Games PC SID MEIER S-PIRATES User Manual

Table of Contents Sid Meier’s Pirates!
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TABLE OF CONTENTS
Book 1 - Getting Started......... 4
First Things First.................... 5
The ReadMe File ................... 5
Installation ............................... 5
Saving and Loading Games.... 6
Options Screen ........................ 7
Introduction............................. 8
Book 2 - The Basics ................ 11
Starting the Game ................. 12
The Main Menu.................... 13
Book 3 - The Rules.................. 15
Creating Your Pirate.............. 16
At Sea ..................................... 19
Sea Battles.............................. 34
Fencing and Swordplay ........ 42
In Town.................................. 47
Treasure Maps....................... 53
On Land................................. 55
Land Battles .......................... 58
Sneaking About Town .......... 64
Dancing with
the Governor’s Daughter...... 67
Promotions............................. 71
Missions and Quests ............. 74
Pirates of the Caribbean ....... 77
Dividing the Plunder............ 80
Aging ...................................... 82
The End................................. 84
Game Controls pages ......... 86
Português (Quickstart).............. 88
Svenska (Quickstart) ................ 94
Dansk (Quickstart)................. 100
Norsk (Quickstart) ................. 106
Suomi (Quickstart) ................ 112
Credits.................................. 118
Technical Support............... 123
BOOK 1
Book One Sid Meier’s Pirates!
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FIRST THINGS FIRST
The ReadMe File
The Sid Meier’s Pirates!®CD-ROM game has a ReadMe file where you can view both the License Agreement and updated information about the game. We strongly encourage you to read this file in order to benefit from changes made after this manual went to print. The ReadMe file is available once you install the game.
To view this file, double-click on it in the Sid Meier’s Pirates! directory found on your hard disk (usually C:\Program Files\Firaxis Games\Sid Meier’s Pirates!). You can also view the ReadMe file by first clicking on the Start button on your Windows Programs, then on Firaxis Games, then on Sid Meier’s Pirates! and then on the ReadMe file.
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taskbar, then on
Getting Started
INSTALLATION
1. Start Windows®98/Se/Me/2000/XP.
2. Insert the Sid Meier’s Pirates! CD-ROM game disc into your CD- ROM drive.
3. If AutoPlay is enabled, a title screen should appear. If AutoPlay is not enabled, or the installation does not start automatically, click on the Start button on your Windows D:\Setup and click on OK. Note: If your CD-ROM drive is assigned to a letter other than D, substitute that letter.
4. Follow the remainder of the on-screen instructions to finish installing Sid Meier’s Pirates!.
5. Once installation is complete, click on the Sid Meier’s Pirates! icon on your desktop or click on the Start button on the Windows taskbar and choose Program Files/Firaxis/Sid Meier’s Pirates! to start the game.
Note: You must have the Sid Meier’s Pirates! game disc in your CD- ROM drive every time you play.
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taskbar, then on Run. Type
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Sid Meier’s Pirates!
Installing DirectX
Sid Meier’s Pirates! requires DirectX®9.0c or higher in order to run. If you do not have DirectX click “Yes” when asked if you would like to install it.
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9.0c or higher installed on your computer,
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Book One
SAVING AND
LOADING GAMES
Saving a Game
You can save a game only while at sea or embarked on land - but not while in town or during a conversation or while in a battle. To save a game of Pirates!, hit Shift+ s. The Save Game screen appears, click on one of the 5 available locations to save.
Book One Sid Meier’s Pirates!
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Options Screen
Getting There
See the Game Controls section on pages 86-87 to learn how to get to the Options screen.
Auto-Save
Pirates! saves your game automatically each time you enter a town, get involved in a battle, or quit the game.
Loading a Game
You can load a game only while at sea or on land. To load a game of Pirates!, hit Shift+ l When the Load Game screen appears Click on the game you wish to load.
You can also load a saved game from the main menu or from the infor­mation screens (see Information screen pages 25-27).
If CAPSLOCK is ON, you do not need to press the [Shift] key!
What it Contains
Master Volume
Move this slider to control the overall volume of the game.
Music Volume
Move this slider to control the volume of the music in Pirates!
Sound FX Volume
Move this slider to control the special effects volume in the game.
Choose 3D Sound Driver
Select a different audio driver (may affect performance).
Picture Gamma
Move this slider to adjust the game’s brightness and contrast.
Water Detail
Move this slider to adjust the level of detail for the water including movement and reflections.
Change Video Resolution
You can choose the screen resolution in which you want to play
Pirates!
Enable Shadows
Defaults to on. Turning shadows off may give better performance on lower level computers.
Enable Advanced Lighting
Defaults to off. Certain higher-level video cards will be able to dis­play advanced lighting effects and softer shadows with a possible reduction in performance.
Modify your Ship’s Sails
Brings up a screen that allows you to choose your fleet’s sail emblem and flag.
Quit Game
Click on this to quit Pirates!
Sid Meier’s Pirates!
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Book One
Introduction
Welcome to Sid Meier’s Pirates!
Welcome to the Caribbean, Captain! There's a whole new world here, a world full of adventure and ripe with plunder. Rich, fat treas­ure ships carry South American silver and gold back to Spain, and French, Dutch and English vessels carry booty only slightly less valu­able. The boisterous buccaneer towns teem with lusty pirates seek­ing a bold commander to lead them to wealth untold. Constantly at war with one another, the Great Powers are always in search of doughty privateers to take to the seas and do their fighting for them.
Yes, it’s a world of high adventure, where brave and skilled men bat­tle for treasure and glory. Those who succeed will achieve great fame and personal wealth - the bones of those who fail will forever lie in Davy Jones's locker.
To New Players
Greetings to our new players! Do not be alarmed at the size of this manual - though Pirates! features rich and subtle gameplay, it is also surprisingly easy to learn. If you check out the Game Controls pages you’ll be well on your way to piratical greatness. Then dive into a new game. If you get into trouble you can always hit shift+p to Pause and dig into the manual as necessary.
In the meantime, please bear with us for a moment while we talk to some old friends, and then we'll have you at sea in no time at all!
Book One Sid Meier’s Pirates!
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To Players of Earlier Versions of Pirates!
To fans of original Pirates! and Pirates! Gold - welcome back! We’ve made great efforts to update Pirates! for the 21st century, while keep­ing true to the gameplay and spirit of the original classic game.
In this version of Pirates! we have added a number of new game ele­ments and changed or removed others, but a veteran of any of the older versions of Pirates! will be able to jump right into a game. Here’s a quick summary of the major changes to the game:
What’s Gone
Ship versus Land Combat: Ship Versus Land Combat is gone. Now, when you choose to attack a town your men are deployed ashore and you engage the enemy in “Land Combat” (see pages 58-63).
What’s Changed
Insufficient Crew: In the old version of Pirates! you had to have eight crewmen to man any vessel, and four additional crewmen to man each cannon. If you had not enough men to fire all of your cannon, the unmanned cannon never fired. If you did not have eight men to sail a vessel, that vessel surrendered or had to be abandoned.
In the current game each ship-type has its own “minimum effective crew” stats _ that is, the number of men you need to sail a vessel at full effectiveness (i.e., at full speed). You can sail a vessel with fewer than its minimum effective crew, but the ship will be much slower and less manoeuvrable. The ship can fire all of its cannon in battle, but it will take far longer for the reduced crew to reload the guns after firing.
Note that as a ship takes damage its minimum crew requirement increases.
What’s New
Multi-Ship Combat: Occasionally you’ll encounter two ships sailing together in formation, typically a merchantman and an escorting war vessel. If you attack either of these vessels, your flagship will have to fight both of them at the same time.
Sneaking In and Out of Cities: The original game’s “die-roll” sneak has been replaced by an action sequence. If you attempt to sneak into an unfriendly city, the scene will change to display an overhead view of the city. You then have to guide your pirate through the streets, avoiding or knocking out the patrolling guards until you reach your destination.
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Dancing: To impress a governor’s daughter these days, a pirate must not only be wealthy and successful, but he must also be light on his feet. As you romance her, a governor’s daughter might invite your pirate to a ball. You will then move your pirate around the dance-floor, matching your partner’s movements in time with the music. Note: There are various “game items” available to assist the rhythmically­challenged in this sequence. Speaking of which…
Special Items: During the game your pirate may be given (or allowed to purchase) a number of special items. Each item assists the pirate in a game task _ e.g., jewellery will help the pirate win the heart of a beau­tiful maiden, a fine sword will improve his duelling, and so forth. There are many such items available and the pirate may collect them all.
Crew Specialists: You may encounter various “crew specialists” during play. These include cooks, gunners, sail-makers, and so forth. Each specialist will assist you in important ways: the cook keeps your men happier during long journeys at sea; the sail-maker repairs sail damage after a battle; and so forth.
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Book One
About this Manual
This manual is divided into various “books.” You are presently read­ing “Book 1 - First Things First.” “Book 2 - The Basics” tells you how to start a new game. “Book 3 - The Rules” tells you how to play the game.
BOOK 2
The Basics
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A Word About Your Goals
Sid Meier’s Pirates! is an open-ended game, which means
you can pretty much do what you want. If you want to be a peace-
ful trader and not fight with anyone, you can do so. If you want
to be a reckless pirate and take on everybody, you can do that too.
Or you can be a romantic hero, seeking to sweep every governor’s
daughter off of her feet. And so on. You control your own destiny.
Do what you will with it.
Your pirate is not immortal, however. Eventually the pas-
sage of years will take their toll and he will grow older. And as he
ages, some of his skills will begin to diminish. At some point he’ll
find it harder to recruit crewmen, who are interested in a young,
healthy captain to lead them. Eventually you’ll need to consider
retiring this pirate and starting anew with another captain.
When your pirate retires, the game examines his piratical
career, and, based upon what he has accomplished, assigns him a
final ranking. If he’s been extremely successful, he’ll earn himself a
place in the Hall of Fame, and he may retire to become a Governor
himself. If he’s less successful, he may end his days as a lowly bar­keep or street-cleaner.
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Book Two Sid Meier’s Pirates!
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The Main Menu
The main menu contains the following entries,. You can select an entry using your mouse or keyboard.
Play Sid Meier’s Pirates!
Pick this if you want to begin a new game of Pirates! from scratch.
Load a Game
Resume a game that you began earlier. You can access games that you saved manually as well as auto-saved games.
Change Your System Options
Change the game’s default audio and video settings, and game con­trols. See ”option Screen “ on pages 7 details.
Starting the Game
1. First install the Sid Meier’s Pirates! program and the correct version of DirectX
2. Make sure that the Sid Meier’s Pirates! 1 CD-ROM is in your CD- ROM drive.
3. If you have a Sid Meier’s Pirates! icon on your desktop, double-click on it. If not, click on the Start button on the Windows choose Program Files/Firaxis/Sid Meier’s Pirates! to start the game.
4. The introductory movie and title screens will appear. Watch them through, or press any keyboard button or click a mouse button to skip ahead to the main menu.
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as described in Book One.
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taskbar and
Visit the Firaxis Web Site
Visit Atari’s Pirates! web site, where you can register your copy of Pirates! You will also find an exciting community of fellow pirates as well as player-generated content, game hints and tips, and other cool Pirates! stuff.
Visit the Hall of Champions
View the Pirates! Hall of Fame, where your top game scores are recorded.
Quit the Game
Exit Pirates! and return to your Windows desktop.
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Book Two
Useful Game
Information
Pausing the Game
Press the Pause key (“Shift-p”) to pause the game during an action sequence - while sailing the Caribbean, engaged in a ship battle, land battle, or duel, while ashore with a landing party, while dancing, and so forth. Time is already frozen while you’re on an information screen, at a menu, or in a conversation, so you don’t need to pause then.
BOOK 3
The Rules
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Book Three
Book Three Sid Meier’s Pirates!
from other nations. It is not unknown for a pirate to turn on his own nation if he gets a better offer from somebody else!
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The Memoirs of Captain Sydney
There be only three rules that ye must follow if ye
wants to be a pirate.
First, always keep your crew happy. A happy crew
will take on the world, if ye ask ‘em, while an unhappy
crew will fall apart fightin’ a Dutch herring boat.
Second, always hit ‘em from windward. If ye got the
weather gauge you can beat almost anyone - and if ye be
losin’ ye can run away a lot easier.
Third, never trust a man named, “Raymondo.” He’ll
kidnap yer family as soon as look at ye.
Creating Your Pirate
Game Era
You can choose from several historical game-eras available. For your first few games we suggest that you choose the default era : The Buccaneer Heroes —1660 is the only era available on Apprentice difficulty.
Nationality
There are four nationalities to choose from. You begin with a “Letter of Marque” from your choosen nation, making you a legitimate priva­teer in its interest. This is important in the early portion of the game as all of that nation’s cities are opened and friendly to you. As the game progresses you can purchase or be given “Letters of Marque”
English
English is one of the easiest nationalities to play in the default era (The Buccaneer Heroes-1660). You start the game with friendly ports in highly useful locations, and since England is almost always at war with Spain, you can usually gain quick English promotions by attack­ing Spanish vessels and cities.
French
France too has a number of strategic ports - Tortuga is a great place from which to harass southern Cuba - and she’s often at war with Spain.
Dutch
This is not the easiest nation to play. The Dutch have far fewer ports than the other nations (though Curacao makes a fine base for trading with or attacking Spanish cities on the Spanish Main). Further, the Dutch are not quite as often at war with their neighbours, so Dutch promotions can be hard to come by.
Spanish
This may be the toughest nationality to start with. Spain has by far the most ports on the game, which leaves you fewer targets to attack (a problem only if you wish to remain loyal to Holy Spain). Likewise, the juiciest target vessels in the Caribbean are often Spanish: if you want to remain loyal, you’ll have to make your fortune attacking the less wealthy English, French, and Dutch ships. On the other hand, Spain is nearly always at war with somebody - privateering can be extremely profitable.
Your Name
Type your pirate’s name into the space indicated.
Difficulty
Choose one of five difficulty levels:
• Apprentice (the easiest level)
• Journeyman
• Adventurer
• Rogue
• Swashbuckler
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Book Three
The difficulty level affects a number of aspects of the game. The higher the difficulty level, the tougher your opponents in action sequences - ship battles, dueling, and so forth. In addition, it is hard­er to recruit crewmen and keep them happy at the higher levels. On the other hand, as the difficulty level rises you get to keep a larger portion of the booty when you divide the plunder. Once in the game you can raise or lower the difficulty level only when you divide the plunder.
Choose Your Skill
The following skills are available to you:
Fencing
This helps your pirate in one-on-one duels against enemy swords-
men.
Gunnery
This helps your pirate defeat enemy ships in sea combat.
Navigation
This helps you get better speed at all point of sailing.
Medicine
This “skill” delays the effects of aging on your pirate.
Once you have chosen you pirate’s skill, you are ready to play! The scene changes, and you find yourself at sea, just outside of a port of your nationality.
Book Three Sid Meier’s Pirates!
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At Sea
The Memoirs of Captain Sydney
The Caribbean is like one of them high-born Spanish ladies: ye can
love her, but ye can’t trust her. One minute she’s as placid as a sea-cow and
yer sailin’ along as easy as kiss-my-hand, everybody leanin’ on the rail and
spittin’ to leeward; the next she throws a hurricane at ye, and yer runnin’
as if all the hounds of hell was on your trail, swearin’ that if ye gets out of
this alive ye’ll never set foot on a boat again.
But ye always do go back to her, see? Because, despite her bein’ an
untrustworthy, ungrateful, murderous wench and all, ye bloody well do love
her, more than ye love life itself.
Arg. And that’s all the bloody poetry ye’ll be gettin’ out of me today,
cully. And pour me another pint o’ rum, by the Powers!
The Navigation Screen
This screen displays a portion of the Caribbean. The view remains centred on your ship at all times.
Cities
Land
Landmark
Storm Clouds
Your Ship
What’s on the Navigation Screen
Your Ship: Your ship appears in the centre of the map. If you have more than one ship, your “flagship” is in the lead and the other ves­sels are following her.
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Other Ships: Other ships will appear on the map when they get with­in sight of your vessel. Each ship has a coloured strip, sail emblem and flag denoting its nationality: black for pirates, yellow for Spain, Orange for the Dutch, red for England, and blue for France. If unsure, you can learn a ship’s nationality and type by approaching the other vessel or by moving your cursor over it.
Land: The islands and continents in the Caribbean. Cities: The map displays the cities currently in sight. The name and
nationality appear above the city, and you can get an idea of the city’s military strength by the size of the fortifications guarding it.
Shoals: Shallow rocks which might damage large vessels if the ships sail over them.
Clouds: These indicate heavy winds. You can use them to speed your journey.
Storm Clouds: These are dangerous storms which frequently appear in the Caribbean, particularly during hurricane season. These storms are accompanied by heavy winds a cunning sailor can use to speed his journey; however, if you get too close to such a storm you risk serious sail damage to your vessel.
Landmark: Landmarks like these dot the Caribbean. Pirates often refer to such landmarks when drawing treasure maps. Certain land­marks are visible only by land parties on shore.
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Wind Speed Indicator: This indicates how fast the wind is blowing.
Wind Direction: This shows you the wind’s current direction.
Quest Icons: These provide links to any current quests, missions, and treasure maps you have.
How to Sail
Steering Your Ship
The ship’s helmsman steers the vessel by turning the ship’s wheel, which is attached to the ship’s rudder by a series of rope pulleys (some smaller ships are steered by wooden tillers). Use the Helm Control keys (number pad 4 and 6) to steer your vessel.
Fame Counter: This displays your pirate’s current fame rating. The higher the fame rating, the more successful the pirate.
Gold Indicator: This display your current gold amount.
Food Indicator: This displays how much food your crew has available.
Crew Size Indicator: This tells you how many
men you have in your crew.
Morale Indicator: This displays your crew’s current morale.
Very Happy
Unhappy
Happy Content
Mutinous
Port and Starboard
As every pirate knows, port is to your left when you are standing on a ves­sel facing forward. Starboard is to your right. (An easy way to remember this is that the words “left” and “port” both have four letters in them.)
Change Sail
Your sails can be in one of the two configurations: full sails or reefed sails. A ship with full sails has spread as much canvass as possible to move as quickly as possible; reefed sails slow the ship down but improve her handling in tight waters.
Push the Full Sail (number pad 8) and Reefed Sail (number pad 2) buttons to switch between the two configurations.
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Manning Your Ship
You need a certain minimum number of sailors to man your ship at peak effectiveness. If you have fewer than that number of crew, your ship will be slower and your crew will take longer to reload cannon during combat.
If you have multiple ships in your fleet, you need enough crew to meet the crew requirements for all ships. If you don’t have enough, your fleet sails slower and your flagship is less effective in combat.
Note: You usually begin a game of Pirates! aboard a sloop. You need eight crewmen to sail and fight this ship effectively.
Using the Wind
A vessel's hull design and sail configuration determines its sailing characteristics. In general, ships with square sails such as the frigate or mer­chantman tend to perform best when sailing "large" - that is, running before the wind (for instance, in a running broad reach). Ships with triangular sails such as the pinnace or barque tend to perform best when sailing "by the wind" -- that is, running roughly perpendicular to the wind (say, in a broad beam reach).
Best Point of Sailing
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Enter City
To enter a port city just steer your ship into the city. Depending upon conditions you might sail right in and anchor peacefully at harbor, or, if the town is hostile, the city’s forts might open fire on you. You then have the options to sail away, attack the town or sneak in.
Disembark onto Land
Steer your ship into a point on the shoreline where you want to dis­embark. The game will ask you to confirm that you want to go ashore, and your crew will then form a landing party (see “On Land,” below, for more details).
Attack Ship
This is what being a pirate is all about! Over the course of the game you’ll often find yourself wanting to launch an attack against some other ship you encounter at sea. See below for details on ship encoun­ters and combat.
Press the Attack button (number pad 5) or run into ship to initiate an attack against a nearby vessel.
Pause
Press “Shift-p” to pause the game. Note that no time passes when a menu is on-screen, when you’re in a city, and when you’re viewing an information screen. You only need to pause the game when you’re at sea, on land, or engaged in an action sequence (ship battle, dueling, dancing, or in a land battle).
Zoom
You can zoom in to get a closer view of your ship, or zoom out to see a larger expanse of the Caribbean. Use the mouse wheel to zoom in and out.
Chase View
In “chase” view, the camera changes from the standard overhead view to a position behind and just slightly above your ship. Press the Change View button (number pad 9) to toggle between chase and regular views.
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Book Three
Change Your Flagship
When you begin a game of Pirates! you have just one ship. Once you capture another vessel and choose to keep it, you’ll then have two ships in your fleet. Your original vessel is designated your “flagship.” It is the vessel in the lead; any other vessels trail behind her. You can change your flagship via the Change Flagship button (Tab) or by going to the Fleet Status screen.
Maximum Fleet Size
You can have up to eight ships in your fleet (including your flagship). If you defeat an additional ship, you’ll have to abandon one of the current eight if you wish to add the new ship to your fleet.
Crew Requirements
Each vessel in your fleet requires a minimum number of crewmen to sail at peak performance. If you have fewer than that number, your sailing speed and combat performance will suffer. If you have more than the minimum number of crewmen, the additional sailors take part in any sea battles you get yourself into.
Fleet Speed
In general, your fleet sails approximately as fast as your flagship in the present wind conditions. However, slower vessels will reduce your fleet’s overall speed.
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Information Screens
There are a variety of information screens available to you while at sea. See the Game Controls pages to learn how to access them.
Fleet Status Screen
On this screen you can see all of the ships in your fleet as well as their upgrades, crew size, and damage status. You can also change flagships, rename your ships and abandon unwanted vessels.
Captain’s Log
Abandoning Ships
The best way to get rid of a ship is to put into a city and sell it to a shipwright. However, you may sometimes find it necessary to aban­don a ship while at sea - because you have insufficient crew or because you’re being chased by a faster and stronger opponent, for example. You can abandon ships only from the Fleet Status screen (see next page).
This screen keeps a running list of your actions and accomplishments as well as other events happening in the world.
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Status Screen
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Book Three Sid Meier’s Pirates!
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Quest Log
This screen displays your pirate’s accomplishments, including how many promotions he’s received, how many Top Ten Pirates he’s defeated, how many buried treasures he’s discovered, his personal wealth, and so forth.
World Maps
This map displays your fleet’s current location in the Caribbean. You can zoom the map with the mouse wheel and scroll by moving the mouse to the edge of the screen. You can click on city names to find out what you know about the cities. (You can sometimes purchase information about cities from mysterious travelers in taverns, or you can always visit them yourself.)
The Quest Log shows the name of any villain you might be pursu­ing, what he did to you (e.g., kidnapped your sister), plus any other information you might have on him.
Treasure Maps
During the game you may acquire one or more treasure maps. You can view them on this screen. See “Treasure maps” on pages 53-54 for details.
Top Ten Pirates List
This displays the ranking of the ten most dangerous pirates in the Caribbean.
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Perils of the Sea
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taking their share of the treasure with them. If you are at sea and have multiple ships in your fleet, they may steal one of the extra ships. Or they might run off the next time you go to port.
The Memoirs of Captain Sydney
I remember once we was fightin’ this French frigate -
heh, running for our lives from this French frigate is more like
the truth. We was in my brig, Happy Reaper, and the winds was light and steady from the southeast. I had just bought me
a set of those new cotton sails and we was doin' fine - stayin'
ahead and maybe even gainin' a few yards on her, when my
lubber of a helmsman Blind Johnson ran us right into the nas-
tiest storm I've ever seen. We lost over half our sails, and now
the big Frenchman was gainin' on us.
Fortunately, we was able to keep ahead of her for anoth-
er hour, just long enough for the sun to set. By the Grace of
Providence we lost her in the darkness.
What did we do then? Well, first thing I did was to
change course and head for Nevis, where we could get our hull
fixed right and proper. And then I had me kind of a private dis-
cussion with Blind Johnson.
But that’s another story.
Crew Unrest
Pirates are a fickle lot. In the beginning of a voyage they’re fairly easy to please as long as you keep them fed and keep bringing in the treas­ure. Sooner or later - depending upon your success and the difficulty level of the game - they’ll become restless. They’ll start thinking that it is time for you to go to a city and divide the plunder (see “Dividing the Plunder” on pages 80 -81), so that they can blow all of their loot in the nearest tavern.
You can prolong a voyage for quite a long time by keeping the booty flowing in fast and furious, but no matter how successful you are, the crew will eventually want to go home. Your first mate will take you aside and tell you that it might be time to divide the plunder.
Morale Boosters
Some ship’s officers and special items help you keep your crew’s morale high and allow you to lengthen your voyage.
Hunger
Your crew needs to eat. Food is readily available for purchase at a merchant’s warehouse, or you can take it from a captured vessel. The Food Indicator on the Navigation screen (see page 19) shows how many months of food you carry. You can look at the Status Screen to see your exact Food tonnage.
When you run out of food, your crew will begin to starve. They’ll put up with this for a short while, but soon their morale will start to plum­met. If left unchecked, they’ll begin to desert your command.
Once you acquire more food your crew’s morale will stop its decline. Their morale may rise once the treasure begins flowing in again.
Ship’s Cook: A ship’s cook can stretch the crew’s rations, keeping them fed on a smaller portion of your Food cargo. Cooks can some­times be captured from defeated ships.
Storms at Sea
The Caribbean is an unpredictable sea. The sky may be clear and the winds moderate at one moment, while in the next a sudden tropical storm might appear, ripping your sails apart. This is especially true during hurricane season, which runs from around June to November.
White Clouds: White clouds represent small squalls or storms that are not especially perilous and that are accompanied by strong gusts of wind. Good sailors can “ride” these clouds to gain a temporary increase in speed at little risk.
Black Clouds: These represent full-blown tempests. Any ship caught within a black cloud risks serious damage to both her sails and hull. These major storms are accompanied by heavy winds. A careful cap­tain can gain a temporary increase in speed by moving alongside the clouds but being careful not to blunder inside.
If you ignore this advice and continue the voyage, your crew’s morale will begin to fall. (The Morale Indicator on the Navigation screen dis­plays the crew’s current morale.) Eventually they'll begin to desert,
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Weather Glass and Barometer
These special items will help you avoid storm damage while sailing near or through storms. A mysterious traveler might have one of these items for sale, from time to time.
Ship Encounters
There are many ships sailing on the Caribbean - merchantmen bring­ing goods to wealthy cities, treasure ships carrying wealth untold back to Europe, fishing vessels loaded with cargo, mighty warships looking for the enemy, and of course pirates and privateers. As you travel about you will inevitably encounter other vessels - how you interact with them will in large part determine your ultimate success or failure.
Seeing Other Vessels
A lookout atop a ship’s mast can see a surprising distance - some­times for miles, depending upon time of day and weather condi­tions. Whenever a vessel comes within your lookout’s sight range it will appear on the map. You can tell quite a lot about a ship by its appearance.
Each ship displays a coloured stripe and flag showing its nationality:
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Note that the ship’s nationality and type are also displayed when you roll your cursor over the vessel.
Communicating with Other Vessels
Some vessels may have messages for you as you approach. Enemy vessels might order you to stand clear, or they might demand that you stand and fight. Neutral or friendly vessels might pass along the lat­est news or gossip.
If a ship has anything to say, the message will appear once the vessel has gotten fairly close to your fleet. The message is also displayed when you roll your cursor over the other ship.
Attacking Other Vessels
Once you are close enough to initiate an attack against another ship, you can press the Attack key (number pad 5) or run into the ship to begin the battle.
Dutch
French
Missionary
English
Indian
Spanish
In addition, a vessel’s hull-type tells you something of its purpose: dark hulled vessels are warships, while lighter-hulled vessels are merchants.
Each vessel-type has its own unique model.
Attack Confirmation Pop-up
The Attack Confirmation pop-up allows you to specify which ship you are attacking, if multiple targets are within attack range. It also allows you to change your flagship (if you are sailing with two or more vessels). Finally, it allows you to cancel the attack if you’ve thought better of things.
Being Attacked by Other Vessels
It is quite likely that you will make more than a few enemies during your career. If you attack a nation’s shipping, that nation may send out a warship to put an end to your depredations. If you’re carrying enough loot, any pirate passing by might decide that you’re a juicy target. And if you steal a pirate’s buried treasure, he’ll attack you on general principles.
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The Memoirs of Captain Sydney
It must have been in ’65, or maybe ’66, me ‘n’ crusty old Cap’n
Briggs were jawin’ about which ship was best for piratin’ in.
“A Royal sloop,” sez I. “The bugger’s fast in light airs, can turn
on a farthing, and carries enough guns to put the fear o’ heaven in
them fat trade galleons the Dons carry their gold in.”
“Sydney,” sez he, “you’re crazy. A brig o’ war is more like it. Maybe it isn’t as fast as your sloop, but it carries near’ twice as many men and cannon. And cargo too,” he added. “What’s the point o’ get­tin’ plunder if you can’t carry it back home with you?”
“It’s ye who are pig-bitin’ mad,” sez I. “The brig’s a good ship,
I’ll warrant, but what in blazes do you want all them guns fer? The whole purpose o’ piratin’ is to run yer ship alongside the enemy and capture her with as little fuss as possible. Oh ye may need to put a cou-
ple o’ balls in her to make her come to her senses, I warrant, but a great 16-gun broadside from yer precious brig is as like to sink her as it is to make her surrender. Where’s yer profit then, ye daft fool?”
Well, then he called me a senile old son of a farmer and I called him a grass-eatin’ butterball, and the discussion became sort o’ ani­mated. We didn’t solve the question then, and we ain’t since, neither.
In the end, I guess a good pirate picks a ship what matches his strengths: if ye be a good sailor, pick a ship that’s fast and nimble; and if ye be a strong gunner, pick a ship that carries enough guns to make
‘em count.
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Cannon-Fire
When an enemy ship gets within range, it may begin firing its can­non at you. This cannon-fire can damage your flagship and the other ships in your fleet. The pursuer will continue to fire at you until you sail out of range or into a harbor _ or until you choose to fight back.
Fighting Back
If you wish to fight your pursuer, press the Attack key (number pad
5) or run into the ship. See “Attacking Other Vessels” section, above, for details.
Fight or Flight
There is no law that says that you have to fight anybody who wants to take you on: If your ship is damaged or you’re badly outmanned or outgunned or you’re carrying a treasure that you don’t want to risk losing, by all means run away!
If you can find a “point of sailing” in which you’re faster than your oppo­nent, you can simply outdistance him. Once you are well far away he may lose your trail or simply give up the chase.
Alternatively you can duck into a city: chances are that he’ll be gone when you next leave port. But then again, he may not be. So it might be a good idea to repair your ship and recruit extra crew before you leave.
Warning Notice
As a ship seeking to fight you approaches, it will sometimes announce its intentions. This gives you the opportunity to try to gain an advan­tageous position for the upcoming combat, or to turn around and run to safety!
The warning message will appear once the ship is close enough or when you roll your mouse cursor over the enemy.
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Sea Battles
Overview
The game mechanics of ship battles are quite simple: you steer your ship, you raise or lower your sails, and you fire off broadsides. The challenge lies in learning how to use these simple tools to their best advantage in the ever-changing sea.
Your Ship’s
Statistics
Enemy Vessel’s Statistics
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Fire a Broadside
Ships of this era are armed with rows of cannon along either side of the hull. The placement of the cannon means that ships cannot fire at tar­gets directly forward or aft, but only at targets to either side. When you order your ship to fire, your men check to see if there is a target avail­able in either of your broadsides and then fire off the appropriate port or starboard cannon. If there are several targets in your broadsides, your men fire at the closest opponent. Incidentally, a ship’s cannon are even­ly split between her port and starboard broadsides. That means that she can fire no more than half of them in any one broadside.
The Enemy
Vessel
Your Ship
Men Overboard
Controlling Your Ship
See the Game Control sheet for the specific keys and mouse com­mands you use to control your ship in battle.
Steering Your Ship
You steer your vessel with the Helm Control buttons (number pad 4 and 6), same as you do when you are at sea.
Change Sails
Your sails can be in one of two configurations: full sails or reefed sails. Press the Full Sails (number pad 8) or reefed Sails (number pad 2) to
switch between those sail configurations. Full Sails: A ship with full sails has spread as much canvass as possible
to move as quickly as possible. Ships with full sails tend to suffer more sail damage during combat, particularly when the opponent is using chain shot.
Reefed Sails: A ship with reefed sails has lowered some of her sails to protect them from enemy cannon-fire, particularly from broadsides of chain shot. In addition, ships with reefed sails have a tighter turning radius than ships with full sails. However, ships carrying reefed sails move significantly slower than ships under full sails.
Press the Fire Broadside button (number pad 5 or Space bar) to fire your loaded cannon.
Raking Shots
A “raking shot” occurs when cannon-balls hit the target’s bow or stern and travel along the ship’s fore and aft axis. Raking shots do more damage than shots hitting a ship’s side.
Reloading the Cannon
Your crew automatically reloads the ship’s cannon after firing a broad­side. The crew reloads with the same type of ammunition as the can­non had before, unless you instruct them to do otherwise (see below).
The time it takes to reload is determined by the number of crew. More crew means faster reloads - less crew means it's time for evasive manoeuvres.
The Cannon Status Indicator tells you how many of your ship’s can­non are presently loaded. You don’t have to wait for all of your cannon to be reloaded to fire.
Cannon Ammunition
There are three primary types of ammunition available for your can­non: round shot, chain shot, and grape shot.
Round Shot: This is a standard cannon-ball. When you begin a bat­tle, your cannon are loaded with round shot. Round shot has the longest range of any of the ammunition-types. While it can hit any portion of a vessel, it tends to do most of its damage to the enemy’s hull or cannon.
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Chain Shot: Chain shot consists of two smaller balls linked together by a chain. When fired, the balls tend to separate and begin spinning, primarily doing damage to the enemy’s sails. Chain shot has a medi­um range: it fires a shorter distance than round shot, but longer than grape shot.
Grape Shot: Grape shot is the classic anti-personnel load. Basically the crew loads the cannon with a bunch of musket-balls and iron fil­ings, turning the weapon into a massive shotgun. Grape shot is par­ticularly effective at injuring the enemy’s crewmen. Grape shot has a very short range.
Changing Cannon Ammunition
When the battle begins, your ship’s cannon are loaded with round shot. If you have the other ammo-types available, you can switch between them at will.
Press the Round Shot key (number pad 3), the Grape Shot key (num­ber pad 1), or the Chain Shot key (number pad 7) to load your cannon with the appropriate kind of ammunition.
Ammunition Availability
All ships are equipped with round shot, but some lack either or both of the other two types of ammo. If you find yourself in a vessel lacking a particu­lar type of ammunition, you might be able to find a shipwright who can upgrade your ship with the missing ordnance.
Damage Effects
A ship struck by enemy cannon fire takes damage to one of the fol­lowing: its hull, sails, crew, or cannon. The part of the ship damaged is determined by a damage algorithm: certain ammo-types have a greater chance to damage specific parts, though collateral damage to other parts of the vessel are possible no matter what shot is used.
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Losing Crew: As crewmen are knocked out, it takes the surviving crew longer to reload the ship’s cannon after firing a broadside.
Losing Cannon: As a ship loses cannon she’ll have less of them to fire at the enemy. (But you probably guessed that.)
Grappling and Boarding Actions
When a ship rams another vessel, the ramming ship’s crew rushes aboard the enemy ship to battle her crew. While they battle it out, you take on the enemy captain in a daring swordfight. The battle ends when you or the enemy captain surrender.
See the next section, “Fencing and Swordplay” for details on this heroic conflict.
The Memoirs of Captain Sydney
I said it before: a good pirate fights only when there’s profit in
it, or when he’s not got no other choice.
When a pirate’s fightin’ fer a profit, he’s got to remember that
every ball he puts into the other ship lowers her resale value, and that
a single lucky shot can sink even the strongest hull. Me, I always liked
to put a couple of long-range rounds into the enemy, for to put the fear
o’ heaven in the crew, then range in close off her bow or stern, cut her
crew down with grape, then board and take her at sword-point.
Exchangin’ manly broadsides with a merchant ship might make
fer a good song or legend, but I prefers money in the bank.
Now when fightin’ fer survival, on the other hand, the situa-
tion’s exactly the opposite. If I been chased down and forced into a fight with some blasted pirate hunter in a beastly huge warship, my
job is to disable or sink her - be d____d to the value o’ her hull. I gets
treasure off of merchant ships - I fights warships fer to live to enjoy
that treasure.
Hull Damage: As a ship takes damage to its hull, the ship’s speed and manoeuvrability degrade. If the hull is totally destroyed, the ship sinks.
Sail Damage: As a ship takes sail damage its speed and manoeuvra­bility decline. If the sails are totally destroyed, the vessel is no longer under any control, and it may surrender at your next approach.
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Rescuing Crew
When a ship loses crew, some of them may be blown overboard where they cling to wreckage and plead to be rescued. You can retrieve floundering crewmen by running your vessel over their location.
Picking up Cargo
A ship that takes an especially hard shot may have some of its cargo blown right overboard into the sea. You can retrieve lost cargo by running over the barrels. Each retrieved barrel adds 50 gold to your treasury.
How the Battle Ends
A sea battle can end in victory, defeat, or a draw.
A Draw
The contest will end indecisively when the opponents are too far away to see each other. Generally, this means that the weaker ship has successfully outrun its pursuer.
In addition, nightfall might end the battle (if it goes on for too long without decisive results).
If a battle ends in a draw, you return to the Navigation screen, your opponent nowhere in sight. If you took damage during the battle, that damage remains until you have your ship repaired by a shipwright. And if you lose crewmen, your numbers will remain diminished until you recruit replacements in a tavern.some replacements.
Defeat
You can lose a battle in two ways: your ship is sunk, or you are cap­tured during a duel with the enemy captain. Both results are unfortunate.
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You cannot lose money that you previously banked while dividing the plunder. You can lose only the money currently with your fleet.
Being Captured: If captured during a boarding action, you’re thrown into jail until you escape or are ransomed. Once out of prison you reunite with your surviving crewmen and any ships and treasure they managed to salvage from the catastrophe.
Victory
You win a ship battle by sinking or capturing the enemy ship. Any vic­tory enhances your reputation as a fierce and dangerous pirate; how­ever it is by far more profitable to capture an enemy vessel than it is to sink her. When you sink an enemy vessel, everything she carries goes to the bottom with her. When you capture her, you acquire the ship’s cargo, any gold aboard, any special items or special crewmen she carries, plus the ship itself.
Here’s how it works. Enemy Sailors Volunteer to Join Your Crew: Depending upon your
reputation and current wealth (and upon the difficulty of the game), several crewmen from the captured vessel may volunteer to join your crew. If you accept them, your crew-size increases accordingly. If not, they get put ashore with all of the other captured sailors. (This hap­pens automatically.)
Specialists Join Your Crew: If the captured vessel happens to be car­rying a specialist that you don’t currently possess, he is quickly “per­suaded” to join your crew.
Going Down with the Ship: If you have only one ship and it is sunk in battle, you will find yourself marooned without your ship, gold, or crew. A passing ship will eventually pick you up and you will be able to start anew with a fresh ship and crew. You’ll still have any treasure maps you’ve acquired, but that’s all.
If your flagship is sunk but you have additional vessels in your fleet, one of them will pick you up out of the water (becoming your new flagship). You’ll lose a portion of your crew, cargo and treasure, but you’ll keep all of your specialists and special items (and treasure maps).
The Plunder Screen
On the plunder screen you can choose to keep the captured vessel or abandon her. You can also take some or all of the prize’s cargo. You get all of the ship’s gold automatically.
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