the “Technical Supplement;” it describes how
loaded and run on your machine. The second part, “Playing
Pirates! Gold
ALL PLAYERS SHOULD READ THE “TECHNICAL SUPPLEMENT”
BEFORE LOADING PIRATES! GOLD.
,” describes how to play the game on your machine.
is divided into two parts: the first part is
Pirates! Gold
PART I: TECHNICAL SUPPLEMENT
REQUIRED EQUIPMENT
COMPUTER
This program requires an IBM 386, 16 MHz, or better, or a computer 100% compatible with one of these models. The computer
must use an 80386 microprocessor or better.
DISPLAY
This program requires a color monitor with an IBM VGA or
SVGA graphics system. If you are using a compatible graphics
card or monitor, it must be 100% compatible with the above.
We have attempted to make the installation and running of this
game as “user friendly” as possible, requiring little or no work from
you; however, given the wide multitude of machines, peripherals
is
and software in operation, this software might conflict with certain
systems or configurations of systems. Fortunately, this is rare, and it
is usually quite easy to fix.
The second section, “Playing
face” for the game — that is, how the game's controls work. Read
this while you are reading “Book I” of the Instruction Manual.
Pirates! Gold
” describes the “inter-
CONTROLS
The program can be run entirely from keyboard, though we
highly recommend that you employ a mouse.
DISK DRIVES
Pirates! Gold must be loaded onto a hard disk. It requires
around 18-20 MBs of free space.
DOS
You must have IBM PC-DOS or Microsoft MS-DOS, version
3.1 or higher.
i
MEMORY REQUIREMENTS
Pirates! Gold
required for its high-resolution graphics. The program requires
about 2 Mb of available memory of any type.
For more details on DOS extenders, see “Advanced Technical
Information,” below.
uses a “DOS extender” to access the memory
INSTALLATION OPTIONS
When you install
you certain questions, such as what type of sound you prefer.
After installation, you are not required to answer the questions
again; your configuration is automatically loaded when you run
the program.
However, if you later want to modify the configuration
(say, if you upgrade your sound system), you must go to the
MPS\PIRATES subdirectory and type “INSTALL” followed
by Return/Enter. This allows you to modify the configuration
as desired.
SOUND OPTIONS
During installation, the program will offer you the following
sound choices:
No Sound: This turns off all sound throughout the game.
IBM Internal Speaker: This setting supports the internal speak-
er standard on most IBM and compatible computers.
AdLib: Use this option if you have an AdLib or compatible
sound card installed in your computer.
Covox: Use this option if you have a Covox or compatible
sound card installed.
Sound Blaster (original): Use this option if you have an original Sound Blaster or compatible sound card.
Sound Blaster Pro (early): Use this option if you have a
Sound Blaster Pro (early model) or compatible sound card in
your computer.
Sound Blaster Pro (later): Use this option if you have a Sound
Blaster Pro (later model) or compatible sound card in your computer.
Pirates! Gold
, the installation program asks
Pro Audio Spectrum: Use this option if you have a Pro Audio
Spectrum or compatible sound card in your computer.
Pro Audio Spectrum Plus or 16: Use this option if you have a
Pro Audio Spectrum Plus or 16 sound card or compatible sound
card in your computer.
Gold Sound Standard: Use this option if you have a Gold
Sound Standard or compatible sound card in your computer.
Roland MT-32/CM-23L Synthesizer: Use this option if you
have a Roland MT-32 or compatible MIDI module. (Note: These
synthesizers have been designed to work with an MPU-401 or
compatible MIDI interface.)
Roland LAPC-1 Midi Board: Use this option if you have a
Roland LAPC-1 or compatible sound card installed.
VIDEO OPTIONS
Pirates! Gold
mats: standard VGA format and Super VGA (SVGA) format.
During installation, the program will attempt to determine which
is the most appropriate of the two formats to install.
Super VGA mode presents the pictures with more colors – 256
colors versus 16 colors for standard VGA. However, you need
special equipment to access SVGA graphics. To play
in SVGA mode, you need a SVGA monitor and SVGA
Gold
video card, and possibly a VESA driver. If the install program
detects these things, it will automatically install the game in
SVGA mode. If it cannot find an SVGA card, it will alert you and
ask you if you wish to install in VGA or SVGA mode. If you have
the necessary equipment and programs, by all means choose
SVGA mode. If not, choose VGA mode.
For more details on VGA and SVGA modes, see “Advanced
Technical Information,” below.
will install and run in either of two video for-
Pirates!
ii
COPY PROTECTION
Pirates! Gold
can install the game files from the original disks to a hard disk,
without the need to access the original disks. These files are normal in all respects, and should not cause problems when backing up, restoring, or optimizing a hard disk.
However, during play, the program asks you a question to
ensure ownership of the manuals. During an early voyage, you
are asked to identify a pirate flag, and must compare the onscreen illustration with the illustrations in the latter half of the
Pirates! Gold
rapidly become unplayable.
MicroProse regrets that continuing casual and organized software piracy requires that we maintain this minimal form of copy
protection. We have done our best to design the copy protection
to minimize intrusion upon legitimate owners.
has no on-disk copy protection. This means you
manual. If you are unsuccessful, the game will
LOADING AND RUNNING PIRATES!
GOLD
1. Boot Your Machine: Turn on your machine and wait until
the “>” prompt appears. If you are planning to run this game in
SVGA mode, make sure that you have a VESA driver loaded as
well if necessary -- see the section “Video Options” above for
more details.
2. Load the Program: Go to the MPS directory with the ”CD“ DOS
command (normally, “CD\MPS” does this). Then type “PIRATESG”
followed by Return/Enter. The program will begin to load.
ADVANCED TECHNICAL INFORMATION
The following information may be useful if you have trouble
loading or running
program's memory requirements; the second section deals with
video cards and drivers.
For more technical information, see the “README.TXT” files
on the game-disks.
Pirates! Gold
. The first section deals with the
MEMORY REQUIREMENTS AND DOS EXTENDERS
Pirates! Gold
required for its high resolution graphics. A DOS extender combines all DOS memories (conventional, EMS or XMS) into a
common pool for programs to use. Usually a computer with 3
Mb or more of total memory (RAM) will have sufficient memory
available to run
is being used for RAM disks or disk caches, you will have to
reconfigure your machine to have 2 Mb of memory available for
Pirates! Gold
cache program from your “config.sys”, thus freeing up the memory it was using for use by
uses a “DOS extender” to access the memory
Pirates! Gold
to run. (For example, you could remove your disk
. However, if a lot of your memory
Pirates! Gold
.)
DOS EXTENDER COMPATIBILITY PROBLEMS
DOS extenders are compatible with a wide array of DOS
memory managers (HiMem, EMM386, QEMM386 or 386MAX)
and their config switches. However, there are a few specific configurations that can cause problems. These are identified below,
along with a suggested fix.
QEMM with NOEMS: replace NOEMS with FRAME=NONE
386MAX with NOFRAME: replace NOFRAME with EMS=0
Refer to the README.TXT file in the installation program for
the latest information on configuration problems and solutions.
VIDEO CARDS AND VESA DRIVERS
Pirates! Gold
present its artwork as richly as possible. It will run in either 256
color mode (SVGA) or 16 color mode (VGA), depending upon
your video adapter. Normally, the install program will automatically select the correct mode for you. However, if you run into
problems, the following information may be helpful.
Of the two modes, the SVGA 256-color mode is to be preferred, as it allows more graceful shadings with up to 256 colors
in a single picture. The game is shipped with 256-color art and
the install program will attempt to configure the game for this
mode on your computer. However, this mode requires a Super
VGA video card.
uses high-resolution graphics (640 by 480) to
iii
If instead you have a VGA video card,
16-color mode. The install program will detect the VGA card
and at install time convert all of the artwork to 16-color art. This
can take some time – up to an hour on some computers. The
conversion of artwork is a one-way process. Should you later
upgrade your video system to SVGA, you must reinstall the game
from the distribution disks to switch to the 256-color mode.
Pirates! Gold
For
to identify your SVGA card.
the popular SVGA cards on the market, and will automatically
run on those systems. Should you own a video card that we do
not support, or for some reason the program cannot identify,
there is still hope.
the VESA standard.
to run in the 256-color mode, it must be able
Pirates! Gold
Pirates! Gold
Pirates! Gold
will recognize most of
is also programmed to support
will run in
VESA DRIVERS
VESA is a standard format for programming SVGA cards. It
requires that a “VESA driver” be loaded on your system before
using any of the high-resolution SVGA modes. Each different
SVGA card requires a custom VESA driver which is usually
shipped on the diskette that came with your SVGA card. If you
can't find a VESA driver for your SVGA card, contact either your
SVGA card manufacturer or your computer supplier.
To find out what brand SVGA card you have, reboot your computer and note the screen display. Almost all SVGA cards will
identify themselves at the beginning of a reboot. Check the
“README.TXT” file for a list of SVGA card manufacturers and
phone numbers. For your convenience, following is a list of many
popular SVGA card brands and their VESA driver file names:
To load a VESA driver, first copy it from your video diskette into
some convenient subdirectory in your path. Then type in its name,
followed by Return/Enter -- same as you would for any other command or program name. The VESA driver is now loaded until you
reboot your computer. As a convenience, you could add this VESA
command to your “autoexec.bat” so that it would be automatically
loaded each time you reboot. For example, if you had a Video7
video card, just enter “v7vesa” on a separate line of your “autoexec.bat,” AFTER your path command.
If you have an SVGA card that
nize and you don't have a VESA driver, you can still run the
game in 16 color mode. Just say YES when the install program
asks if you want to run in 16 color mode. This will use one of
the standard VGA video modes that your SVGA card supports.
If you later acquire a VESA driver, you can reinstall the program in 256-color mode.
Pirates! Gold
does not recog-
iv
PART II: GAME CONTROLS
You can play
Pirates! Gold
using a keyboard or a mouse in conjunction with a keyboard (we recommend the latter).
GAME CONTROLS
KEY
ESC = Escape
LMB = left mouse button
RMB = right mouse button
MB = either mouse button
RET = RETURN/ENTER key
Select unit to move ..................................TAB key, mouse
Select all units...............................A key; TAB key until all
are highlighted
Move unit ........................................ARROW keys, mouse
SPECIFIC CONTROL NOTES
THE OPENING SEQUENCE
Title Screens and Credits:
Press a mouse button or RET to quit the opening sequence and
go directly to the Main Menu.
Character Creation Screen:
To choose a nationality, pick one of the flags at the top of the
screen (use either your mouse or ARROW keys).
To pick a special ability, pick one of the icons at the bottom
edge of the screen.
To pick a difficulty level, use your mouse to click on the name
of the difficulty displayed, or cycle through the difficulty levels
with the ARROW keys.
To assign your pirate a name, type in the name on the keyboard. Hit RET when you are finished.
FENCING
Novice players may want to fence using the keyboard controls
rather than the mouse, as the keyboard controls are somewhat
easier to master.
TURBO MODE
Turbo mode is a special feature allowing you to sail and
march more rapidly than you do normally.
If you are sailing a long distance through relatively clear water
(ocean with few shoals, that is), you can press the “T” button to
go into Turbo mode. In Turbo mode, the entire game speeds up:
your ship moves faster, clouds move faster, time passes rapidly.
Your ship is harder to control, so be wary about going into
Turbo mode if you're sailing through dangerous waters.
If you get a ship encounter, enter a city, get a report from the
Sailing Master, or go to the Captain's Cabin, Turbo mode turns
off automatically. You can't go into Turbo mode during battle.
If you have a party moving on land, you also use Turbo mode
to move (and make time pass) more rapidly.
vii
PROBLEMS?
The latest notes regarding this program and problems with
“compatibles” can be found on disk, in an ASCII file named
“README.TXT” You can read this file by using a text editor or
standard DOS commands such as “TYPE README.TXT.”
If the program does not load or run correctly, turn off your
entire machine and restart it. Make sure DOS and
are the only programs loading into memory (except for mouse
drivers, EMS handlers, disk caches, or RAM disks).
If you continue to have trouble, your copy may be bad; try rein-
Pirates! Gold
stalling
this disk to boot your computer “clean.”
If the game doesn’t work, try installing the
another computer. If the game works in another computer, then
your computer has compatibility problems (i.e., some aspect is
not entirely IBM compatible). You may also try a different
machine speed, or a keyboard, or a sound option. Sometimes an
alternate configuration works.
; make a boot disk while you‘re at it, and use
Pirates! Gold
Pirates! Gold
in
viii
PIRATES! GOLD – RULES OF PLAY
WELCOME TO PIRATES! GOLD
The stars of new Kings and Emperors are rising in Europe. New
opportunities abound for the ambitious man. There are reputations to be made, fortunes to be won, beautiful women to wed,
and with royal favor, you may even gain a patent of nobility!
“Duke of the Realm” has a fine sound to it, does it not? These are
days when glory and fame can come from a humble beginning.
Nowhere are the opportunities greater than in the Spanish
Main — the Caribbean Sea — the crossroads of the Atlantic.
Here, the Great Powers engage in an unending struggle for
dominance of these strategic waters. Here, the displaced of
the Old World seek to wrest a living from the New. Here, the
THE INSTRUCTIONS
THE CAPTAIN’S BROADSHEET
The
Captain’s Broadsheet
loading instructions for
Pirates! Gold
how
play-hints, and answers to commonly asked questions about
this game.
operates on your machine. It also contains
is a separate booklet contains
Pirates! Gold
. In addition, it describes
seas are filled with rich merchantmen, ungainly cargo fluytes,
and — the greatest prize of all — Spanish galleons, slow and
fat, heavily-laden with Spanish gold!
TO BEGIN
To begin your adventure, load your game according to
the instructions in the
is loading, read the “Game Controls” section of the
Broadsheet
your machine.
for instructions on how
Captain’s Broadsheet
Pirates Gold!
. While the game
operates on
THIS MANUAL
This manual is divided into four sections:
Book I provides comprehensive information on how to
play, as well as some historical background.
Book II provides more details on the various events which
take place during a voyage. It also discusses your goals and the
treasures awaiting a heroic and lucky Captain in the Caribbean.
Book III provides specific details on the ships of the period,
the famous pirate expeditions, and the political and economic
situation in each of the six eras.
The City Gazetteer lists and describes the cities of
Pirates! Gold.
2
BOOK I: INSTRUCTIONS TO CAPTAINS
3
A WORD ABOUT YOUR GOALS
From humble beginnings, you are seeking to make your fortune in the West Indies. Eventually, you hope to retire to a life of wealth,
ease, and high status. When you retire, your status is determined by your personal fortune, your rank, your lands, your reputation, the
wife you marry (if any), and whatever especially pleasing events befall you during the course of your adventures.
You can retire — and end the game — at a bank in a city after you divide up the plunder from the current voyage. At this point
you’ll learn how well you did in the game. If you are dissatisfied with your success and your health permits, you can leave retirement
and take up adventuring again. As you play, you may wish to make a few “trial retirements” to see how this works. See “Book II” for
more information on retirement.
THE MAIN MENU
To begin playing Pirates! Gold, install and run the game according to the instructions in the
number of opening screens. These will be followed by the “Main Menu” screen which contains the following options: “Start a New
Career,” “Continue a Saved Game,” “Command a Famous Expedition” and ”Return to DOS“.These options are described below.
CONTINUE A SAVED GAME
This option allows you to resume any game in progress. See
Captain’s Broadsheet
the
save games.
COMMAND A FAMOUS EXPEDITION
A famous expedition is a “short game” where you command
just one expedition. In a famous expedition you often start large,
with many men and ships under your command; however, the
expedition ends when you divide the plunder.
Each expedition recreates the exploits of a famous — or infamous — historical pirate. They are not for the novice or the faint
of heart: doing as well as the historical model can be a very challenging task indeed! Don’t choose this option for your first few
games; instead, you should start a new career.
START A NEW CAREER
This begins a complete adventure, from your arrival in the
New World to your well-earned retirement. This is the “standard”
game, and can continue for quite some time.
When you first play
Pirates! Gold
, you should start a new career.
The famous expeditions and the events upon which they are based
are described in the “Famous Expeditions” section of this manual.
Captain’s Broadsheet
for instructions on how to load and
. If all is well, you’ll see a
4
SELECTING AN HISTORICAL TIME PERIOD
After you have chosen a new career on the Main Menu, a new menu appears. On the “Select an Historical Time Period” menu, you
choose when your pirate’s career will begin. (For your first game, choose “The Buccaneer Heroes — 1660.”)
The historical time period has a large effect upon the game. The Caribbean and the
Spanish Main were a changing environment. As military and economic power waxed
and waned, new colonies appeared and old cities declined. The region gradually
changed from total Spanish dominion in the 1560s to a wild frontier for European colonization in the early 1600s, and, by the arrival of the 18th Century, to a cosmopolitan
nexus in a global economy.
This menu appears only when you begin a new career. It doesn’t appear when you
play a famous expedition; in an expedition, the time period is already set. When you
continue a saved game, you have already chosen the time period.
Each of these historical periods is described briefly below; for more detailed descriptions, see the section “The Historical Periods.”
THE SILVER EMPIRE — 1560
This is the earliest period in the game. In this era, the Spanish
Empire is at its peak. All the colonies in the Caribbean — with
one lone exception — are Spanish. All the major ports and trade
are controlled by Spain. However, Spain’s profit has been so
great that other Europeans are attracted to steal and plunder
whatever Spain cannot protect.
Because of Spain’s great power, this is an extremely challenging era, and should not be attempted by novices.
MERCHANTS AND SMUGGLERS — 1600
This era is very similar to “The Silver Empire,” but Spain is slightly weaker. A few abortive non-Spanish colonial ventures have
begun, but the Caribbean remains essentially Spanish. Another
change is the predominance of the Dutch smuggling trade.
Like the 1560s, this era is extremely challenging and should
not be attempted by novices.
THE NEW COLONISTS — 1620
This era sees the first successful colonies founded by the enemies
of Spain, while Spanish power continues to decline. With these
colonies, prospects for piracy and privateering are improved.
Life is fairly challenging for would-be pirates and privateers.
WAR FOR PROFIT — 1640
This era is the heyday for small, independent buccaneers. The
Spanish military and economy are at their nadir, while new
European colonies are blooming throughout the Antilles.
This period is a Golden Age — literally! — for the independent
and resourceful sailor. It is an enjoyable era for players of all skills.
THE BUCCANEER HEROES — 1660
These decades are the peak of swashbuckling adventure in the
Caribbean. Spanish wealth is reappearing, but their military power
remains a joke. European colonies and ports abound, fortunehunting sailors crowd the taverns, searching for lucky Captains.
This classic age makes piracy a pleasure for players of every skill
level. It is the suggested level for your first games of
Pirates! Gold
.
PIRATES’ SUNSET — 1680
This era is the last for Caribbean pirate adventuring. European
nations now take seriously events in the Caribbee. Navy warships are on patrol, Letters of Marque are harder to find, governors are less tolerant. Enjoy this era while you can, for it is the
end of an age.
This period is somewhat tougher than the previous eras. It may
be a bit too difficult for novices, but other players will find it
quite interesting and challenging.
5
CREATING YOUR CHARACTER
After you select a historical period for your game, you then create your character, deciding upon name, nationality and special proficiency. In addition, you must set the difficulty of the game itself.
CHOOSING YOUR NATIONALITY
In most scenarios, you can choose one of four nationalities:
English, French, Dutch, and Spanish. The choice of nationality has
important effects upon play: where you start, what ship(s) you have,
the size of your crew, your initial wealth and reputation, and so forth.
Your nationality also helps determine your relations with the
various cities of the Spanish Main — if you are English, for
instance, and England goes to war with Spain, Spanish towns
will tend to be wary of you.
However, your actions during your career speak louder than
your nationality: if you please a nation, a governor may reward
you. If you anger a governor — even a governor of your own
nationality — he may order his harbor forts to fire on you!
Finally, note that your nationality does not require you to support
that nation during your career — many of France’s admirals during
the 1680s were Dutch buccaneers!
SPECIAL SCENARIO NOTES
The Dutch nationality is not available in 1560. At that time,
the Dutch were still a part of the Spanish Empire.
Your nationality is pre-chosen when you play an historical scenario. That is, if you play the “Battle of San Juan de Ulua,” you will
be English, like the actual historical figure, John Hawkins.
NATIONALITIES
English
English is often a useful nationality. This nation supports privateers
in the 16th Century, and is just as generous in the 17th.
There are few friendly bases for you in early scenarios, but in later
scenarios England has a number of fine ports, particularly Port Royale
in Jamaica and St. Kitts in the Caribbee Islands (Lesser Antilles).
French
French is the classic nationality for pirates. Although this
nation provides less support to its sons overseas, it also gives
them more independence, more freedom of action.
France has a number of tiny settlements on Florida and in the
Bahamas in early scenarios; during middle and later scenarios,
cities on west Hispaniola and Tortuga are ideal pirate bases.
Dutch
This is an exciting and different nationality. Except in the
1620s, the Dutch sailed as traders to the Caribbean, not as warriors. Of course, once in the Caribbean, more than a few supplemented their earnings in legitimate activities with more violent
and profitable pursuits. As a rule, Dutch traders tried to stay on
the good side of England and France, although this was not
always possible.
Character Creation Screen
English Flag
FencingWit & CharmNavigation
French Flag
Difficulty Level
Spanish Flag
GunneryMedicine
Dutch Flag
6
You cannot choose Dutch as your nationality in the 1560s. In
other early periods, the city of Curacao, off the coast of South
America, is a major Dutch port. In later scenarios, the Dutch
have possessions scattered across the islands of the Caribbean;
St. Martin and St. Eustatius, two particularly wealthy cities, lie on
the northern boundary of the Lesser Antilles.
Spanish
This is the most difficult nationality to play. As a Spanish renegade, you start in a weak position, although in 1680 you can
play the interesting role of a Costa Guarda — the Spanish
Caribbean coast guard who often acted like pirates themselves!
YOUR NAME
Use any name you wish.
SPECIAL ABILITIES
This choice determines your special skill. This doesn’t much
matter in Apprentice level, where all tasks are rather easy; however, at the higher levels, you will want to be proficient in the
area which gives you the most trouble.
Fencing
You are well trained and have great reflexes, making your
opponents seem slow and unskilled by comparison.
Navigation
Your fine grasp of sea and sail makes your ship travel smoothly
and rapidly across the often-treacherous Caribbean.
Gunnery
You are highly-skilled with a cannon, and you’ve passed some of
that skill onto your crew. Your ship’s broadsides are more likely to
hit their target.
Wit and Charm
Your dashing good looks and smooth tongue make you quite
popular with the townsmen (and women!).
Medicine
You are trained in the latest techniques in the healing arts —
leeches, cupping, branding, and the like. You are thus likely to
remain healthy longer, and to suffer less from injuries. As a
result, your career as an active pirate can last longer.
DIFFICULTY LEVEL
There are four difficulty levels in
easiest), Journeyman, Adventurer, and Swashbuckler (the hardest). For your first game, choose Apprentice.
The difficulty level you choose determines the difficulty of each
major aspect of play. At lower levels, your fencing opponents will
be weaker and easier to defeat; cities will be less likely to fire on
your ships when they enter the harbor; your men will need less
treasure to be happy; the weather will be milder; and so on. On
the other hand, your share of any plunder gained will be smaller.
To gain the greatest success possible in
to attempt the more difficult levels.
Apprentice
At this level, you get the most aid from subordinate officers on
the ship: they’ll tell you whose waters you are sailing in, keep
you posted on your crew’s morale, and so forth. This makes play
easier, but whenever you divide the loot, all those experts take
rather large shares, leaving little for you.
Journeyman
This level is moderately easy. Your subordinates are less expert
(but still good), but your share of the plunder is larger.
Adventurer
The adventurer level is moderately difficult. Weather begins to
be a large concern, and your opponents become quite deadly
with the blade. Your subordinates are mediocre, but your share
of the booty is quite large.
Swashbuckler
This level is difficult. The weather is extremely realistic (and
quite often terrible), your enemies are powerful and universally
hostile, your crew is unruly, and your officers are wretched
scum. On the bright side, if you do survive, your share of the
loot is the largest possible.
Pirates! Gold
Pirates! Gold
: Apprentice (the
, you need
YOUR STARTING TALE
Once you have finished creating your pirate, the scene
changes to an important event in your early life, and you’ll learn
how you came to join the “Brotherhood of the Sea.” Then you
face your first opponent in single combat. When he is defeated,
you are on your way to adventure on the High Seas!
7
FENCING AND SWORDPLAY
In the 16th and 17th Centuries, the world was a violent and dangerous place. The European man met that violence with his blade.
You discouraged thieves, righted injustice, protected your family, and maintained your honor with a sword. Whether challenged to a
duel, or fighting your way through a tavern brawl, skill with cold steel was simple survival.
CONTROLLING YOUR PIRATE
The
Captain’s Broadsheet
describes how to control your pirate
and his weapon.
CHOOSING YOUR WEAPON
In battle, you have three different weapons available: rapier,
cutlass or longsword. Each has its own strengths and weaknesses. As you play Pirates! Gold, you’ll learn which blade suits your
particular level of skill and style of swordsmanship.
The Rapier
The rapier is a long, thin, flexible weapon with a sharp point
but no real edge. It can be maneuvered easily, and thrust into a
target with accuracy. It has a longer reach than any other
Fencing Screen
Your Opponent
Opponent's MoralOpponent's Men
You
Attack Lines
Parry Lines
Parry and Retreat Lines
Your MenYour Moral
weapon, but its strikes do the least damage. The rapier is a gentleman’s weapon.
The Cutlass
The cutlass is a heavy, curved cleaver with a sharp edge but
short reach. When it hits, a cutlass does far more damage than a
rapier. Cutlasses are popular with buccaneers, cutthroats, and
other untutored fighters. They are mean weapons.
The Longsword
The longsword is a classic weapon of medium length — shorter than a rapier, longer than a cutlass. It has a heavy blade, and
its blows do more damage than a rapier. The longsword is a fine
weapon for a soldier.
THE PRINCIPLES OF FENCING
Combinations
Like all active men of your time, you are a trained swordsman.
Attacking and defensive movements, including wrist, arm, body,
and footwork are as automatic as throwing or kicking a ball. Put
together, these motions form “combinations” that allow you to
attack, defend, or retreat in various ways.
In combat, victory depends on selecting the best combination.
If you recognize an attacking combination fast enough, you can
block it with a defensive combination, or counterattack with a
combination which exploits your opponent’s attack.
The attacking combinations are thrust and slash; the defensive
combinations are called parries. Any combination can be carried out low, medium, or high: that is, you can thrust high, parry
medium, slash low, and so forth.
Hits
You hit your opponent when he fails to successfully parry your
attacking combination. Each hit weakens your opponent. If you
are leading your men in combat against a group of opponents,
each of your hits also lowers the morale of the opposing force
(the enemy is dismayed to see you strike their leader!).
8
Conversely, when your opponent hits you, you are weakened
and your men demoralized.
Retreat
Retreat is easy. Simply move off the edge of the screen. Of course,
you lose whatever you were fighting over and your reputation suffers. On the other hand, retreat is usually preferable to surrender...
Surrender
Surrender occurs when one fighter is being badly beaten by
the other. Over the course of the battle, the losing fighter’s
morale, represented by the flags on the screen, declines as the
winning fighter’s morale improves. When a fighter’s morale gets
too low, any blow may force him to surrender.
In massed combat, each man’s morale is deeply affected by
how his side is doing. If your force is taking terrible losses, your
morale will fall. On the other hand, if your men are beating the
enemy, your
opponent’s
morale will crumble.
In any case, the side with more men has a significant advantage. When your enemy outnumbers you greatly, you had better
seek to defeat their captain quickly before sheer weight of numbers gives him the victory.
ATTACKS
As described above, each combination is a different swordfighting
maneuver. During battle, you select a combination and your body
automatically makes the moves. Each combination takes a different
amount of time to execute; each does a different amount of damage.
There are two types of attack: thrust and slash.
During a battle it is important to mix up your attacks: if you
continuously thrust high, for example, your opponent will learn
and take advantage of your predictability, perhaps by parrying
your attack and then launching a quicker counterattack before
you can respond!
The Slash
The slash is a brutal, heavy blow, with damage done by the
edge of the blade rather than the point. Since you’re using the
edge of your weapon, you must be closer to your opponent to
hit him. On the other hand, a successful slash can do an enormous amount of damage as you draw your entire blade-edge
across your enemy’s body.
Slashing High: This takes the longest time to execute, but has an
extra-long reach. If it succeeds, this combination does twice the
normal amount of damage
Slashing Mid-Level: This is a faster slash than the high slash, but
it is still slower than the thrust. This combination does twice the
damage of a normal attack.
Slashing Low: This is the fastest slash, but has a shorter reach.
This combination too does twice the damage of a thrust.
THE COMMON MAN AS WARRIOR
In this turbulent time, there are more clergymen than sheriffs! A
man protects his own property and person against thieves and
banditry — if he doesn’t, the kings and governors surely won’t! It
is the rare man who goes without some kind of weapon.
Noblemen settle disputes quietly in duels, rather than through
open warfare (a barbaric practice, frowned upon by the Crown,
for its detrimental affects upon the important business of trade
and taxation).
Unable to afford the high-quality blades of their “betters,” commoners must be satisfied with staves, clubs, crude spears, large
knives and such homemade implements of carnage. When they
can get a weapon, the common-folk prefer the heavy cutlass, an
ideal weapon for a stout but untutored fighter.
9
THE THRUST
When you thrust, you are attacking your enemy with the point
of your blade rather than the edge. These attacks are faster than
slashes and typically have longer reach. On the other hand, they
do half the damage of a slash.
Thrusting High: This is a moderately fast attack with a longer
reach than low- or mid-level thrusts and slashes.
Thrusting Mid-Level: This is the second-fastest attack, with a
medium reach.
Thrusting Low: This is the fastest attack in the game, but it has a
short reach.
THE COLONIAL FRONTIER
The colonial frontier is even more unruly than in the homeland. This is especially true of the English and French colonies,
largely populated by convicts, fortune hunters, deadbeats, religious fanatics, and other people the homeland was happy to ship
across the seas.
Furthermore, in the colonies the landowner might be absent or
nonexistent. In Europe, every square inch of the land is part of
some nobleman’s holdings, and he and his family usually live
right up the road, ready to enforce ancient feudal custom and
law. In the colonies, the strongest rule by the blade.
THE DEFENSE
In fencing, the defense is faster than the attack. The fencer
doesn’t have to extend his arm or body at all; he merely has to
move his wrist to bring his sword into line to block the
enemy’s attack.
Still, nobody ever won a battle by parrying; to beat your opponent, you’ll have to go on the offensive some time. The best
fighter mixes parries with attacks.
Parrying High: This position counters high thrusts and slashes.
As high attacks are slow to develop, defensive fighters rarely
stand “on guard” in a high parry.
Parrying Mid-Level: This position counters any mid-level attack or
slash. This is the classic “on guard” position to which many swordsmen return. A fencer can move from this position to any other position very quickly.
Parrying Low: This counters any low combination. Experienced
swordsmen periodically stand “on guard” in a low parry, since low
attacks can develop very quickly.
10
PARRYING AND RETREATING
You can parry while retreating. These maneuvers offer the
same protection as the normal parry; they also allow you to leave
the battle without getting stabbed in the back!
Parry High and Retreat: This is the same maneuver as Parry
High, except that you backpedal while parrying.
Parry Mid-Level and Retreat: This is the same maneuver as
Parry Mid-Level, except that you backpedal while parrying.
Parry Low and Retreat: This is the same maneuver as Parry
Low, except that you backpedal while parrying.
LEADERSHIP IN BATTLE
Only a few of your battles are man-to-man duels. Most of the
time you are leading your stalwart crew against the enemy. As you
duel the enemy leader, your crewmen are also fighting his men.
Morale
Your hits against the enemy leader, and his hits against you,
change the morale of each side in battle. As your morale
improves, his declines, and vice versa.
Your side’s morale is very important to your duel and to the
general melee: if your morale is low, any hit might cause you to
surrender; if your morale is high, your men will do far more damage to the enemy.
Number of Men
As you fight, your men and the enemy force will suffer casualties. The rate each side suffers casualties depends on their number and their morale. If morale is fairly equal, a force with superior numbers will inflict more casualties. However, an inferior
force with high morale can avoid casualties and inflict serious
losses on a larger force with very low morale. In the long run,
morale can be more important than numerical comparisons.
Retreat and Surrender
You can lead your men into retreat from a battle by retreating
yourself. Surrender occurs when you inflict enough hits on an
enemy with very low morale or a vastly inferior force. When
your opponent is down to one man, any successful hit will make
him surrender, regardless of morale. Of course, the same could
happen to you.
FIREARMS
Firearms exist in this era, but they’re newfangled weapons, of
slow speed and dubious reliability. Throughout the 1500s
firearms are fired with slow match. Reloading is a long, laborious
process that requires two minutes or more and is complicated by
the need to handle loose gunpowder while holding a lit match!
A better gun, the flintlock, is invented in 1615. It is mainly
used by hunters, sportsmen and buccaneers through the 1630s.
However, it is still too unreliable to carry into battle until the
‘70s. In a fight you might carry a loaded pistol or three, but you
still put most of your faith in your trusty blade, which can’t jam
or misfire, and which still works if you get it wet.
In Dumas’ Three Musketeers, set in the 1620s, the title characters are members of the most elite firearms unit in the entire French
army. Still, they rely far more on their swords than their guns...
11
IN THE CITY
In the 16th and 17th Centuries, Europeans have a precarious toehold on the New World. The vast majority of North and South
America and the Caribbean is unexplored and unconquered.
The new land isn’t kind, either. Hostile Indians still control most
of the territory, and they have no love for the rapacious, murdering
white men who enslave them, steal their gold, and destroy their
great civilizations. The weather of the New World, from the frigid
cold of the North to the killing heat of the South, is treacherous.
Huge swathes of pestilential jungles and swamps lie filled with diseases for which the Europeans have no defense.
In these turbulent times, Europeans venture forth from their cities at
great peril.
CITY STATUS
Over the course of the 16th and 17th Centuries, cities grew, flourished, and declined across the Caribbean. The cities in
change dramatically from period to period. Therefore each period
offers different strategic challenges.
Cities in
strength, and political affiliation. Over the course of the game, a city
may grow larger or smaller, richer or poorer, weaker or stronger. Cities
are attacked by Indians, weakened by disease, and captured by warring nations. Occasionally, a city is sacked by bloodthirsty pirates.
Your reception in a city depends on the city’s present status.
One city may fire upon your ships when they arrive, another
might welcome you with open arms — a wise pirate will quickly
learn the difference.
Pirates! Gold
vary in size, defensive strength, economic
THE CITY GAZETTE
If you know a city’s status, it is recorded in the city gazette in
your cabin (see “The Map of the Caribbean” in the section “The
Captain’s Cabin”); if your information on a city is out of date,
your gazette is blank.
CITY NAME
A city’s name may differ from one historical time period to the
next. A city might have been captured by another power which
changed its name; alternatively, an older city might have vanished completely and a new city established nearby.
Pirates! Gold
Take for an extreme example the island which is today known
as Santa Catalina, off of the coast of Honduras. In the early 1600s
the English started a colony named “Providence” on this island.
This colony was later captured by the Spanish, who renamed the
colony “Santa Catalina.” Shortly thereafter, the colony failed altogether. Thus, in the 1620 scenario of
English city named Providence on the island. In 1640, the city is
owned by Spain and is named Santa Catalina. In later scenarios,
there is no city on the island at all.
Pirates! Gold
, there is an
12
NATIONALITY
A city may change its allegiance during a scenario. This typically occurs when enemy soldiers capture the city, but you may
also have an opportunity to change a city’s nationality after you
plunder it.
This doesn’t occur every time you plunder a city: you must
have a sizable crew under your command. The smaller the city’s
population and the larger your force, the greater the chance of
causing the city to change its flag.
Capturing an enemy city for your country is highly popular
with your king...
ECONOMIC STATUS
A city may be rich, poor or in-between. The city’s economic
status determines how many goods the merchant has to sell,
their price, and whether the city will trade with you at all (see
“Spanish Trade Restrictions,” below).
Your actions can affect a town’s economic status over the
course of a scenario. If you plunder a town or engage in piracy
outside its harbor, it becomes less prosperous. On the other
hand, if you trade regularly in a town, it becomes wealthier.
Struggling
Struggling towns are in economic difficulty. They trade with almost
anyone. Prices of goods are low, as are the quantities available.
Surviving
These towns have either small or depressed economies.
Surviving Spanish towns trade with foreigners whose local reputation is fairly decent. Prices and quantities are usually modest.
Prosperous
Prosperous towns have large, strong economies. Prosperous
Spanish towns will trade with you only if you are a Captain of
high repute. Prices of goods are fairly high, and goods are available in reasonable quantity.
Wealthy
Wealthy towns are at the peak of the economic spectrum. With
very few exceptions, only old, rich Spanish towns reach this status;
these towns almost always follow the letter of the law. Only the very
best and most reputable Captains of any nationality are allowed to
trade in these towns. Prices are high and goods are plentiful.
Spanish Trade Restictions
In Spanish towns it is illegal to trade with anyone other than
Spanish merchants who sailed from Seville and are properly
accredited by the Spanish government. However, local governors
and merchants often ignored this tiresome legality, especially if
the economy is suffering. As a result, traders in towns sometimes
ignore what the national government says and instead develop
their own opinions, based on your reputation in that area.
FORTS
At constant risk from Indians, enemy powers and brigands,
many cities in the Caribbean are surrounded by a variety of
defensive works. These range from wooden stockades to extensive stone walls rivaling the great city-fortresses of Europe.
Pirates! Gold
In
ed by the number of forts. The higher the level, the stronger the
city’s defenses.
, there are many levels of fortifications, indicat-
SOLDIERS
The wealthier and larger a city, the more soldiers it has defending it: rich cities may have hundreds of soldiers, while poor cities
may have none. When you attack a city from the sea, the city’s
soldiers operate its cannon; when you attack from the land, they
sally forth to meet you outside the city walls. When you finally
storm the fort itself, you fight the soldiers’ captain, while your
crew battle the remaining soldiers.
Needless to say, it is best to outnumber a city’s soldiers when
you attack it. You can beat a city’s soldiers with a smaller force,
but it’s not easy. (see the section “Leadership in Battle” in
“Fencing and Swordplay”).
CITIZENS
A city’s population rises and falls with the years. It may grow
with a new influx of colonists from the homeland; it may decline
as the result of Indian attack.
The more you trade with a city, the larger it will grow. This is useful because a city with fewer than 600 citizens isn’t important
enough to have a governor. The more friendly governors you know,
the more opportunities you have to get special assignments, meet
their lovely daughters, and receive land grants and promotions.
13
GOLD
Besides gaining your country’s gratitude when you capture an
enemy city, you also get some of the city’s wealth. The actual
amount varies with the length of the battle. Longer fights give the
citizens more time to hide their wealth. Thus, a head-on assault
might be bloodier than a long battle of feint and maneuver, but it
will also be more profitable.
KEEPING TRACK OF THE CITIES OF THE CARIBBEAN
All other things being equal, cities slowly prosper and grow,
gaining economic strength, which attracts population, who in
turn hoard wealth, which obliges the government to install
troops and forts to protect this wealth. Traders and smugglers
help this economic growth with their buying, selling, and transport of goods. Pirates, buccaneers and privateers taking ships
from waters near the colony will hurt its economic growth.
There is no profit in attacking a poor city and it’s dangerous to
attack a strong one. But, without spending long, tedious and
dangerous weeks visiting each city on the map, how are you to
know which is which? If you keep your ears open, you can get a
pretty good idea of the status of even far-off cities.
There are three ways to learn about cities:
Purchase Intelligence From Shady Characters in the Tavern
Taverns are filled with merchants and sailors who regularly
travel the cities of the Spanish Main. One of these travelers may
offer to sell you information on a city he recently visited. If you
meet his price, he provides you with the city’s current status.
This data is always correct at the time it is sold to you, though
subsequent events may shortly render it obsolete.
Listen to Tavern Gossip/Ask Passing Ships for News
Though you won’t get a city’s actual status this way, you can
learn about recent events in the Caribbean — Indian attacks,
gold mine discoveries, and the like, which have important
effects on cities.
Indian Attacks: Indian attacks deplete a city’s soldiers, but leave
the population and economy intact. Such cities are ripe for attack.
Pirate Raids: Pirates steal from a town whatever gold they can
find. These raids also damage a town’s economy. There’s little profit
in attacking a city which another pirate has already plundered...
Diseases: Malaria and other diseases reduce the troop garrison
of a city and its population. Disease can also slow or stop the
city’s economic growth.
Gold Mines: These cause a one-time upswing in the city’s
economy and dramatically increase the city’s disposable wealth
(ie, its gold). These finds are usually small, perhaps just a shortlived alluvial wash in a nearby stream or river, but they invariably generate a ”gold rush“ mentality in the town. These cities
are good to plunder. In addition, the price of everything will be
high, so they’re also fine places to sell goods.
New Governor: If a new governor is installed in a city, he
doesn’t necessarily have the same attitude toward you as his predecessor. You won’t know the new governor’s attitude until you
visit him.
14
THINGS TO DO AND SEE IN TOWN
The City Screen
Leave the Town
The ShipwrightThe Tavern
The Governor's House
The MerchantThe Bank
THE GOVERNOR
Towns with a population greater than 600 citizens have a governor. His residence, the mansion on the hill, is the seat of government and the center of news and intrigue for the colony.
A visit to the governor may be useful. He can tell you with whom
his nation wars and allies. He may make special offers or rewards.
With luck and sufficient prestige, you may meet his niece or even
daughter. However, the governor hasn’t much time to waste entertaining coarse seadogs like you; once you have visited the governor
of a town, don’t expect to gain admittance again soon.
Towns with fewer than 600 citizens don’t have governors: the
mansion on the hill lies empty and vacant.
YOUR RELATIONS WITH THE GOVERNOR
A governor’s attitude toward you begins with the “official”
attitude of his nation toward your activities. However, any
particular favors you have done for him are remembered, as
well as any especially nasty things you have done to his city
(such as plundering it!).
You can curry favor with a governor by capturing a pirate in
waters near his port and then returning the pirate to him for punishment. Conversely, a governor is dismayed if you capture his
nation’s ships in local waters, and is especially unhappy if you
have plundered his town.
When a governor is hostile to you, he will order any harbor
forts to fire upon your vessels as they sail in. In general, if the
governor’s nation is hostile toward you the forts usually fire. If
the nation is wary, the governor’s personal attitude and the size
of your force are the crucial factors.
TALKING WITH THE GOVERNOR
Political Situation
The governor may discuss the current political and military
situation with you, telling you whom his nation is allied with
and whom it is at war with. This is valuable information: on
future visits he may reward you if you have attacked enemy
ships and towns.
Be warned, however, that the political situation in the
Caribbean is volatile, to say the least. Nations switch alliances with
appalling frequency: a country‘s enemy one day may be its firm
ally the next. Don‘t expect to get rewarded for attacking a country‘s
new ally, even if they were bitter enemies when you did it!
15
Loading...
+ 53 hidden pages
You need points to download manuals.
1 point = 1 manual.
You can buy points or you can get point for every manual you upload.