dye |250| 40| +----------+---+---+ |Port j|Location|Specialty Price Req:Eco Avail| |Market j |Req|Pri| +-------+--------+----------------------:---------+ +------------+---+---+ |Aden |14N 46E|Amber 110 250:210 6/10| |Coffee |150| 35| |Hormuz |26N 56E|Ginger 25 300:100 3/10| |Olive Oil |***| 10| |Massawa|15N 41E|Pimento 25 300: 90 3/10| |Rock Salt |300| 20| |Cairo |29N 32E|Art 190 ***:510 10/10| |Cotton |***| 15| |Basra |30N 48E|Cheese 10 ***:480 10/10| |Wool |***| 30| |Mecca |21N 39E|Musk 50 ***:500 10/10| |Cotton Cloth|200| 32| |Quatar |25N 52E|Tortoise Shell 35 150:130 3/10| |Wool Cloth |200| 45| |Shiraz |26N 53E|-------------- --- ---: 70 3/ 9| |Carpet |400| 75| |Muscat |24N 58E|-------------- --- ---:180 4/ 9| |Perfume |400| 50| +-------+--------+----------------------:---------+ +------------+---+---+ |Port k|Location|SpecialPrice Req:Eco Avail| |Market k |Req|Pri| +-------+--------+----------------:---------+ +-----------+---+---+ |Diu |25N 66E|-------- --- ---: 75 4/ 8| |Clove |200| 25| |Cochin |10N 75E|-------- --- ---:130 5/ 8| |Pepper |100| 15| |Ceylon | 8N 80E|Cinnamon 4 ***:180 7/ 9| |Tea |***| 20| |Goa |14N 73E|Ginger 10 ***:540 9/ 9| |Grain |***| 12| |Calicut|12N 74E|Nutmeg 15 ***:530 9/ 9| |Cotton |***| 25| +-------+--------+----------------:---------+ |Flax |***| 8| |Linen Cloth|150| 30| |Copper Ore |300| 60| +-----------+---+---+ |Port l|Location|SpecialPrice Req:Eco Avail| |Market l |Req|Pri| +-------+--------+----------------:---------+ +--------------+---+---+ |Amboa | 1S 125E|Nutmeg 5 70: 50 3/ 7| |Pepper |***| 3| |Malacca| 4N 101E|Cinnamon 3 ***: 90 4/ 7| |Ginger |***| 3| |Ternate| 2N 125E|Clove 4 ***: 80 4/ 7| |Fish |***| 15| |Banda | 2S 128E|Nutmeg 3 ***: 45 4/ 7| |Coral |150| 50| |Dili | 6S 125E|Clove 4 50: 40 3/ 7| |Tortoise Shell|200| 30| |Pasei | 5N 96E|-------- --- ---: 35 3/ 6| |Tin Ore |300| 45| |Sunda | 3S 106E|-------- --- ---: 40 3/ 6| +--------------+---+---+ |Bankao | 1N 105E|-------- --- ---: 50 3/ 6| +-------+--------+----------------:---------+ |Port m|Location|SpecialtyPrice Req:Eco Avail| |Market m |Req|Pri| +--------+--------+------------------:---------+ +-----------+---+---+ |Zeiton |26N 119E|Silk 25 ***:520 8/ 8| |Ginger |***| 20| |Macao |23N 113E|---------- --- ---:480 7/ 7| |Tea |***| 20| |Hanoi |22N 105E|Coral 70 ***:300 7/ 8| |Fish |***| 10| |Changan |35N 110E|Silk Cloth 20 ***:580 8/ 8| |Linen Cloth|100| 25| |Sakai |35N 136E|Silk Cloth 15 ***:420 8/ 8| |Pearl |100| 60| |Nagasaki|33N 129E|Silver 35 ***:210 7/ 8| |Art |400|120| +--------+--------+------------------:---------+ |Porcelain |300| 30| +-----------+---+---+ 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. |Name | Price|S-Yard type:Req.|Du:Tac:Pow|Cap.:Crew :Gun|UsedCfg|** +----------------+------+-----------+----+--+---+---+----+------+---+-------+-- |Balsa | 1200|A : 100|30: 70: 80| 50: 5~ 20: 10| 15: 5|B |Hansa Cog | 1300| CD : 100|20: 65: 85| 60: 5~ 20: 10| 20: 5|B |Light Galley | 1400|A DEFGH : 100|40:100: 85| 120: 5~ 20: 10| 30: 10|Ao |Tallette | 1400| E : 200|20: 70: 95| 80: 5~ 20: 15| 15: 10|B |Dhow | 1800| G : 300|30: 90: 75| 70: 5~ 20: 15| 15: 5|B |Caravela Latina | 2400|A C EF : 200|30: 90: 75| 120:10~ 40: 20| 30: 10|A |Caravela Redonda| 2400| B D H : 200|30: 70: 90| 120:10~ 40: 20| 30: 10|B |Buss | 20000| E : 700|70: 50: 60| 500:50~200: 40|150: 30|E |Brigantine | 10000|A K: 400|40: 90: 70| 180:15~ 60: 20| 45: 15|A |Flemish Galleon | 34000|A DEF : 400|80: 75: 80| 500:40~200: 30|180: 30|Do |Nao | 30000|ABCDEF H K: 500|50: 65: 85| 450:25~120: 40| 80: 30|C |Xebec | 44000| FG : 500|70: 80: 70| 600:25~300: 40|120: 30|B |Venetian Galeass| 64000| EF : 500|90: 70: 70| 950:60~400: 50|320: 50|Do |Carrack | 40000|ABC EF H K: 600|50: 60: 80| 600:30~160: 50|100: 30|C |Pinnace | 6000| D K: 550|40: 95: 85| 150: 5~ 60: 20| 40: 15|A |La Reale | 40000| D : 600|60: 95:100| 450:30~250: 40|160: 30|Bo |Galleon | 60000|ABCD K: 800|80: 60: 65| 800:45~200: 70|180: 70|E |Sloop | 16000| B : 850|50: 95: 85| 250: 5~ 60: 40| 40: 15|A |Frigate |224000| BC :1000|80: 60: 85| 650:20~300: 70|180: 65|B |Barge |300000| B :1000|90: 50: 65|1000:40~450:120|270:120|C |Full-rigged Ship|320000| C :1000|90: 50: 65|1200:45~500:150|300:120|C |Junk | 16000| I : 300|80: 80: 70| 500:25~100: 40| 75: 30|B |Kansen | 2000| J : 200|30:100:100| 250:10~ 60: 20| 60: 20|Ao |Atakabune | 14000| J : 400|60: 95: 95| 500:20~200: 40|160: 30|Co |Tekkousen *|140000| J :1000|90: 80: 85|1100:45~300:100|360: 80|Co +----------------+------+-----------+----+--+---+---+----+------+---+-------+-- 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. 4.2---------------------------- Shipyard types --------------------------<11st> Type #; Ports - List of ports under that shipyard type. Location - Coordinates. Easy enough, right? Industr - Industry of the port and how many of that type's ships are available without needing to invest. Type # Shipyard - List of ships available in this shipyard. Req. - Needed industry for the type to offer building a new ship of that kind. |Type A; Ports |Location|Industr| |Type A Shipyard |Req.| +--------------+--------+-------+ +----------------+----+ |Lisbon |39N 9W|770 7/8| |Balsa | 100| |Seville |37N 6W|810 8/8| |Light Galley | 100| |Barcelona |41N 2E|540 6/8| |Caravela Latina | 200| |Valencia |39N 0W|300 3/8| |Brigantine | 400| |Palma |39N 2E|285 3/8| |Flemish Galleon | 400| |Ceuta |35N 5W| 90 0/8| |Nao | 500| +--------------+--------+-------+ |Carrack | 600| Pretty standard. There is a |Galleon | 800| Light Galley here, if you want. +----------------+----+ |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. +----------------+----+ |Type D; Ports |Location|Industr| |Type D Shipyard |Req.| +--------------+--------+-------+ +----------------+----+ |Marseille |44N 5E|290 3/7| |Hansa Cog | 100| |Bordeaux |45N 1W|580 6/7| |Light Galley | 100| |Nantes |48N 2W|570 6/7| |Caravela Redonda| 200| |Copenhagen |57N 12E|510 5/7| |Flemish Galleon | 400| |Oslo |63N 10E|185 2/7| |Nao | 500| |Stockholm |62N 19E|470 4/7| |Pinnace | 550| |Lubeck |55N 10E|300 3/7| |La Reale | 600| |Danzig |56N 18E|280 3/7| +----------------+----+ |Riga |59N 23E|160 2/7| No port builds La Reale |Bergen |62N 5E|150 2/7| right away. It's a fast +--------------+--------+-------+ ship to use. Invest! |Type E; Ports |Location|Industr| |Type E Shipyard |Req.| +--------------+--------+-------+ +----------------+----+ |Genoa |44N 8E|760 8/8| |Light Galley | 100| |Pisa |43N 10E|540 6/8| |Tallette | 200| |Naples |40N 13E|640 7/8| |Caravela Latina | 200| |Syracuse |37N 15E|220 3/8| |Buss | 700| |Venice |45N 13E|730 8/8| |Flemish Galleon | 400| |Ragusa |42N 18E|140 1/8| |Nao | 500| |Candia |35N 25E|160 1/8| |Venetian Galeass| 500| |Athens |38N 24E|540 6/8| |Carrack | 600| |Salonika |41N 22E|120 1/8| +----------------+----+ +--------------+--------+-------+ A decent variety. |Type F; Ports |Location|Industr| |Type F Shipyard |Req.| +--------------+--------+-------+ +----------------+----+ |Istanbul |41N 28E|720 7/7| |Light Galley | 100| |Algiers |37N 3E|180 1/7| |Caravela Latina | 200| |Tunis |37N 10E|160 1/7| |Flemish Galleon | 400| |Alexandria |31N 29E|700 7/7| |Nao | 500| |Jaffa |32N 35E|150 1/7| |Xebec | 500| |Beirut |33N 35E|250 2/7| |Venetian Galeass| 500| |Nicosia |35N 33E|160 1/7| |Carrack | 600| |Tripoli |32N 13E|400 3/7| +----------------+----+ |Kaffa |45N 34E|350 2/7| Venetian Galeass is a |Azov |47N 38E|115 1/7| powerful warship. |Trebizond |41N 39E|370 2/7| |Cairo |29N 32E|480 3/7| +--------------+--------+-------+ |Type G; Ports |Location|Industr| |Type G Shipyard |Req.| +--------------+--------+-------+ +----------------+----+ |Aden |14N 46E|260 1/3| |Light Galley | 100| |Hormuz |26N 56E| 90 0/3| |Dhow | 300| |Massawa |15N 41E| 85 0/3| |Xebec | 500| |Basra |30N 48E|500 3/3| +----------------+----+ |Mecca |21N 39E| 80 0/3| The Dhow is unique. No |Quatar |25N 52E|160 1/3| other port types sell |Shiraz |26N 53E| 80 0/3| them. Whether it's worth |Muscat |24N 58E|230 1/3| getting one is another |Diu |25N 66E| 80 0/3| question entirely. |Cochin |10N 75E|120 1/3| |Ceylon | 8N 80E|210 1/3| |Amboa | 1S 125E| 50 0/3| |Goa |14N 73E|560 3/3| |Malacca | 4N 101E| 95 0/3| |Ternate | 2N 125E| 85 0/3| |Banda | 2S 128E| 40 0/3| |Dili | 6S 125E| 45 0/3| |Pasei | 5N 96E| 40 0/3| |Sunda | 3S 106E| 55 0/3| |Calicut |12N 74E|560 3/3| |Bankao | 1N 105E| 45 0/3| |Hanoi |22N 105E|340 2/3| +--------------+--------+-------+ |Type H; Ports |Location|Industr| |Type H Shipyard |Req.| +--------------+--------+-------+ +----------------+----+ |Madeira |33N 17W|230 2/4| |Light Galley | 100| |Santa Cruz |28N 17W| 80 0/4| |Caravela Redonda| 200| |San Jorge | 6N 2W|190 1/4| |Nao | 500| |Bissau |13N 17W|100 1/4| |Carrack | 600| |Luanda | 8S 12E| 75 0/4| +----------------+----+ |Argin |20N 18W|185 1/4| Fairly poor selection |Bathurst |14N 17W| 60 0/4| of ships available to |Timbuktu |15N 4W| 35 0/4| build. |Abidjan | 6N 5W| 75 0/4| |Sofala |17S 34E|400 2/4| |Malindi | 3S 39E|360 2/4| |Mogadishu | 3N 45E| 70 0/4| |Mombasa | 4S 39E|390 2/4| |Mozambique |13S 40E|160 1/4| |Quelimane |15S 36E| 60 0/4| +--------------+--------+-------+ |Type I; Ports |Location|Industr| |Type I Shipyard |Req.| +--------------+--------+-------+ +----------------+----+ |Zeiton |26N 119E|570 1/1| |Junk | 300| |Macao |23N 113E|490 1/1| +----------------+----+ |Changan |35N 110E|280 0/1| Compared to what you +--------------+--------+-------+ should have, Junk is... Junk. |Type J; Ports |Location|Industr| |Type J Shipyard |Req.| +--------------+--------+-------+ +----------------+----+ |Sakai |35N 136E|410 2/3| |Kansen | 200| |Nagasaki |33N 129E|220 1/3| |Atakabune | 400| +--------------+--------+-------+ |Tekkousen |1000| Tekkousen will not disappoint. +----------------+----+ |Type K; Ports |Location|Industr| |Type K Shipyard |Req.| +--------------+--------+-------+ +----------------+----+ |Caracas | 7N 72W|210 0/5| |Brigantine | 400| |Cartegena | 6N 81W|130 0/5| |Pinnace | 550| |Havana |19N 87W|220 0/5| |Nao | 500| |Margarita | 7N 69W| 45 0/5| |Carrack | 600| |Panama | 5N 85W|190 0/5| |Galleon | 800| |Porto Velho | 6N 85W| 75 0/5| +----------------+----+ |Santo Domingo |14N 74W|160 0/5| None of these ports can |Veracruz |15N 100W| 75 0/5| build you a ship, at |Jamaica |13N 81W| 80 0/5| first. Then again, they |Guatemala |10N 95W| 65 0/5| don't have anything |Pernambuco |11S 45W|240 0/5| unique, either. |Rio de Janeiro|25S 50W| 50 0/5| |Maracaibo | 7N 77W|105 0/5| |Santiago |16N 81W|105 0/5| |Cayenne | 0S 57W| 65 0/5| +--------------+--------+-------+ 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. 4.4------------------------------ Figureheads ---------------------------<10fh> 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. 4.5--------------------------------- Guns -------------------------------<07gn> 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. ~~\//\\//\\//\\//\\//\\//\~~~~~~~~~~~~~~~~~~~~~~~~~~~\//\\//\\//\\//\\//\\//\\/ 5/\\//\\//\\//\\//\\//\\/ VARIOUS NOTES /\\//\\//\\//\\//\\//\\//\ ~~\//\\//\\//\\//\\//\\//\~~~~~~~~~~~~~~~~~~~~~~~~~~~\//\\//\\//\\//\\//\[VN40] 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. 5.1------------------------------ Investments ---------------------------<30in> 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. 5.2--------------------------------- Ranks ------------------------------<10rk> 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. 5.3----------------------------- Cafe recruits --------------------------<05cr> 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. The formulas: Maximum Recruits = [[ Economy / 5 ]] Cost per man = [[ Economy / 20 ]] + 5 Initial Percentage Recruits = [[ Charm / 3 ]] Bonus Percentage Recruits = [[ [[ 200 * Treats / Economy ]] * Charm / 10 ]] 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. ~~\//\\//\\//\\//\\//\\//\~~~~~~~~~~~~~~~~~~~~~~~~~~~\//\\//\\//\\//\\//\\//\\/ 6/\\//\\//\\//\\//\\//\\/ CLOSING /\\//\\//\\//\\//\\//\\//\ ~~\//\\//\\//\\//\\//\\//\~~~~~~~~~~~~~~~~~~~~~~~~~~~\//\\//\\//\\//\\//\[ED33] Some end details of this FAQ. All of it is boring, and doesn't necessarily relate to the game, but necessary none- the-less. 6.1------------------------------- Credits ------------------------------<02th> -> 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. 6.3-------------------------------- Legal ------------------------------- Copyright 2011-2016 Leeland Eric Kirwan 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! /\\//\\//\\//\\//\\//\\//\~~~~~~~~~~~~~~~~~~~~~~~~~~~\//\\//\\//\\//\\//\\//\\/ \//\\//\\//\\//\\//\\//\\/ END OF FILE /\\//\\//\\//\\//\\//\\//\ /\\//\\//\\//\\//\\//\\//\~~~~~~~~~~~~~~~~~~~~~~~~~~~\//\\//\\//\\//\\//\\//\\/