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 OneSid 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.
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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 OneSid 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.
Sid Meier’s Pirates!
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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
Page 6
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.
Sid Meier’s Pirates!
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Book Two
Book TwoSid 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 ThreeSid 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 ThreeSid 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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Book Three
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.
Book ThreeSid Meier’s Pirates!
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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
HappyContent
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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Book Three
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
Book ThreeSid Meier’s Pirates!
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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.
Book ThreeSid Meier’s Pirates!
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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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Sid Meier’s Pirates!
Status Screen
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Book Three
Book ThreeSid 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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Book Three
Book ThreeSid Meier’s Pirates!
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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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Book Three
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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Once you have finished plundering your victim, you return to the
Navigation screen. If you have chosen to take the captured vessel as
a prize, she will take up station behind you.
Ship Battles and World Opinion
The Caribbean Sea is a fairly small and pretty much everyone knows
what everyone is up to. The various nations _ Spain, France,
England, and The Netherlands _ watch your actions with great interest. If your actions further their objectives, they tend to look upon
you more favourably. If, on the other hand, you attack their interests,
their opinion of you drops.
The effects are fairly obvious. A nation that likes you will let you
enter their ports, buy and sell goods, recruit crewmen, and so forth.
You might receive job opportunities, promotions, and introductions to
eligible young women. If a nation dislikes you, they bar you from
entering their cities. Their ships will fire upon yours when you
approach, and they may even send pirate hunters out after you.
If You Lose a Ship Battle
If you lose a ship battle, nobody much cares. There is no effect upon
world opinion one way or another.
If the Battle Ends in a Draw
If nightfall or distance ends the battle and you did not damage the other
vessel, the battle has no effect upon world opinion. If you did damage
the other vessel, the effects are the same as if you won the battle.
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Fighting Near a City
Not only do nations have an opinion of your actions, but so too do
individual cities. If you attack shipping originating at or headed
towards a city, that city’s opinion of you declines. Cities particularly
dislike it if you attack shipping right outside their harbours.
It is possible that your relations with a city could be far different than
your relations with that city’s country, so much so that you could be
welcome at all other cities of that nation, but fired upon if you
attempt to enter the offended city’s harbour.
The Memoirs of Captain Sydney
A pirate cap’n has gots to lead by example. You try tellin’ a crew
o’ rowdy buccaneers to board an enemy ship while ye stay behind
hidin’ in the bread room, and see what it gets ye.
No sir, if ye wants to be a proper cap’n, ye’ve got to be the first
man over the side and on the enemy deck. Buccaneers’ll follow a brave
man anywhere, a cowardly dog nowhere.
That’s why ye’ve got to be handy with a sword, by the Powers!
More often ‘n not, in a boardin’ action ye’ll find yerself facin’ the
enemy cap’n. If ye beat him, his crew will lose heart and surrender. If
he beats ye, yer crew’ll do the same.
If You Win a Ship Battle
Against Pirates or Indians: If you defeat a pirate vessel, everybody
else’s opinion of you rises. Other pirates like you less, however. The
same goes for defeating Indian ships.
Against a National Trade Vessel: If you defeat a nation’s trade vessel,
that nation and any it has a peace treaty with like you less. Nations at
war with that nation like you more. Neutral nations don’t care.
Against a National Warship: Nations and their allies really dislike you
when you defeat one of their warships. Countries at war with that
nation really approve of your actions. Neutral nations really don’t care.
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Fencing and Swordplay
Overview
The 17th century was a violent age. “Civilized” Europe was infested
by highwaymen, armed militia, and roving bands of hungry ex-soldiers. Most men carried swords and had at least rudimentary training
in how to use them.
As a pirate, you can expect to engage in a lot of swordplay. In ship
combat your objective is usually to capture ships without damaging or
sinking them. Thus you will board them and try to take them by
storm. You’ll meet the enemy captain in one-on-one combat.
To a large degree, your success or failure as a pirate will be determined by your handiness with a sword.
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The Crew Battle
While you are dueling the enemy captain, your crew is fighting the
enemy crew. Every few moments, one side or the other loses some
men, depending upon the current state of the duel and the size, skill,
and morale of the opposing forces.
The Enemy Crew: How many enemy crewmen remain in the battle.
Your Crew: How many of your pirates remain in the battle.
The Keypad Control Diagram: This shows you how to control your
pirate by using the keys on the number pad.
An Overview of Dueling
In a duel, you are leading your men in a fight against the enemy forces
(sometimes you’re fighting alone; we’ll discuss that later). You engage
the enemy captain in a one-on-one swordfight while your crew fights
the enemy crew.
Your Opponent
Advantage Bar
Enemy Crew
The Dueling Screen
The duelling screen shows a typical duel, taking place after you ram
an enemy vessel in a ship battle. The screen contains the following
elements:
You: Your character.
Your Opponent: The enemy captain.
The Advantage Bar: This shows which dueller has the advantage (or
“initiative”). When the bar is left of centre, you have the advantage.
When right of centre, your opponent has the advantage. The dueller
with the advantage moves faster than normal; the dueler without the
advantage moves slower. You can move the advantage bar away from
you by taunting your opponent, or by ducking a chop, parrying a
thrust, or jumping over a slash.
You
Your Crew
You attempt to hit your opponent with your sword while avoiding his
attacks. A successful hit drives the victim back one or two paces; the
battle is over when one dueller is pushed back into a wall, falls overboard, or is otherwise dispatched.
While your individual duel is progressing, your crew is battling the
enemy forces. Every few moments, one side or the other loses some
men, depending upon the current state of the duel and the size, skill,
and morale of the opposing forces. If your crew is reduced to one and
you are hit again, you are forced to surrender; if your opponent’s crew
is reduced to one and you hit him again, your opponent surrenders.
Attacks
You have three attacks available to you: chop, thrust, and slash.
Chop
The chop is a high attack. You draw your sword back and up, and then
swing at the enemy’s head or neck. This attack takes a long time to
develop, but is quite deadly when it lands. To execute a chop attack
push the Chop key (number pad 7).
Hit Result: Opponent is driven back 2 paces.
Counter: Duck
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Thrust
The thrust is a quick, straight attack, aimed at your opponent’s torso.
This attack takes little time to develop, but does less damage than
the chop or slash. To execute a thrust attack push the Thrust key
(number pad 4).
Hit Result: Opponent is driven back 1 paces.
Counter: Parry
Slash
This is a low attack, aimed at your opponent’s legs. The slash takes
some time to develop, but is quite deadly when it lands. To execute
a slash attack push the Slash key (number pad 1).
Hit Result: Opponent is driven back 2 paces.
Counter: Jump
Defensive Maneuvers
You also have three defensive manoeuvres available to you: duck,
parry, and jump.
Duck
In this manoeuvre you duck underneath your opponent’s chop attack.
To duck push the Duck key (number pad 2).
Duck vs. a Chop: When you successfully duck under an enemy’s
chop, your enemy is momentarily disoriented, possibly allowing you
to get in a quick attack before he recovers.
Duck vs. a Thrust or Slash: The enemy hits you.
Parry
In this manoeuvre you block your enemy’s attack with your sword.
This defensive manoeuvre is somewhat successful against any attack.
To parry push the Parry key (number pad 5).
Parry vs. a Thrust: Your enemy’s blow is completely blocked.
Parry vs. a Chop or Slash: You manage to partially intercept the
attack: you are pushed back 1 pace instead of 2.
Jump
In this manoeuvre you jump over your opponent’s slash attack. To
jump push the Jump key (number pad 8).
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Jump vs. a Slash: When you successfully jump over your opponent’s
slash, your opponent is momentarily disoriented, possibly allowing
you to get in a quick attack before he recovers.
Jump vs. a Thrust or Chop: The enemy hits you.
Taunt
When you taunt your opponent you’re trying to demoralize him with
a cunning verbal attack. A successful taunt moves the Advantage bar
in your favour. There is no specific counter to a taunt; however, your
enemy can shut you up by hitting you with a pointy object while
you’re talking. To taunt your opponent push the Taunt key (number
pad 6).
Effects of Morale on Battle
Your crew’s morale at the time they entered the battle affects their
performance in combat. If they are happy they fight like lions and can
defeat an enemy much bigger than they; if unhappy they fight much
less successfully.
The enemy forces also have a morale rating. In general, crewmen
aboard warships or pirate vessels have higher morale, while the crew
from merchant vessels have lower.
Effects of Your Duel on the Crew Battle
The crew’s morale is heavily dependent upon your success in your
fight against the enemy captain. If you are doing well and have
pushed your opponent back, your crew’s morale is raised. If you are
being pushed back by your enemy, your crew’s morale is lowered.
The importance of this cannot be overstated. If you are winning, your
crew can take on and defeat an enemy force far greater than they;
however, if you are losing the duel, an inferior force can cut them to
pieces.
How the Crew’s Battle Affects Your Duel
When the enemy crew loses men, the advantage bar moves in your
favour. When your crew loses men, the bar moves in your opponent’s
favour.
The End of the Crew Battle
The crew battle continues until somebody wins the duel or until one
side or the other has been reduced to one man.
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Victory or Defeat
The duel ends when one dueller is pushed overboard (or up against
a wall) or when a dueller surrenders.
Nowhere to Run
When the battle begins, both duellers are in the middle of the
duelling “stage” (typically in the middle of a ship’s main deck). Each
dueller is pushed back by his enemy’s successful hits; if hit enough,
a dueller is pushed back to the very edge of the stage. If he is hit
again, he loses the duel and must surrender (or fall overboard).
Losing the Crew Battle
When a dueller’s crew has been knocked down to one man, he automatically surrenders the very next time he is hit in the duel. (Note:
You can still win a duel even if your crew has been reduced to one
man: you just have to avoid all enemy attacks until you’ve pushed
your opponent off the stage.)
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In Town
The Memoirs of Captain Sydney
I think I loved Tortuga the best o’ all cities in the Caribbean. The
shipwright was fast ‘n’ mostly honest; the merchants never asked ye where
ye got the cargo from; and the tavern was always crawlin’ with bucca-
neers lookin’ fer work.
I remembers I had me a good relationship with the governor, too,
even though Tortuga was a French city and I was an English cap’n, and
France ‘n’ England was pretty nearly always at war with each other.
See, France was usually fightin’ Spain at the same time, and as long
as I kept capturin’ Spanish ships ‘n’ leavin’ the Frenchies alone, he didn’t
care where I came from.
Do ye know that man promoted me to admiral? Me, an admiral in
the bloomin’ French navy! I nearly busted out laughin’ when he told me!
The governor also introduced me to his daughter, which was right
polite o’ him, if ye asks me. Nothin’ ever came o’ it, though: she was
kinda plain-lookin’ and I already had me heart set on this beautiful lass
in Saint Kitts.
Ports of Call
By the seventeenth century there are dozens of European settlements on the islands and continents bordering the Caribbean. Some
are old, established cities boasting thousands of citizens. Others are
tiny settlements clinging to a precarious existence in the face of hostile natives, predacious pirates, and enemy religious fanatics - not to
mention the many deadly perils that nature herself provides. Some
are temporary hideouts where buccaneers come to plan their next
exploits; others are religious establishments where dedicated missionaries seek to convert the natives to Christianity. And in addition
to the European settlements, some few native villages still cling to
survival here and there, despite the odds.
Your pirate will spend much of his time in one or another of these
ports - buying and selling goods, repairing his vessel, recruiting crewmen, purchasing treasure maps from shady characters, taking assignments from desperate governors, putting the moves on those governors’ daughters, fighting evil foreigners, and the like.
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Cities
Cities are the major permanent European settlements in the
Caribbean. Cities’ names, locations, and nationalities remain constant
from game to game in a single era.
City Types
There are several different types of cities in the game - Capital, Port,
Town, and so forth. Each type has certain basic characteristics:
Capital: A capital is a large and rich city with strong defenses.
Port: A large and rich city with weak defenses.
To wn: A large and poor city with strong defenses.
Colony: A large and poor city with weak defenses.
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The City Menu
There are a variety of places you can visit in a city. Use you mouse (or
keyboard) to navigate this menu and carry on conversations with people in town.
Trading Post: A small and rich city with strong defenses.
Stronghold: A small and poor city with strong defenses.
Village: A small and rich city with poor defenses.
Outpost: A small and poor city with poor defenses.
Talk is Cheap in the Caribbean
And it’s easy, too. When you encounter someone who has something to
say, he or she will greet you with a short statement. If the statement is purely
informational and requires no response from you, the statement will end with
an “Exit” button.
Click on the button when you’ve finished reading the statement and
you’re ready to move on.
If the statement requires a response from you, your possible replies are
listed below the statement. Just click whichever reply you want to give and the
conversation proceeds.
The Governor’s Mansion
Enter here to speak to the man in charge of the port. He may give you
political or military assignments. He will also reward you for successes. Once you are successful enough you may get a chance to meet his
lovely daughter (if he has one).
The Governor: Governors are the most important and powerful people in cities. It’s extremely useful for you to be on good terms with at
least a couple of governors throughout the Caribbean:
• They can provide you with Letters of Marque, making you a legal
privateer for their nations.
• If you have a Letter of Marque, they can reward you with promotions for attacking their enemies.
• If you have been attacking their shipping, the governors can offer
you amnesty (for a price), allowing you to get a Letter of Marque
from that nation - and thus promotions.
• They can ask you to perform special missions, which if successful
will result in further promotions and national good-will.
• They can provide you with information on your enemies.
• Finally, they can introduce you to their daughters.
Governors’ Daughters: Some governors have young, unmarried
daughters, eager to meet a dashing and valiant scoundrel such as
yourself. If you can manage to win her heart, a governor’s daughter
can provide you with valuable information about your enemies and
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your lost relatives. Further, they may have valuable special items or
maps to lost cities for you if they think you are worthy. If you persist
long enough, a governor’s daughter may agree to marry you - providing you with a great deal of prestige in Caribbean society.
You can impress a governor’s daughter by gaining high rank (but only
from her nationality; see “Ranks” below). You can also win her heart
by skilful dancing and by presenting her with jewellery she covets.
By the way, not all governors’ daughters are alike. Some are rather
plain in looks, some are attractive, and a few are quite beautiful. Not
surprisingly, the better-looking a daughter is, the harder she is to
impress.
The Tavern
Visit here to recruit men, pick up local gossip, purchase treasure
maps, and so forth.
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and once you’ve hired men from a tavern, it might take a while for more
jobless sailors to show up.)
The Merchant
Visit here to buy and sell goods and cannon. Use your mouse to make
selections, buy and sell cargo, and so on.
The Shipwright
Go to the shipwright’s establishment to have your ship repaired or
upgraded, and to sell any excess ships you might possess.
Divide the Plunder
Go here at the end of a long voyage to split the loot between you and
your anxious crew. See “Dividing the Plunder on pages 80-81” for
more details.
Check Status
Go here to examine your ships, cargo, crew, missions, and so forth.
You can also access all information screens from here.
Sail Away
Click here to leave town and return to the sea.
Other Settlement Types
Cities are not the only human habitations in the Caribbean. There are
other, smaller enclaves, as well. These smaller places change location
from game to game.
The People: Your pirate appears in the centre of the room, surrounded
by a number of different characters. Each person may have something
to tell (or sell) you. Click on the person you wish to speak with.
The Bartender: The bartender usually knows where to find upgrades
for your vessel. Further, he often knows the movements of prominent
(or notorious) people in the Caribbean. Finally, he shows a disturbingly thorough knowledge of the whereabouts of attractive women.
The Barmaid: The barmaid can tell you about pirates and villains in
the area. She often knows about fat prizes sailing nearby.
The Mysterious Traveller: This shady character can tell you about
cities he’s recently visited or heard about. He might also have treasure
map fragments or special items available - for the right price.
Crewmen: Unemployed sailors are often found hanging about in taverns, looking for work. (Not all taverns have sailors looking for work,
Settlement
These are smaller, newer towns, often with very few people in them,
often on the brink of extinction. Occasionally a settlement’s mayor
may have a job for you.
Settlements may have some or all of the same locations as are found
in cities - Tavern, Merchant, Shipwright, and so on. However, these
places are usually quite poor and primitive: don’t expect to find the
same quality of goods and services you find in the big cities.
Jesuit Mission
Missions are places where members of the Jesuit religious order try to
convert the natives to Christianity. Jesuit priests often have influence
with nearby cities: they may be willing to intercede with enemy governors on your behalf.
Missions have merchants but they are usually poor and understocked.
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Pirate Haven
These are temporary settlements where pirates gather to recruit
crewmen and plot their next mission. If you’re villainous enough, you
may be able to convince the pirate captain to launch an assault upon
a nearby city.
The “top ten” pirates are each based in a different pirate haven.
Pirate Havens contain poor and primitive taverns, shipwrights, mer-
chants, and so on.
Indian Village
These places are where the remaining native people try to survive the
European onslaught. Indian villages are generally not too fond of
their non-native neighbours: you may be able to convince their chief
to attack a nearby European city ye ruthless scoundrel!
Indian villages may contain merchants willing to sell you whatever
few supplies they possess.
The Memoirs of Captain Sydney
I never understand what them famous pirates was
thinkin’ about, buryin’ their treasure all over the Caribbean
like that. Me, I spent every last shillin’ I ever got, or I put
it in a right, proper bank for safe keepin.’
Seems to me that every time they buried their treas-
ure, along’d come some blasted thief to dig it up and steal
it. What’s the sense of it, I asks ye?
Course it takes some guts to steal another pirate’s
booty _ particularly if the pirate in question happens to be
Blackbeard or Kidd or one of them boys. Those lads really
know how to hold a grudge.
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Treasure Maps
Overview
There’s nothing a famous pirate likes to do more than to hide a bunch
of his loot in a secret location, murder all of the folks who helped him
bury it, create a cryptic map showing where the treasure is hidden and then promptly lose it.
During your journeys you may discover pieces of these maps. Once
you collect enough fragments you may be able to follow the map’s
clues to the buried treasure, making you much richer - and, not surprisingly, also really annoying the pirate whose loot you stole.
Getting Map Pieces
You may occasionally find a mysterious traveller willing to sell you a
piece of a treasure map. Mysterious travelers are found in taverns.
Governors’ daughters may possess pieces of maps leading to lost
cities of gold. They are found in governors’ mansions.
Looking at Your Map
Once you acquire a map piece, it is stored in the “Treasure Map”
informational screen. If you acquire additional pieces of that map,
they are automatically put together on one page in the correct position. If you have more than one map, each map appears on a separate
page.
Once you have found a treasure, the associated map is removed.
Map Clues
Pirates use a variety of clues to indicate the location of their treasures.
Some of these are visible from the sea. These include human habitations - cities, settlements, villages, missions and pirate havens. Pirates
also use named landmarks - Dagger Falls, Skull Shallows, Prisoners’
Rock, and so on, which are also visible from aboard your boat.
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Other map clues are smaller and visible only once you form a landing
party and go ashore. You must disembark your vessel in order to see
arched rocks, Indian totems, dead trees, etc.
In order to find a treasure you need to spot a visible landmark appearing on the treasure map and then disembark nearby. You can then follow the other clues until you reach the treasure. See “On Land” below
for details on how to move about once ashore, and how to retrieve the
treasure.
By the way, landmarks and settlements change location from game to
game. Just because you found Dagger Point on the southern coast of
Cuba in one game doesn’t mean that’s where it will be the next time
you play...
Other Sorts of Maps
During your journey you may encounter other maps, leading to lost
relatives, hidden cities of gold, and so on. You usually acquire these
maps from governors’ daughters, though they may be available from
other sources.
These maps function just like treasure maps. They too are stored on
the Treasure Map screen, and you use the process outlined above to
reach the hidden location.
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On Land
Overview
Pirates don’t have much truck with the land. It’s a nasty place, full of
snakes, alligators, farmers, and other nuisances. In general, pirates
stick to the ocean, or to the cities. If they decide to venture out into
the wilderness, it’s usually because they’re after one thing - buried
treasure, by the powers!
Disembarking
When you want to go ashore, steer your ship into the land. When you
reach your target a pop-up will appear, asking if you really want to disembark. If you answer in the affirmative, a landing party forms ashore
from your anchored vessel. You, of course, are in the lead.
Embarking
When it is time to return to your vessel, hit the “Return to Your Ship”
(r) key. Your crew will immediately board your ship and head out to
sea. Note that you can use this to “teleport” your crew from far
inland.
Alternatively, you can manually direct your landing party aboard your
ship. In a moment the scene will change and you’ll be back at sea.
Robert Lewis Stevenson Has a Lot to Answer For
As far as we can tell, only one pirate ever actually buried his treasure, and
that was under unusual circumstances. The privateer Captain William Kidd was
heading back to New York, where he knew he might face charges of piracy. He
hid a portion of his treasure on Long Island to give himself a bargaining chip in
the upcoming negotiations. It didn’t work Kidd was promptly imprisoned,
forced to reveal the location of his treasure, and then sent off to England to be
tried and hanged as a pirate.
In fact, the buried treasure myth appears to have originated in Robert
Lewis Stevenson’s thriller, “Treasure Island.” Written in 1881, the extremely
popular book featured a hunt for buried pirate treasure. Though the story was
totally fictitious, people ever since have remained convinced that pirates routinely buried portions of their plunder.
Mostly, pirates drank their treasure. Or lost it gambling. Or squandered
it on “fancy ladies” in town. A few men sensibly banked their gold or expended it purchasing pardons and titles of nobility, but most spent it as soon as they
got it.
Your men
Compass
Food
Crew
The On Land Screen
Here are the elements that appear when your crew is on land.
Your Men: Your landing party, with you at the lead.
Landmark: A clue leading to the buried treasure.
Landmark
Treasure Maps
Quests
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Months of Food Remaining: Once you run out of food, your men will
begin to starve.
Crew Size and Current Morale: How many crewmen are in your
landing party and the state of their morale.
Compass: Helps you figure out which direction you’re going.
Current Quests: Info on people you’re trying to track down.
Current Treasure Maps: A shortcut to your treasure maps.
The Memoirs of Captain Sydney
Land is fer lubbers, hear me? And fer crazy old Cap’n Briggs.
He used to buy them maps like they was bags o’ nuts, ‘n’ then drag
his poor crew all over creation lookin’ fer buried treasure. Heh.
Half the time he’d run out o’ food in some godforsaken mountains
and half his men would desert him.
Course he did find treasure a couple o’ times _ they was
worth a pretty penny too. But as fer me, I’ll stick to the high seas,
thank you very much. Marchin’ around on land just aint natural
fer a pirate, sez I. I heard tell how there be monstrous great spiders
in them jungles, and huge, bloodsucking wombats, so they say.
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Move your men atop the blinking mark, and they will uncover the
hidden goodies. Once you’ve got the loot, you can use the “Return to
Your Ship” button to get back to sea.
Perils Ashore
When you’re leading a landing party, there are two things you have to
worry about: your crew’s morale and their food supply. As time passes your crew eats, and if they run out of food, they’ll become really
unhappy. You’ll need to get them some food, quick, or they’ll start to
desert.
Mind you, even a well-fed crew may begin to complain if the search
takes too much time. It’s a good idea to begin any land adventure with
loads of food and a happy crew.
Entering a City or Settlement
If you wish to lead your landing party into a city or settlement, simply move toward the buildings on the map. Once you have gotten
close to the habitation, a menu will appear asking what your intentions are. Depending upon circumstances you may be able to stroll
right in to the place, or you may have to sneak or fight your way in.
No sir. I’ll go ashore fer somethin’ reasonable - for to attack
a Spanish city, or the like. As for buried treasure, I leaves it fer
them who likes it. Me, I’ll take me a fat Spanish treasure galleon
any day o’ the week.!
Moving Around on Land
See the the “Game Controls” section for instructions on moving your
landing party about on land.
“X” Marks the Spot
See the Treasure Map section (above) to learn how to use landmarks
to track down your treasure.
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L and Battles
The Memoirs of Captain Sydney
It was back in the spring o’ ’65, or maybe ’66, me ‘n’ the boys
decided it was time to teach them Dutchmen a lesson. We heard that
the Indians had attacked Curacao, see, and we figured that maybe they
had softened the place up enough fer us to be able to take it. There was
about 250 of us, I recollect, and we reached Curacao some time in
May. We put ashore ‘n’ formed ourselves into four or five brigades -
a couple with boys armed with cutlasses, a couple with buccaneers
armed with muskets, and one with us officers in the lead.
Well, them Dutchmen hid themselves in the tree line and
ambushed us as we moved for’ard. Their infantry weren’t much good
with their muskets, but they had the cover and we was in the open,
and they gave as good as they got. They held on until we was able to
hit ‘em in the flank, then they broke and ran fer the city.
By then the Dutchmen had some artillery on the field, but with
the infantry gone, it was dead meat. It got off one good shot at the buc-
caneers, and then us officers ran up ‘n’ spiked the guns.
Them some cavalry showed up on our flank. “Boys,” sez I,“this
is gettin’ right tedious. I thinks we should leave some buccaneers
behind to keep them horsemen busy, and the rest o’ us should run fer
the city walls. What say ye?” The boys agreed and we moved for’ard.
Well, to make a long story short, it worked. Some o’ us ran into
another ambuscade, but more o’ us made it over the walls. The
Dutchmen kind o’ lost heart and surrendered.
So we won in the end, I warrant, but it weren’t no picnic. If
them Dutch infantry had looked after their flanks properly and the cav-
alry had got up faster, it mighta had a very different ending.
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Overview
As captain of a pirate vessel, you are not only expected to lead your
men to victory at sea, but you must also be able to take them ashore
to attack enemy cities where they may face enemy militia, infantry,
cavalry, native warriors, and artillery. Your men are not especially
adept at shouldering muskets, saluting, and marching in line - but
they still fight like demons when facing the enemy.
In a land battle, you control several “units” of pirates, buccaneers,
and officers. Your opponent controls infantry, cavalry, artillery, and
native warriors. Your objective is to defeat the forces in the field and
then reach the enemy city with one or more of your units or to destroy
the enemy forces In the field.
Remember that your goal isn’ to defeat or destroy the enemy unitsall you want to do is get men into the city. If you have to destroy every
enemy unit on the map, so be it. If you can circle around them and
get inside without firing a shot, that’s fine too.
Enemy City
Enemy Troops
Clear
Trees
Your Troops
Hills
The Land Battles Screen
Your Troops: These are your forces.
Enemy Troops: These are the enemy’s forces.
Trees: Light jungle forest.
Clear: Clear terrain.
Hills: High ground.
Enemy City: Your objective.
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Unit Types
Your Forces
You have three different kinds of units at your command.
Pirates: Armed with cutlasses and boarding axes, pirates are very good
at close (hand-to-hand) combat. They cannot make ranged attacks,
however.
Buccaneers: Armed with muskets, buccaneers are very good at ranged
attacks and can fire at enemy units within 4 paces. They are not good
at close combat, however.
Officers: These elite pirates excel at close combat, but they cannot
make ranged attacks.
Enemy Forces
There are five different kinds of units you may face during land combat.
Infantry: These are local militia armed with muskets and swords.
They can make both ranged and close combat attacks, but they’re not
especially powerful at either. Infantry can fire at enemy units within
three paces.
Guards: These are professional soldiers armed with light muskets and
swords. They are good at close combat, and they can make ranged
attacks against enemies within 2 paces.
Cavalry: These are professional soldiers on horseback, armed with
lances and swords. They move quickly and are particularly dangerous
when “charging” an enemy unit in clear terrain. They are not effective
against targets in trees, however, and cannot make ranged attacks.
Artillery: These cannon can make devastating ranged attacks against
targets within 8 paces. However, they are automatically destroyed if
attacked in close combat. Artillery are very rarely used for town
defense but larger, better defended towns may have some.
Neutral Forces
These units may appear as your allies or enemies.
Native Bowmen: Armed with bows and arrows, these warriors are
very good at ranged combat and can attack an enemy within two
paces. They are vulnerable in close combat.
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How to Play
During a battle the units in the game - yours and your enemy’s - are
“activated” one at a time. When a unit is activated its commander
gives it orders to move, fire, attack and so forth. Once a unit has
completed its orders another unit is activated. Only one unit is active
at a time.
At the start of a battle you can choose between three starting locations
by hitting the Tab key. Once you have selected a starting location, hit
Enter to continue. Battles are played out in a turn-based format with
each side moving in turn.
Orders
When one of your units is active, you can give it one of the following
orders. (See the Game Controls sheet for specifics.)
Move: You can order a unit to move into an empty adjacent space on
the map but not into a space occupied by another friendly unit. You
order a unit to move by right-clicking on the space you want them to
move to, or by pushing one of the Move buttons (on the number pad;
see the Game Control section for details).
Turn: You can order a unit to turn to face any direction (see “flank
attacks,” below). You order a unit to turn by pressing one of the Turn
buttons (shift-number pad; see Game Control section).
Attack in Close Combat: If you order a unit to move into a space
occupied by an enemy unit, your unit will attack that unit in hand-tohand combat and try to drive it away so it can move into the enemy’s
vacated space.
Make a Ranged Attack: You can order a unit with ranged combat ability to fire at any enemy unit it can see and that is within range of its
weapons. Potential targets are highlighted with a red circle, and the
target your unit is currently aiming at is flashing. Press the Change
Ta r get button (TAB) to aim at another available target. Press the Fire
button (number pad 5) to fire.
Hold: Do nothing. (In effect, the unit skips its move.) Press the Hold
button (space bar) to order a unit to hold.
Native Spearmen: Fierce fighters armed with spears and stone axes,
spearmen are extremely proficient at close combat, but unable to perform ranged attacks.
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Terrain
There are four basic types of terrain in Pirates!Clear Terrain: Open country. Units attacked while in clear terrain get
no defensive bonus. Cavalry units get an attack bonus when attacking
enemy units in clear terrain.
Trees: Units in trees are invisible until an enemy unit moves adjacent
to them. Trees provide a defensive bonus. Cavalry units are penalized
when attacking units in trees.
Hills: Units on hills (elevated terrain) gain a bonus when engaged in
close combat against units who are lower than they.
Impassable Terrain: This rocky terrain is impassable for units but
ranged units can fire through it.
Hidden Units
Units in trees or behind hills remain invisible until an enemy unit
“sees” them by climbing the hill or moving next to the unit in the
trees.
Combat
Close Combat
Close combat occurs when one unit attempts to enter a space occupied by an enemy unit. The attacker’s close combat strength is used
against the defender’s defensive strength (modified by the terrain,
each unit’s morale, and whether it is a “flank” attack) and a result is
determined. Each unit may take casualties and lose morale. If the
defender wins the combat, he holds the position; if the attacker wins,
he takes the position and sends the defender fleeing.
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Flank Attacks
When a unit is attacked from the rear or side, the attacker receives a
“flank-attack” bonus. This applies in both close and ranged combat.
Panic
As a unit takes damage, its morale deteriorates. If the unit’s morale
reaches “panic”, it “breaks” and flees from the battle the very next
time it takes casualties.
Victory
If your men reach the city walls, the defenders scatter and run, and
the local citizens pay you a ransom to vacate the premise (the ransom
can be quite large, depending upon the city’s wealth and how badly
beaten the defenders). It is possible to use feints and sneak units
close to the city for an easier victory but your plunder will be less than
that of a complete victory. An overwhelming victory could also give
you the opportunity to place a new governor’s country very happy and
the old governor’s country rather upset with you.
Capturing a City
If your attack is enormously successful, the local people may revolt
against their current inept rulers, allowing you to determine their
future national allegiance!
Defeat
If you are defeated in battle, one of two fates awaits you. If you are
not captured, you return to your ships to lick your wounds and plot
your next move. If captured, however, you spend the next six months
or so in the local jail.
Ranged Combat
Only buccaneers, infantry, artillery and native bowmen may engage in
ranged combat. In ranged combat the attacker fires his weapons at an
enemy unit in sight and within his ranged attack range. Effects of the
fire are determined as in close combat, but only the defender’s terrain
is considered important. The defender may lose men and/or morale
from the attack. The attacker doesn’t suffer any ill effects from making a ranged combat attack.
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Sneaking About Town
The Memoirs of Captain Sydney
I’d been chasin’ Baron Raymondo for like six months, because
I’d been told he knew where my long-lost sister was bein’ held. I
finally heard tell he was holed up in Saint Martin, which was sort of
a problem, because them Dutchmen hadn’t liked me much since I
sacked Curacao. Sure enough, when I approached the harbor Saint
Martin’s guns opened up on my ship. So I made fer to sneak into
town on me own.
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it out of the city without being captured.
As you move about the enemy city, you’ll see a number of guards on
routine patrol. If you sneak up on a guard from behind you can knock
him out however, you’re much better off keeping out of his way altogether. If a guard sees you he’ll raise the alarm, and dozens of guards
will converge on your position. And then it’s back to the hoosegow for
you, unless you outrun them, cully.
It were late at night and the city streets were dark ‘n’ quiet. The
only people out were me ‘n’ them Dutch guardsmen. But they was
slow and easy to spot, and I figured that I was safe as long as I stayed
out of sight.
Then I walked down this street ‘n’ realized it were a dead end,
and that a guardsman was about to come around the corner behind
me. There was nowhere to run: the houses were locked up tight, and
I knew it’d make too much noise if I were to kick in a door or window. So I figures I’m trapped.
Then I spots these hay bales, and I ducks behind ‘em just as the
guard comes around the corner. As he walks past I slips out behind
him and kind o’ taps him on the headbone with this cudgel I’m car-
ryin’. He slumps over and I slips away down the street and over a
wall before anybody spots me.
Not too long after that I sees the tavern and makes my way
inside. Baron Raymondo weren’t too happy to see me - and he was a
lot less happy after I got through with him, by the Powers!
Overview
From time to time you may find it necessary to get in or out of a town
unnoticed. Perhaps you’ve been making war on the Spanish and have
discovered that your arch-enemy is hiding in the tavern in Cartagena.
Lacking the manpower to take the city by storm, your only alternative is to sneak into the city, find the tavern, and confront your foe.
Or perhaps you’ve been fighting the perfidious English and have had
the misfortune to be captured and imprisoned in Barbados. One night
you manage to slip out of your prison; now all you have to do is make
City Guards
You
The Town Sneak Screen
Here are the elements on the Town Sneak screen.
You: Your character, that handsome devil!
City Guard: The enemy. Keep out of his way!
Building: A dwelling. You can’t enter any of these buildings. Neither
can the guards. They can’t see through them, either.
Objective Building: The Governor’s Mansion or the Tavern when
sneaking into town.
Your Men: Your faithful crew, waiting for you on the edge of town.
You need to reach them if you’re heading out of town.
Fence: A fence. You can climb over fences, but the city guards are too
fat and lazy to do so. They can’t see through fences, either.
Hay Bales: You can hide behind hay bales and the guardsmen won’t
be able to spot you.
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Moving Around
See the Game Controls pages for instructions on moving around
town.
Walking
This is your regular pace. You’re moving slowly and quietly, paying
close attention to your surroundings. Guards will not be able to hear
your movements (though they will see you if they’re looking in your
direction, of course).
Running
You move far more rapidly when running, but, you make a lot more
noise that may alert nearby guards. Further, you aren’t able to pay
much attention to your surroundings when running (the view closes
in so you can’t see much of what’s around), and you’re in a fair amount
of danger of running smack into a guardsman.
Climbing Fences
To climb a fence, move into the fence. Once you touch the fence
you’ll automatically climb over it. This is a good way to evade pursuit,
since guardsmen can’t climb fences and can’t see through them,
either.
Hiding
To hide, move into a hay bale. and the guardsmen will not see you.
Knocking Out a Guardsman
To knock out a guardsman, walk up behind him. When you reach
your target, you will knock him out. You can’t knock out a guardsman
if he’s facing you: he’ll see your approach and raise the alarm.
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Dancing with the
Governor’s Daughter
The Memoirs of Captain Sydney
Ye may not know it to look at me now, Laddy, but at one time
the old Cap’n cut quite the dashing figure on the dance floor. That was
before I got me this peg-leg, o’ course. And I was younger then, ‘n’ I
had more teeth in me head. And two eyes ‘n’ both hands, as well.
Them was great days. I’d be out at sea fer weeks, takin’ Spanish
ships in the waters south o’ Santiago, ‘n’ when things got too hot out
there I’d put into Tortuga fer to sell my prizes and see the governor’s
daughter.
The times we had! I’d take her out on the dance floor ‘n’ twirl
her around a couple hunnert times, ‘n’ she’d be the envy o’ all the other
high-born ladies with their fat, lazy ‘n’ cowardly beaus.
I admit she weren’t the prettiest lass in the world: Nancy, my
intended, were much prettier than her - so were Simone and Inga, my
other intendeds, come to think of it - but she was kind of nice to be
around. And every once in a while she’d give me a present: a new shirt
or fancy hat or some-such high-born gee gaw.
Yes, she were a nice kid. I heard tell she took it badly when
Theodora ‘n’ me got married in Saint Kitts.
Getting Caught
If a guardsman who sees you ever gets within touching distance,
you’re caught and thrown into jail, where you’ll sit and rot until the
authorities are good and ready to release you, by the powers!
Entering an Objective Building
When you reach an objective building, you have successfully entered
the city and may conduct business as usual except when in extremely hostile Spanish ports where the merchants will not trade with you.
Escaping from Town
To walk out of town, keep moving until you reach the edge of town
(where you’ll see your waiting crewmen). When you reach your crew
you have escaped and return to the Navigation screen.
Overview
In the 17th century, balls (hifalutin’ dance parties) were the primary
form of entertainment for the upper class. Everybody who was anybody was there, dressed in their finest clothing, flaunting their best
jewellery - the men in powdered wigs, the women sporting towering
hairstyles that were in constant danger of catching fire from the candle chandeliers. Gossip was exchanged. Discrete romantic meetings
were arranged.
Young gentlemen and ladies were expected to be competent dancers
- especially if they were looking for a mate. One could not attain the
highest rungs on the social ladder if one did not cut a fine figure on
the dance floor.
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No matter how dashing, no matter how handsome - if a pirate wishes to win the heart of a governor’s daughter, he’d better learn to
dance.
Heart Monitor
Your
Partner
You
The Dance Screen
You: Your character.
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attempt to make the manoeuvre in time with the music. If you pick the
appropriate manoeuvre, your partner is happy. If you pick an incorrect
manoeuvre - or don’t pick a manoeuvre at all - you stumble, and your
partner is annoyed and embarrassed. Try not to embarrass the young
lady.
The Manoeuvres
Following is a list of the six dance manoeuvres and the accompanying
gestures. See the Game Control sheet to learn how to perform each
manoeuvre.
Marche Forward: You move forward (away from
the screen). Your partner backs up.
Your Partner: The governor’s daughter. The young lady you’re hoping to impress.
Other Dancers: Important members of the city. They’ll be watching
you closely to see if you mess up.
Heart Monitor: This tracks the state of your partner’s feelings for
you. The bigger the heart, the more she likes you.
Flourish Counters: The little hearts surrounding the heart monitor
represent the number of “flourishes” (moves made in time with the
music; see below) you have performed in a row. Governors’ daughters
are really impressed by flourishes.
The Music
The couples are dancing to minuets, the most popular dance form of
the day. Minuets are set in 3/4 time - ONE, two, three, ONE, two,
three, ONE, two, three, etc. Other types of dances in 4/4 time are
also popular: ONE, two, Three, four.
How to Dance
In a dance the partners perform an intricate series of dance manoeuvres, one moving smoothly into the next, in time with the music. Your
partner indicates the upcoming manoeuvre with a gesture: you then
Marche Backward: You move backward (toward
the screen) while your partner moves forward.
Glisse Right: You and your partner move toward
the right edge of the screen.
Glisse Left: You and your partner move toward
the left edge of the screen.
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Pirouette Right: You and your partner perform a
counterclockwise spin.
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The End of the Dance
Your success is dependent upon the size of the heart monitor at the
end of the dance. If the heart monitor is small, you didn’t much
impress the governor’s daughter, and she’ll let you know it. If the
heart monitor is huge, you danced like Fred Astaire and the governor’s daughter will look upon you with great approval - you’re well on
the way to winning the young lady’s heart!
Pirouette Left: You and your partner spin clockwise.
Missteps
If you make an incorrect manoeuvre or don’t make any manoeuvre in
time, you stumble and she frowns.
Dancing Shoes
If you possess the “calfskin boots” special item, there’s a chance that
you’ll perform the correct manoeuvre even if you make a mistake.
“Dancing slippers” give you an even better chance.
Flourishes
If you perform the correct manoeuvre in time with the beat of the
music (on the count of ONE in ONE, two, three or ONE in ONE,
two, three, four), you and your partner perform a “flourish” – a cooler version of the standard dance manoeuvre.
The Heart Monitor
The heart monitor (the heart in the upper-centre of the screen)
tracks your success in dancing. The monitor grows in size each time
you perform a correct dance step. Flourishes cause the monitor to
grow at an accelerated pace: the more flourishes you perform in a
row, the faster it grows. Each misstep causes the heart monitor to
shrink in size.
Promotions
The Memoirs of Captain Sydney
Now me old mate Cap’n Briggs, he was a man fer collectin’
titles, by the Powers! By the time he retired he was an English
Duke, a French Baron, and a Dutch Admiral.
Me, farthest I got was English Colonel and French Admiral. I
never could stay friendly enough with them Dutch to get any promo-
tions. Briggs had a stronger stomach, the sly dog.
Them titles weren’t just fer show, neither. Shipwrights would
fix yer ship fer nearly nuthin’ once ye was a Colonel, and once ye
made Baron, men would fall all over themselves to join yer crew.
Sailors love a lord, so they say. The daft fools.
Spanish title? No, I never got me one o’ them. Didn’t want one,
neither. But one day this barmaid told me that the Dons had put a
10,000 doubloon reward on me head - and that, my lad, is better ‘n’
any title you may care to mention.
Briggs was never worth more ‘n’ 8,000 doubloons to the
Spanish, and I never let him forget it.
Overview
You gain promotions from governors by performing valuable services
for their nations. Each promotion marks an increase in the nation’s
esteem and favour. Each also earns you a benefit from that nation. In
order to get promoted at all, you first need a Letter of Marque from
that nation.
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In addition to the in-game benefits of rank, promotion also feed into
your overall “Fame” score, which helps determine your final score
when you retire.
Sid Meier’s Pirates!
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Book Three
How to Gain Promotions
Promotions are issued by city governors. You gain promotions by
doing services for a nation - attacking enemy shipping and cities,
escorting ships carrying emissaries, soldiers or immigrants, capturing
pirates or fugitives wanted for crimes against the state, and so forth.
If you are on friendly (or at worst, neutral) terms with a nation, the
governor will issue you a Letter of Marque as a matter of form,
although you can bypass this simple step with enough good deeds. If
the nation dislikes you because of your actions against their interests,
then you may need to pay the governor a hefty bribe. If the nation
really hates you, you may need to find a Jesuit monk willing to intercede on you behalf.
Promotions From Different Nations
Each nation in the game has its own opinion of you. You may be a
French Marquis while remaining a lowly English Captain (and a
Spanish Outlaw!).
You only get rank-related benefits from the nation that has given you
the rank: being a Dutch Admiral does you no good in non-Dutch
ports.
It is possible to gain promotions from two or more nations at the same
time, if you do stuff that they all approve of. If France and England
are both at war with Spain, for example, and you have Letters of
Marque from both nations, both will promote you for attacking
Spanish shipping or cities.
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sion, or through really impressive acts that further their interests.
Once you have regained a nation’s favour you regain the benefits
associated with your rank, and you become eligible for further promotion.
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The Ranks
Captain
In naval parlance of the day, a captain is the lowest ranking officer
who would be given an independent command.
Benefit: It is easier to recruit crewmen in that nation’s cities.
Major
A major is an officer of some importance in an army. When given to a
naval officer, the title is mostly honorary.
Benefit: Ship repairs are cheaper in that nation’s shipyards.
Colonel
A colonel is an officer of importance in an army. When given to a naval
officer, the title is mostly honorary.
Benefit: That nation’s merchants trade more goods with you.
Admiral
An admiral is deemed competent to command an entire fleet in battle. This is the highest military rank available to a naval officer.
Benefit: Ship upgrades are cheaper.
Baron
A nobleman of the lowest rank.
Benefit: Sailors love a lord! It is easier for a baron to recruit crewmen
in that nation’s taverns.
Losing Favor
If you have been promoted by a nation and then act against that
nation’s interests (say, by attacking their shipping), you will eventually lose favour with that nation. You keep your current rank, but lose
all benefits associated with it. (The rank still counts towards your
Fame score, however.) If you have behaved badly enough, the nation
may even come to view you as their enemy, denying you access to
their cities, sending pirate hunters after you, and so forth.
In order to once again receive the benefits of your rank with a nation,
you must regain that nation’s favour - through bribes, Jesuit interces-
Count
A nobleman of the fourth rank, a count is superior to all commoners
and barons, but inferior to marquis and dukes.
Benefit: Ship repairs are free for counts in that nation’s shipyards.
Marquis
A nobleman of the third rank, the marquis is superior to all commoners, barons and counts, but inferior to dukes.
Benefit: That nation’s merchants will have many more goods available to trade with a marquis.
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Duke
A nobleman of the second rank, the duke is superior to all commoners, barons, counts and marquis, and inferior only to kings and
princes. A duke is addressed as “Your grace” by his inferiors (which
includes just about everybody).
Benefit: Ship upgrades are free for dukes.
Missions and Quests
The Memoirs of Captain Sydney
Yeah, I did me a couple o’ quests in my day. I rescued
me sister, who was bein’ held captive on some plantation
somewhere _ in Honduras, it was, I recollect. Then I found
me brother,who was locked up just south o’ Saint Augustine
in Florida. Then I learned that me old Aunt was bein’ held
in Hispaniola, and well, I had to save her, didn’t I? Then
there was me Uncle, who was imprisoned on a plantation
somewheres in Jamaica... It got so it seemed like I was rescuin’ them every blasted day o’ the week, and twice on
Sundays.
And when poor old Sydney gets locked up just once in
Campeche, do ye think that even one o’ them could be bothered to come rescue him? Hah! Don’t make me laugh! I had
to do me own rescuin’, same as always.
Now I knows why so many pirates have false names
- to escape their blasted families! Wisht I’da thought o’ that
years ago - would have saved me a mort of trouble by the
Powers!
Overview
A mission or quest is a series of linked game challenges leading to a
big reward. For instance, you may learn that a certain Baron
Raymondo has knowledge of your long-lost sister, brought in chains
to the Caribbean so many years ago, and that Raymondo was last seen
heading in the direction of San Juan. Your new quest: rescue your sis-
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ter. Your first step: go to San Juan and confront the evil Spaniard.
How you go about accomplishing your quest depends upon your pres-
ent circumstances. If you’re on good terms with the Spanish, you
might just sail openly into port and visit the tavern. If you’re not on
such good terms with Spain, you might sail to San Juan and attempt
to sneak into town. Or, if you’re mighty enough, you might sail an
armada over to the city and attempt to capture it by force of arms.
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Quests
Generally, quests involve rescuing a lost member of your family or
righting some other wrong someone has done to you or yours. Quests
tend to be long multi-step challenges, involving much travel, sneaking about, fighting ships and duelling evil villains. Typically, quests
come with no time limit. You may complete a quest in one single voyage, or it might take you years.
Learning of Quests
Bartenders, barmaids, governors and governors’ daughters can provide you with new quests as well as information regarding ongoing
ones.
Completing Quests
When you complete a quest your fame increases, and you often get a
large monetary reward.
Ignoring or failing to complete a quest has no ill effects (except perhaps for the burning shame of knowing that you’ve let down the family honour).
Missions
Generally, missions involve escorting a vessel to another city through
hostile waters, or going to another city to capture a wanted criminal.
Usually missions have only one or two steps to them. You must have
a Letter of Marque from a nation to be given a mission by officials of
that nation. Some missions have time-limits in which you must complete them; others have no time limits whatsoever.
Learning of Missions
Only Mayors, governors and their daughters can give you new missions or provide you with information on ongoing missions.
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Completing Missions
When you complete a mission you gain that nation’s gratitude - which
might result in an immediate promotion or at least several steps
toward your next promotion. You gain Fame, as well.
There is no penalty for failing to complete a mission.
Villains
There are many villains wandering the Caribbean, and a surprisingly
large number of them have done you or your family wrong or are
wanted by the State.
Some villains are sedentary and stay in one place until you get around
to dealing with them. Others, however, move from city to city across
the Caribbean at whim. If you take too long to reach a villain’s last
known location you may discover that he has long since moved on.
You may chase a villain halfway around the Caribbean before you
catch him.
When in town, villains are most often found in or around taverns. The
bartender will know where to find him.
You don’t have to go to a city to encounter your villain, by the way.
You might catch him between cities, travelling aboard a powerful warship. If you defeat his ship in battle you will then get a chance to confront him right then and there.
If you lose a duel against the villain, he mocks you and moves on to a
new city, and you must begin yet again. If you defeat the villain, he’ll
surrender and tell you what he knows.
Keeping Track of Your Quests
You can find out about your active quests/missions by going to the
“Quest Log” in the information screens, or by clicking on the quest
icons on the Navigation screen. See the Game Controls section for
further details.
Once you have completed a quest, it will disappear from your log and
from the Navigation screen.
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Pirates of the
Caribbean
The Memoirs of Captain Sydney
Them famous pirates? Yeah, I did tangle with ‘em, now and
again. It would be hard fer a fellow not to - they was always out
lookin’ fer someone to gobble up.
I remember back on ’22, I think it was, I ran into Blackbeard off
of Puerto Rico. Well, there I was with me royal sloop Bernice and 75
o’ the toughest pirates this side o’ Barbados. Bein’ proud as Lucifer ‘n’
as dumb as a barnacle, instead o’ turning tail and runnin’ I puts me
helm over to engage the enemy and make my reputation.
Fer the record, the fight lasted less than one quarter of an hour.
Blackbeard let me get to within a hunnert yards, then turned his frigate
hard a-port, bringing his broadside o’ forty guns to bear. Ten seconds
later I’m in the water watchin’ me ship set course straight fer Davey
Jones’ locker.
Well, Blackbeard didn’t hang me - which was decent o’ him, I
thought - instead he laughed and dumped me in jail fer six months, “fer
to learn respect fer my betters.”
I did, too. Next time we met I was in a brand-new frigate -
which I upgraded with every improvement on the market. And I made
d__n sure I had the weather-gauge.
I didn’t win that battle, neither - it kind of ended in a tie at night-
fall, both our ships afire, masts fallen, fifty men or so overboard. No
sir: I didn’t win, but he dint neither and I don’t think old Blackbeard
was laughin’ at me any more.
Overview
You are not the only pirate in the Caribbean, cully. Not by a long shot.
There are other pirates out there - mess around with them and they’ll
use you for shark bait, by the powers!
There are two different classes of pirates in the Caribbean: there are
generic (unnamed) pirates who sail about, attacking ships and cities.
And there are nine named pirates, who are competing with you for
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supremacy on the Top Ten Pirates list. The top ten pirates are
extremely dangerous. None of them like you much - especially if
you’ve dug up their buried treasure!
Unnamed Pirates
Unnamed Pirates originate at pirate havens. They act about as one
would expect pirates to - they attack cities or they lurk in well-travelled sea lanes, seeking unarmed prey. At the start of the game they
are neutral to you and will leave you alone pretty much (unless you’re
a particularly juicy target, of course). If you begin attacking them,
they’ll become hostile and react accordingly when they see you.
Named Pirates
There are nine named pirates in the game, each representing an actual historical pirate. They are listed on the Top Ten Pirates list, available in your information screens. All of these villains are dangerous,
and the ones at the top of the list extremely so. See the Pirateopedia
for details on each of the Top Ten Pirates.
Each Top Ten Pirate sails out of a specific pirate haven; you can find
them cruising the waters around their haven or in the haven itself.
Top Ten Pirates attack just about anything that moves.
Arms and Armament
The top ten pirates usually sail around in captured warships _ anything from a sloop of war to a frigate. Their vessels tend to be loaded
with upgrades and carry a full compliment of crew. The crew’s morale
is usually very high.
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you defeat a top ten pirate in battle, he immediately falls to the bottom of the list.
Pirate Havens
Pirate Havens are small temporary settlements scattered in out-ofthe-way corners of the Caribbean. Like other settlements, you can
get ships repaired and buy or sell goods (though pirate merchants
usually don’t have much to sell, or much money to buy your goods).
You can go to the tavern to collect gossip and perhaps acquire a special item or map fragment, and you can divide the plunder.
Visiting the Captain
Instead of a mayor or governor, pirate havens are run by a captain.
When you visit a pirate captain, he may offer to attack a nearby city
for you. The pirate attack may reduce the city’s defences - making it
easier for you to conquer later on - or perhaps even capture and sack
the city. This offer is only available if you are on fairly good terms
with the pirates.
If you face a Top Ten Pirate in a duel, you can assume that he’ll have
one or more special dueling maneuvers at his disposal.
You would be well-advised to wait until you have upgraded your ship
and acquired a number of combat-related special items before challenging one of these super-villains.
The Top Ten Pirates List
The Top Ten Pirates list can be found in the information screen or by
hitting F7. At the start of the game your name is at the bottom of the
list; as you gain fame and fortune you’ll move up.
One of your game objectives is to reach the top of the list before you
retire. Doing so requires the utmost effort _ plus a good deal of luck.
There is one extremely dangerous shortcut available to you: when
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Dividing the Plunder
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How to Divide the Plunder
To divide the plunder, click on the “Divide the Plunder” entry in any
city or settlement’s main menu.
The Memoirs of Captain Sydney
A lot o’ pirate cap’ns wait as long as possible to divide the
plunder. I knows why they try to delay the payoff - all of yer lads
head off fer the nearest town to spend their portions as quick as
they can, ‘n’ it takes ye near’ six months to get enough o’ the
sluggards back to start yer next voyage. What sensible cap’n
wouldn’t want to delay that fer as long as possible?
That’s all true enough, sez I, but that’s not the whole o’
the story.
Once yer men get it in their heads that it’s time to divide
up the loot, their usefulness as fightin’ men goes way down.
And the longer the delay, the worse it gets. Soon their morale is
in the scuppers, they grumbles all the time, and they deserts in
droves every time ye leaves port.
No, sez I. Ye can delay the inevitable fer quite a while, but
it ain’t worth it. No man in his right mind wants to go into
battle with a mutinous crew. When yer crew tells ye it’s time to
divide the plunder, ye should bloody well listen to ‘em.
Overview
Pirate crews are rarely paid wages. Instead, they sign on for a share of
any treasure acquired during the voyage. The crew stays with you for
a long time if you keep bringing in the loot, but sooner or later they
expect you to divide the plunder and give them their share. As captain, you get a larger share of the plunder.
The Division of Spoils
When you divide the plunder, the voyage’s gold is shared out to you
and the crewmen.
Captain’s Share
As captain, you get a fixed percentage of the loot. The percentage
varies depending upon the difficulty level you’ve chosen:
Apprentice: 5%
Journeyman: 10%
Adventurer: 20%
Rogue: 30%
Swashbuckler: 50%
The Crew’s Share
The remainder of the money is divided equally among the crew. The
crew’s reaction to the size of their share is dependent upon the game
difficulty, the length of the cruise, and the size of their portion - they
may be anything from very angry to ecstatic with their booty.
The crew’s opinion of their share will determine your next crew’s
starting morale if you choose to start another voyage.
You can divide the plunder in any city or pirate haven.
When to Divide the Plunder
There are two conditions under which it is advisable to divide the
plunder: first, when your crew begins to demand it and you can no
longer get enough treasure to keep them happy, and second, when
you’ve acquired a huge amount of loot and want to “bank” your portion before you lose it in combat.
After the Division
After you have divided the plunder you are given the option of retiring or plotting another voyage. You may also be given a chance to
change the game’s difficulty level.
Retirement
If you choose to retire, the game is over for that character. See the
next section of the manual, “The End.”
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Starting Another Voyage
If you choose to begin another voyage, several months pass while you
recruit crewmen and gather supplies. Eventually all is ready, and you
return to the game.
You start your new voyage with a small crew and gold equal to your
portion of the plunder.
Changing the Difficulty Level
If you have had a particularly successful cruise, you may be offered
the chance to raise the current difficulty. Obviously, this option is not
available if you are already playing at “Swashbuckler”, the highest
difficulty level of the game.) If you have had a particularly unsuccessful cruise, you may be offered the chance to lower the current
difficulty. (This is not available if you are presently playing at
“Apprentice” level.)
If you choose to change the difficulty level, you then begin another
voyage as above, but at the new difficulty level.
Aging
The Memoirs of Captain Sydney
It ain’t no fun growin’ old, laddie. Ye lose yer looks, yer strength,
yer stamina, and sooner or later, yer mind.
No, son, takes it from old Cap’n Sydney: just don’t grow old.
There’s no future in it.
The date and time are displayed on the Navigation screen.
Book ThreeSid Meier’s Pirates!
The date and time are displayed on the Navigation screen.
®
How Time Passes
The following lists the amount of time that each game activity takes.
At Sea or On Land: Time passes at a steady pace, with a day passing
every few seconds.
Sea Combat: Time passes slower during sea combat, with a day taking
several minutes to pass.
Pausing the Game; Fighting a Duel; Land Combat; Being in Town;
Roleplaying; Checking Info Screens; Buying, Selling, or Plundering
Goods: Time stands still during these activities.
Starting a New Voyage after Dividing the Plunder: It takes about six
months to refit your ships for a new voyage.
In Prison or Marooned: You can be imprisoned for anywhere from
three to twelve months, with six months being about average. (You
can cut the prison time in half if you sneak out of town successfully.)
Clearly, dividing the plunder and being marooned or imprisoned take
the most time. Your pirate will age quickly if you engage in these
activities too often.
Effects of Aging
When your pirate reaches certain ages - 30, 35, 40, 50, etc. - the program will determine if his powers have diminished. If so, one game
action will become more difficult for him.
From then on, the affected action will be just a bit tougher - dueling
opponents will be a little faster, or flourishes in dancing will require
more exact timing, or fewer crewmen will want to join your crew, and
so forth.
Overview
It’s hard to be a pirate. Piracy requires strength, stamina, coordination, and charisma. Unfortunately, these attributes tend to fade as
one grows older. To reflect this, as your pirate ages, certain portions
of the game will become more difficult for him. You can continue to
play your pirate as long as you like, but the game becomes harder as
the years pass.
Delaying the Inevitable
If you chose the “Medicine” skill for your pirate, he won’t begin to
feel the effects of aging until he is a good bit older.
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The End
The Memoirs of Captain Sydney
Retire? Me? Who said anythin’ about retirin’? I been on a hiatus
this past twenty-five years is all - I ain’t bloody retired, by the Powers,
and I’ll keelhaul the lubber who sez I’m too bloody old to take to the seas
again. I’ll show the drunken lot o’ ye!
“Avast, boys! Cap’n Sydney’s settin’ sail once more! Now who’s
with me?”
Overview
All good things must eventually come to an end, and sooner or later
you will want to retire from the buccaneer’s life to enjoy the fruits of
your adventures.
After a pirate retires, he’s no longer available for play. You can then
begin anew with a brand new character.
When to Retire
There is no forced retirement age in Pirates! You can continue to play
with a character as long as you want. However, as time passes that
character’s life will become more difficult as old age sets in (see the
previous section).
You might also choose to retire a character because you want to try a
different game-strategy. Maybe you want to try to operate only as a
pirate-hunter, refusing to attack anybody’s legitimate shipping, and
only going after buccaneers. Or perhaps you want to play as a peaceful trader, fighting only those who attack you. Or perhaps you want
to try for total Netherlands world domination, capturing every city on
the map and turning it Dutch. [Or perhaps you simply want to try
another game-era.]
You are offered the chance to retire after you divide the plunder (see
pages 80-81).
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The Retirement Screen
When your character retires, the game checks his Fame points and
assigns him a post-piratical job based upon his performance. The
more Fame points he has, the better his new career. A bad pirate may
end his days as a lowly pickpocket, while a really successful buccaneer may become a city governor!
The Pirates Hall of Fame
If your character is extremely successful, he may earn himself a place
on the Pirates Hall of Fame.
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Game Controls
Information Screens
Action Number PadMouseKeyboard
Status Click on associated icon F1
Fleet Status Click on associated icon F2
Personal Status Click on associated icon F3
Captain's Log Click on associated icon F4
Treasure Maps Click on associated icon F5
World Map Click on associated icon F6
Top Ten Pirates List Click on associated icon F7
Piratopedia Click on associated icon F8
System Options Click on associated icon F9
Load / Save Click on associated icon F10
Quest Log Click on associated icon F11
Sea Navigation
Action Number PadMouseKeyboard
Pause7Left-click onscreen keypad 7Shift-p
Turn Left4Left-click on water
Turn Right6Left-click on water
Full Sails8Left-click onscreen keypad 8
Reefed Sails2Left-click onscreen keypad 2
Enter Ship Battle 5Onscreen keypad 5a
(only when within range)
PauseShift-p
Thrust4Left-click on middle of enemy or self
Parry5Right-click on middle of enemy or self
Chop7Left-click high on enemy or self
Slash1Left-click low on enemy or self
Jump 8Right-click high on enemy or self
Duck2Right-click low on enemy or self
Taunt6Middle-mouse button
If CAPSLOCK is ON, you do not need to press the [Shift] key!
or screen quadrant
or screen quadrant
or screen quadrant
or screen quadrant
or screen quadrant
or screen quadrant
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PORTUGUÊS
(QUICKSTART)
QuickstartSid Meier’s Pirates!
®
PRIMEIRO AS COISAS
IMPORTANTES
O ficheiro ReadMe
O jogo em CD-ROM do Sid Meier’s Pirates! inclui um ficheiro
ReadMe onde pode consultar o Contrato de Licença e informações
actualizadas acerca do jogo. Recomendamos vivamente que leia este
ficheiro, para que possa beneficiar das alterações efectuadas depois de
este manual ter sido impresso. O ficheiro ReadMe estará disponível
depois de instalar o jogo.
Para ver este ficheiro, clique duas vezes no directório do Sid Meier’sPirates! que se encontra no seu disco rígido (normalmente em
C:\Programas\\Firaxis Games\Sid Meier’s Pirates!). Pode também
ver o ficheiro ReadMe clicando primeiro no botão Start (Iniciar) da
sua barra de tarefas do Windows
depois em Firaxis Games, e depois em Sid Meier’s Pirates! e depois
ainda no ficheiro ReadMe.
®
e, em seguida, em Programas,
Instalação
1. Inicie o Windows®98/Se/Me/2000/XP.
2. Introduza o disco CD-ROM do jogo Sid Meier’s Pirates! na sua
unidade de CD-ROM.
3. Se a Reprodução automática estiver activada, deverá aparecer o
ecrã inicial. Se a Reprodução automática não estiver activada, ou se
a instalação não for iniciada automaticamente, clique no botão Start
(Iniciar) da sua barra de tarefas do Windows
Run (Executar). Escreva D:\Setup e clique em OK. Nota: se a letra
da sua unidade de CD-ROM não for D, substitua-a por essa letra.
®
e, em seguida, em
4. Compra as outras instruções no ecrã para concluir a instalação do
Sid Meier’s Pirates!.
5. Depois de concluída a instalação, clique no ícone do Sid Meier’sPirates! no seu ambiente de trabalho ou clique no botão Start da
barra de tarefas do Windows
Meier’s Pirates! para iniciar o jogo.
Nota: sempre que jogar, o disco do Sid Meier’s Pirates! deve encontrar-
se na sua unidade de CD-ROM.
®
e escolha Programas//Firaxis/Sid
Page 45
Sid Meier’s Pirates!
Instalar o DirectX
Para que possa ser executado, o Sid Meier’s Pirates! necessita do
DirectX
®
9.0c ou superior. Caso não possua o DirectX®9.0c instalado
®
®
Quickstart
no seu computador, clique em "Yes" (Sim) quando lhe for perguntado
se o pretende instalar.
Início do Jogo
1. Primeiro instale o Sid Meier’s Pirates! e a versão correcta do
DirectX
2. Certifique-se de que o CD-ROM do jogo Sid Meier’s Pirates! se
encontra na sua unidade de CD-ROM.
3. Se possuir um ícone do Sid Meier’s Pirates! no seu ambiente de tra-
balho, faça duplo clique sobre ele. Caso contrário, clique no botão
Start (Iniciar) da barra de tarefas do Windows
Programas/Firaxis/Sid Meier’s Pirates! para iniciar o jogo.
4. Aparece o filme de apresentação e os ecrãs iniciais. Veja-os até ao
fim, ou prima qualquer botão do teclado ou clique num botão do
rato para avançar para o menu principal.
Esta secção permite-lhe praticar vários aspectos do “Pirates!” antes
de saltar para um jogo completo.
®
, tal como é descrito no Book One.
Os Jogos de Aprendizagem
®
e escolha
Quickstart Sid Meier’s Pirates!
®
Navegar no Mar
Acção Tec. Num. Rato Teclado
Pausa7Clique com botão esq. no teclado no ecrã 7 Shift-p
Virar Esq. 4 Clique com botão esq. na água
Virar Dir. 6 Clique com botão esq. na água
Todas Velas8 Clique com botão esq. no teclado no ecrã 8
Velas Rec.2 Clique com botão esq. no teclado no ecrã 2
Entrar Batalha Naval 5 Teclado no ecrã 5a
Mudar Vista 9 Clique com botão esq. no teclado no ecrã 9 v
Estado Frota 1 Clique com botão esq. no teclado no ecrã 1 F2
Mapa 3 Clique com botão esq. no teclado no ecrã 3 F6
Abrir Ecrãs deEsc.
Informações
ou teclado no ecrã 4
ou teclado no ecrã 6
A
S
W
Z
Combate em Terra
Acção Tec. Num. Rato Teclado
Pausa Shift-p
Mover para Quadrado Tecla da
Adjacente direcção
Fogo! 5Clique com botão esq. no teclado no ecrã 5
ManterBarra de Espaço
Mudar OrientaçãoCTRL direction
Mudar Alvo Dist.Tab
Se CAPSLOCK estiver LIGADO, não é necessário premir a tecla [Shift]!
C ontrolos do Jogo
Ecrãs de Informações
Acção Tec. Num. Rato Teclado
EstadoClique no ícone associado F1
Estado da FrotaClique no ícone associado F2
Estado Pessoal Clique no ícone associado F3
Diário do CapitãoClique no ícone associado F4
Mapas do TesouroClique no ícone associado F5
Mapa do Mundo Clique no ícone associado F6
Lista dos 10 Maiores PiratasClique no ícone associado F7
Piratopédia Clique no ícone associado F8
Opções do Sistema Clique no ícone associado F9
Guardar / Carregar Clique no ícone associado F10
Registo das Missões Clique no ícone associado F11
Combate no Mar
Acção Tec. Num. Rato Teclado
PausaShift-p
Virar Esq.4Clique com botão esq. na água
Virar Dir.6Clique com botão esq. na água
Todas Velas 8Clique com botão esq. no teclado no ecrã 8
Velas Rec.2Clique com botão esq. no teclado no ecrã 2
Fogo!5Clique com botão esq. ou direitoBarra de
Mudar Vista 9Clique com botão esq. no teclado no ecrã 9 v
Round Shot 3Clique com botão esq. no teclado no ecrã 3 r
Grape Shot1Clique com botão esq. no teclado no ecrã 1 g
Chain Shot7Clique com botão esq. no teclado no ecrã 7 c
ou no teclado no ecrã 4
ou no teclado no ecrã 6
ou teclado no ecrã 5Espaço
Se CAPSLOCK estiver LIGADO, não é necessário premir a tecla [Shift]!
A
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W
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Page 46
Sid Meier’s Pirates!
®
Duelos
Acção Tec. Num. Rato Teclado
PausaShift-p
Estocada 4Clique c/ botão esq. no meio do inimigo
Defesa5Clique c/ botão dir. no meio do inimigo
Corte7Cl
Rasgar1
Saltar 8
Esquivar 2
Provocar6Botão do meio do rato
ou próprio
ou próprio
ique c/ botão esq. no topo do inimigo ou próprio
Clique c/ botão esq. em baixo do inimigo ou próprio
Clique c/ botão dir. no topo do inimigo ou próprio
Clique c/ botão esq. em baixo do inimigo ou próprio
Dançar
Acção Tec. Num. Rato Teclado
PausaShift-p
Marche Frente 8Clique c/ botão esq. teclado no ecrã
Marche para Trás2Clique c/ botão esq. teclado no ecrã
Glisse Esquerda4Clique c/ botão esq. teclado no ecrã
Glisse Direita6Clique c/ botão esq. teclado no ecrã
Pirouette Esquerda 3 ou 7Clique c/ botão esq. teclado no ecrã
Pirouette Direita1 ou 9Clique c/ botão esq. teclado no ecrã
ou quadrante do ecrã
ou quadrante do ecrã
ou quadrante do ecrã
ou quadrante do ecrã
ou quadrante do ecrã
ou qudrante do ecrã
Quickstart
QuickstartSid Meier’s Pirates!
®
Guardar e
Carregar Jogos
Guardar um Jogo
Pode guardar um jogo apenas quando se encontra no mar ou desembarcado em terra - mas não quando se encontra numa cidade ou durante
uma conversa ou durante um combate. Para guardar um jogo do Pirates!
prima Shift-s. Aparece o ecrã Save Game (Guardar Jogo), clique num
dos 5 locais disponíveis para guardar.
Guardar Automaticamente
Pirates! guarda automaticamente o seu jogo sempre que entra numa
cidade, quando inicia um combate, ou quando sai do jogo.
Carregar um Jogo
Pode carregar um jogo apenas quando se encontra no mar ou desembarcado em terra. Para carregar um jogo do Pirates! prima Shift-l. Quando
aparece o ecrã Load Game (Carregar um Jogo) clique no jogo que
pretende carregar.
Também pode carregar um jogo guardado a partir do menu principal ou
a partir dos ecrãs de informações.
Se CAPSLOCK estiver LIGADO, não é necessário premir a tecla
[Shift]!
Se CAPSLOCK estiver LIGADO, não é necessário premir a tecla [Shift]!
Page 47
QuickstartSid Meier’s Pirates!
®
INNAN DU BÖRJAR
Viktigt-filen (ReadMe)
CD-ROM-spelet Sid Meier’s Pirates! har en Viktigt-fil i vilken du kan
läsa både licensavtalet och ny information om spelet. Vi rekommenderar att du noga läser den här filen för att notera eventuella
ändringar som har tillkommit efter att instruktionsboken gått i tryck.
Viktigt-filen är tillgänglig efter att spelet har installerats.
Du läser den här filen genom att dubbelklicka på den i katalogen SidMeier’s Pirates! på datorns hårddisk (vanligtvis Program\Firaxis
Games\Sid Meier’s Pirates!). Du kan även läsa Viktigt-filen genom
att klicka på Startknappen på Windows
Program, Firaxis Games, Sid Meier’s Pirates! och Viktigt-filen.
®
aktivitetsfält, följt av
SVENSKA
(QUICKSTART)
INSTALLATION
Installation av spelet
1. Starta Windows®98/Se/Me/2000/XP.
2. Sätt in CD-ROM-skivan Sid Meier’s Pirates! i CD-ROM-läsaren.
3. En titelskärm visas om autostartsfunktionen är aktiverad. Om
autostartsfunktionen inte är aktiverad eller installationen inte startar automatiskt, klickar du på Startknappen på Windows
aktivitetsfält och därefter på Kör. Skriv D:\Setup och klicka på OK.
Obs: Om CD-ROM-läsaren har en annan enhetsbokstav än D,
skriver du den bokstaven i stället.
4. Följ resten av anvisningarna på skärmen för att slutföra installationen av Sid Meier’s Pirates!
5. När installationen är slutförd klickar du på ikonen Sid Meier’sPirates! på datorns skrivbord eller på Startknappen på Windows
aktivitetsfält och väljer Program/Firaxis/Sid Meier’s Pirates! för att
starta spelet.
Obs: Sid Meier’s Pirates!-skivan måste ligga i CD-ROM-läsaren för att
du ska kunna spela.
Installera DirectX
Du måste ha DirectX®9.0c eller senare installerat på datorn för att
kunna köra Sid Meier’s Pirates!. Om du inte har DirectX
senare, klickar du på "Yes" (Ja) när du tillfrågas om du vill installera det.
®
®
9.0c eller
®
®
Page 48
Sid Meier’s Pirates!
®
Quickstart
Starta spelet
1. Först installerar du Sid Meier’s Pirates! och korrekt version av
DirectX
2. Kontrollera att CD-ROM-skivan Sid Meier’s Pirates! är insatt i CD-
ROM-läsaren.
3. Om det finns en Sid Meier’s Pirates!-ikon på datorns skrivbord,
dubbelklickar du på den. Om inte, klickar du på Startknappen på
Windows
Pirates! för att starta spelet.
4. Introduktionsfilmen och titelskärmen visas. Titta på dem eller
tryck på valfri knapp på tangentbordet eller klicka med musknappen för att gå vidare till huvudmenyn.
Om CAPSLOCK är PÅ behöver du inte trycka på Skift-tangenten!
®
enligt beskrivningen i Book One (Första boken).
®
aktivitetsfält och väljer Program/Firaxis/Sid Meier’s
QuickstartSid Meier’s Pirates!
®
Havsnavigering
Åtgärd
Paus 7 Vänsterklicka på skärmens Skift-p
Styr babord 4 Vänsterklicka på vattnet
Styr styrbord 6 Vänsterklicka på vattnet
Hissa segel 8 Vänsterklicka på skärmens siffertangent 8
Reva segel 2 Vänsterklicka på skärmens siffertangent 2
Äntra strid 5Vänsterklicka på skeppeta
med skepp(endast om inom räckhåll) på skärmens siffertangent 5
Byt vy 9 Vänsterklicka på skärmens siffertangent 9 v
Flottans status 1 Vänsterklicka på skärmens siffertangent 1 F2
Karta 3 Vänsterklicka på skärmens siffertangent 3 F6
Visa informationsskärmarEsc.
Siffertangent
Mus
siffertangent 7
eller på skärmens siffertangent 4
eller på skärmens siffertangent 6
Tangentbord
A
S
W
Z
Strid på land
Spelkontroller
Informationsskärma
Åtgärd Siffertangent Mus Tangentbord
Status Klicka på motsvarande ikon F1
Flottans status Klicka på motsvarande ikon F2
Personlig status Klicka på motsvarande ikon F3
Kaptenens loggbok Klicka på motsvarande ikon F4
SkattkartorKlicka på motsvarande ikon F5
Världskarta Klicka på motsvarande ikon F6
Top 10-lista över pirater Klicka på motsvarande ikon F7
Piratopedia Klicka på motsvarande ikon F8
Systemalternativ Klicka på motsvarande ikon F9
Ladda / Spara Klicka på motsvarande ikon F10
Söklogg Klicka på motsvarande ikon F11
Åtgärd
Paus Skift-p
Gå till intilliggandeSiffertangent
Ruta Riktning
Eld! 5 Vänsterklicka på skärmens siffertangent 5
HållMellanslag
Byt synvinkelCTRL-riktning
Byt sökning på målTab
Siffertangent
Mus
Tangentbord
Strid med skepp
Åtgärd
PausSkift-p
Styr babord4Vänsterklicka på vattnet
Styr styrbord6Vänsterklicka på vattnet
Hissa segel8Vänsterklicka på skärmens siffertangent 8
Reva segel2Vänsterklicka på skärmens siffertangent 2
Eld!5Höger- eller vänsterklicka Mellanslag
Byt vy9Vänsterklicka på skärmens siffertangent 9v
Kanonskott3Vänsterklicka på skärmens siffertangent 3r
Hagelskott1Vänsterklicka på skärmens siffertangent 1g
Kedjeskott7Vänsterklicka på skärmens siffertangent 7c
Om CAPSLOCK är PÅ behöver du inte trycka på Skift-tangenten!
Siffertangent
Mus
eller på skärmens siffertangent 4
eller på skärmens siffertangent 6
på skärmens siffertangent 5
Tangentbord
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Page 49
Sid Meier’s Pirates!
®
Duellera
Åtgärd
PausSkift-p
Utfall4Vänsterklicka på motståndarens mellangärde
Parera5Högerklicka på motståndarens mellangärde
Hugg högt7Vänsterklicka högt på motståndaren eller
Hugg lågt1Vänsterklicka lågt på motståndaren eller
Hoppa 8Högerklicka högt på motståndaren eller
Ducka2Högerklicka lågt på motståndaren eller
Utmana6Mellersta musknappen
Siffertangent
Mus
eller på dig själv
eller på dig själv
på dig själv
på dig själv
på dig själv
på dig själv
Dansa
Åtgärd
PausSkift-p
Marschera framåt 8Vänsterklicka på skärmens siffertangent
Marschera bakåt 2Vänsterklicka på skärmens siffertangent
Glid till vänster4Vänsterklicka på skärmens siffertangent
Glid till höger6Vänsterklicka på skärmens siffertangent
Piruett till vänster3 eller 7Vänsterklicka på skärmens siffertangent
Piruett till höger1 eller 9Vänsterklicka på skärmens siffertangent
Siffertangent
Mus
eller på skärmkvadrant
eller på skärmkvadrant
eller på skärmkvadrant
eller på skärmkvadrant
eller på skärmkvadrant
eller på skärmkvadrant
Tangentbord
Quickstart
Tangentbord
QuickstartSid Meier’s Pirates!
®
Spara och hämta spel
Spara ett spel
Du kan bara spara ditt spel när du befinner dig till sjöss eller ombord på
fartyget i land, inte när du befinner dig i staden eller är involverad i en
konversation under strid. Spara ett Pirates!-spel genom att trycka på
skift + s. Sparskärmen visas. Klicka på en av de fem tillgängliga
sparplatserna för att spara ditt spel.
Autospar
Pirates! sparar automatiskt ditt spel varje gång du går in i en stad, blir
inblandad i en strid eller lämnar spelet.
Ladda ett spel
Du kan bara ladda ett spel när du befinner dig till sjöss eller ombord på
fartyget i land. Spara ett Pirates!-spel genom att trycka på skift + l. När
laddningsskärmen visas klickar du på det spel du vill ladda.
Du kan även ladda sparade spel på huvudmenyn eller informationsskärmarna.
Om CAPSLOCK är PÅ behöver du inte trycka på Skift-tangenten!
Om CAPSLOCK är PÅ behöver du inte trycka på Skift-tangenten!
Page 50
Quickstart Sid Meier’s Pirates!
®
SÅDAN BEGYNDER DU
Vigtig-filen
Cd-rom-spillet Sid Meier’s Pirates! har en Vigtig-fil, hvor du kan se
både licensaftalen og opdaterede oplysninger om spillet. Vi anbefaler,
at du læser denne fil for at få udbytte af ændringer tilføjet spillet efter
denne manual blev sendt til tryk. Vigtig-filen er tilgængelig efter
spillet er blevet installeret.
For at se filen skal du dobbeltklikke på mappen til Sid Meier’s Pirates!
som findes på din harddisk (oftest C:\Programmer\Firaxis
Games\Sid Meier’s Pirates!). Du kan også se Vigtig-filen ved først at
klikke på Start-knappen på din Windows
Programmer og på Firaxis Games og så på Sid Meier’s Pirates! og til
sidst på Vigtig-filen.
®
proceslinje, derefter på
DANSK
(QUICKSTART)
INSTALLATION
Installation af spillet
1. Start Windows®98/Se/Me/2000/XP.
2. Isæt Sid Meier’s Pirates! cd-rom-disken i dit cd-rom-drev.
3. Hvis automatisk afspilning af cd er slået til, burde en titelskærm
komme til syne. Hvis automatisk afspilning af cd ikke er slået til,
eller installationen ikke begynder automatisk, skal du klikke på
Start-knappen på din Windows
Skriv D:\Setup og klik på OK. Bemærk: Hvis dit cd-rom-drev har
et andet bogstave end D, skal du erstatte D med dit drevbogstav.
4. Følg resten af vejledningen på skærmen for at afslutte installationen af Sid Meier’s Pirates!
5. Når installationen er færdig kan du begynde spillet ved enten at
klikke på ikonet til Sid Meier’s Pirates! på dit skrivebord, eller ved
at gå til Start-knappen på din Windows
Programmer/Firaxis/Sid Meier’s Pirates!
Bemærk: du skal have spilledisken til Sid Meier’s Pirates! i dit cd-rom-
drev når du spiller spillet.
Installation af DirectX
Sid Meier’s Pirates! kræver DirectX®9.0c eller højere for at køre. Hvis du
ikke har DirectX
klikke “Ja” når du bliver spurgt om du vil installerer programmet.
®
9.0c eller højere installeret på din computer, skal du
®
proceslinje og derefter på Kør.
®
proceslinje og herfra vælge
®
Page 51
Sid Meier’s Pirates!
®
Quickstart
Sådan startes spillet
1. Installer først Sid Meier’s Pirates! og den korrekte udgave af
DirectX
2. Kontroller at Sid Meier’s Pirates!-cd-rommen er i dit cd-rom-drev.
3. Dobbeltklik på ikonet til Sid Meier’s Pirates!, hvis du har et på dit
skrivebord. Hvis du ikke har et ikon på dit skrivebord, skal du klikke
på Start-knappen på din Windows
Programmer/Firaxis/Sid Meier’s Pirates! for at begynde spillet.
4. Introduktionsfilmen og titelskærmen kommer nu til syne. Du kan
enten se dem igennem, eller du kan trykke på en tast eller klikke
med museknappen for at springe over filmen og herved gå videre
til hovedmenuen.
Hvis Caps Lock er tændt, behøver du ikke trykke på [Skift]-tasten!
®
som beskrevet under ”Book One”.
®
proceslinje og derefter vælge
Styrefunktioner
Informationsskærme
Handling NumeriskMus Tastatur
Status Klik på det tilhørende ikonF1
Flådestatus Klik på det tilhørende ikon F2
Personlig status Klik på det tilhørende ikon F3
Kaptajnens log Klik på det tilhørende ikonF4
Skattekort Klik på det tilhørende ikonF5
VerdenskortKlik på det tilhørende ikon F6
Piraternes top ti-liste Klik på det tilhørende ikonF7
Piratordbog Klik på det tilhørende ikon F8
Systemmuligheder Klik på det tilhørende ikonF9
Indlæs / GemKlik på det tilhørende ikon F10
Gæste log Klik på det tilhørende ikonF11
QuickstartSid Meier’s Pirates!
®
Navigation til søs
Handling Numerisk Mus Tastatur
Pause 7 Venstreklik på 7 på skærmen Skift-p
Drej til venstre 4 Venstreklik på vand
eller på 4 på skærmen
Drej til højre 6 Venstreklik på vand
eller på 6 på skærmen
Fulde sejl 8 Venstreklik på 8 på skærmen
Rebede sejl 2 Venstreklik på 2 på skærmen
Indgå i søslag 5 Venstreklik på 5 på skærmena
Skift synsvinkel 9 Venstreklik på 9 på skærmen v
Flådestatus 1 Venstreklik på 1 på skærmen F2
Kort 3 Venstreklik på 3 på skærmen F6
Åbn informationsskærmeEsc.
(kun indenfor rækkevidde)
A
S
W
Z
Slag på land
Handling Numerisk Mus Tastatur
Pause Skift-p
Flyt til tilstødende Numerisk
firkant retning
Affyr! 5 Venstreklik på 5 på skærmen
HoldMellemrumstast
Skift udsyn
Skift mål indenfor Tab
rækkevidde
Skift+numeriske
retningstaster
Søslag
Handling Numerisk Mus Tastatur
PauseSkift-p
Drej til venstre 4Venstreklik på vand
Drej til højre 6Venstreklik på vand
Fulde sejl8Venstre klik på 8 på skærmen
Rebede sejl2Venstreklik på 2 på skærmen
Affyr!5Højrklik eller venstreklikMellemrumstast
Skift synsvinkel 9Venstreklik på 9 på skærmenv
Rundskud3Venstreklik på 3 på skærmenr
Kardæsk1Venstreklik på 1 på skærmeng
Kædeskud7Venstreklik på 7 på skærmenc
eller på 4 på skærmen
eller på 6 på skærmen
eller på 5 på skærmen
A
S
W
Z
Hvis Caps Lock er tændt, behøver du ikke trykke på [Skift]-tasten!
Page 52
Sid Meier’s Pirates!
®
Duel
Handling Numerisk Mus Tastatur
PauseShift-p
Stød4Venstreklik midt på fjende eller selv
Parer5Højreklik midt på fjende eller selv
Hug7Venstreklik højt på fjende eller selv
Skær1Venstreklik lavt på fjende eller selv
Hop 8Højreklik højt på fjende eller selv
Duk2Højreklik lavt på fjende eller selv
Dril 6Mellem museknap
Dans
Handling Numerisk Mus Tastatur
PauseSkift-p
Marcher fremad 8Venstreklik på skærmen
Marcher baglæns2Venstreklik på skærmen
Glid til venstre4Venstreklik på skærmen
Glid til højre6Venstreklik på skærmen
Piruter til venstre 3 eller 7Venstreklik på skærmen
Piruter til højre1 eller 9Venstreklik på skærmen
eller skærmfirkanten
eller skærmfirkanten
eller skærmfirkanten
eller skærmfirkanten
eller skærmfirkanten
eller skærmfirkanten
Quickstart
QuickstartSid Meier’s Pirates!
®
Gemning og
indlæsning af spil
Gem et spil
Du kan gemme et spil mens du er til søs eller på land, men ikke i byen,
midt i en samtale eller under et slag. Tryk på Skift+s for at gemme et
Pirates!-spil (se under “Game Controls”). Skærmen ”Save game” kommer nu til syne. Her skal du vælge mellem fem forskellige steder, hvor
du kan gemme spillet.
Auto-gem
Pirates! gemmer dit spil automatisk hver gang du går ind i en by, indleder et slag eller forlader spillet.
Indlæs et spil
Du kan kun indlæse et spil når du er til søs eller på land. Tryk på Skift+l
for at indlæse et Pirates!-spil. Når indlæsningsskærmen kommer til
syne, skal du klikke på det spil du ønsker at indlæse.
Du kan også indlæse et tidligere gemt spil fra hovedmenuen eller fra
informationsskærmen.
Hvis Caps Lock er tændt, behøver du ikke trykke på [Skift]-tasten!
Hvis Caps Lock er tændt, behøver du ikke trykke på [Skift]-tasten!
Vejledning
”The Tutorials” i spillet er giver dig vejledning og øvelse i forskellige
dele af ”Pirates!” inden du begynder et helt spil.
Page 53
QuickstartSid Meier’s Pirates!
®
FØRST TIL DET FØRSTE
ReadMe-filen
CD-spillet Sid Meier’s Pirates! inneholder en ReadMe-fil der du kan
finne både lisensavtalen og oppdatert informasjon om spillet. Vi oppfordrer deg sterkt til å lese denne filen slik at du kan dra nytte av
endringer som er gjort etter at håndboken ble trykket. ReadMe-filen
blir tilgjengelig straks du har installert spillet.
For å vise denne filen dobbeltklikker du på filen i mappen Sid Meier’sPirates! på harddisken din (vanligvis C:\Programfiler\Firaxis
Games\Sid Meier’s Pirates!). Du kan også vise ReadMe-filen ved å
først klikke på Startknappen på oppgavelinjen i Windows
velge Programmer, deretter Firaxis Games, deretter Sid Meier’sPirates! og til slutt ReadMe-filen.
®
, deretter
NORSK
(QUICKSTART)
Installering
Installere spillet
1. Start Windows®98/Se/Me/2000/XP.
2. Sett inn platen for CD-spillet Sid Meier’s Pirates! i CD-ROM-stasjonen.
3. Hvis Autokjør er aktivert, skal det vises et tittelskjermbilde. Hvis
Autokjør ikke er aktivert eller installeringen ikke starter automatisk, klikker du på Start på oppgavelinjen i Windows
Kjør. Skriv D:\Setup, og klikk på OK. Obs! Hvis CD-ROM-stasjonen er tilordnet en annen bokstav enn D, erstatter du D med den
aktuelle bokstaven.
4. Følg resten instruksjonene på skjermen for å fullføre installeringen
av Sid Meier’s Pirates!
5. Når installeringen er fullført, klikker du på ikonet for Sid Meier’sPirates! på skrivebordet eller på Startknappen på oppgavelinjen i
Windows
starte spillet.
Obs! Du må ha platen for spillet Sid Meier’s Pirates! i CD-ROM-stasjo-
nen hver gang du spiller.
Sid Meier’s Pirates! krever DirectX®9.0c eller høyere for å kjøre. Hvis
DirectX
du på Yes (Ja) når du får spørsmål om programmet skal installeres.
®
og velger Programfiler/Firaxis/Sid Meier’s Pirates! for å
Installere DirectX
®
9.0c eller høyere ikke er installert på datamaskinen, klikker
®
®
og velger
Page 54
Sid Meier’s Pirates!
®
Quickstart
Starte spillet
1. Installer først Sid Meier’s Pirates! og den riktige versjonen av
DirectX
2. Sørg for at CDen Sid Meier’s Pirates! befinner seg i CD-ROMstasjonen.
3. Hvis du har et ikon for Sid Meier’s Pirates! på skrivebordet,
dobbeltklikker du på det. Hvis ikke klikker du på Startknappen på
oppgavelinjen i Windows
Meier’s Pirates! for å starte spillet.
4. Skjermbildet med introduksjonsfilmen og tittelskjermbildet åpnes.
Følg med på disse, eller trykk på en tastaturtast eller klikk på en
museknapp for å gå videre til hovedmenyen.
Hvis Caps Lock er PÅ, trenger du ikke trykke på [Skift]-tasten!
®
slik det er beskrevet i bok 1.
®
og velger Programfiler/Firaxis/Sid
QuickstartSid Meier’s Pirates!
®
Navigering til sjøs
Handling
Pause 7 Venstreklikk på skjermtastatur 7 Skift-p
Sving venstre4 Venstreklikk på vann
Sving høyre 6 Venstreklikk på vann
Fulle seil 8 Venstreklikk på skjermtastatur 8
Revede seil 2 Venstreklikk på skjermtastatur 2
Gå inn i kamp 5 Venstreklikk på skjermtastatur 5a
med skip (bare når innen rekkevidde)
Endre visning 9 Venstreklikk på skjermtastatur 9 v
Flåtestatus 1 Venstreklikk på skjermtastatur 1 F2
Kart 3 Venstreklikk på skjermtastatur 3 F6
Åpne informasjons- Esc.
Skjermbilder
Talltastatur
Mus Tastatur
A
eller på skjermtastatur 4
S
eller på skjermtastatur 6
W
Z
Kamp på land
Spillkontroller
Informasjonsskjermbilder
Handling Talltastatur Mus Tastatur
Status Klikk på tilordnet ikon F1
Flåtestatus Klikk på tilordnet ikon F2
Personlig status Klikk på tilordnet ikon F3
Kapteinens logg Klikk på tilordnet ikon F4
Skattekart Klikk på tilordnet ikon F5
Verdenskart Klikk på tilordnet ikon F6
Topp 10-liste sjørøvere Klikk på tilordnet ikon F7
Sjørøverleksikon Klikk på tilordnet ikon F8
Systemalternativer Klikk på tilordnet ikon F9
Laste inn / lagre Klikk på tilordnet ikon F10
Logg Klikk på tilordnet ikon F11
Handling
Pause Skift-p
Flytt til nærliggende Tastatur
firkant retning
Fyr! 5 Venstreklikk på skjermtastatur 5
HoldMellomrom
Endre synsretningCtrl+retning
Endre valgt målTab
Talltastatur
Mus Tastatur
Kamp med skip
Handling
PauseSkift-p
Sving venstre 4Venstreklikk på vann
Sving høyre6Venstreklikk på vann
Fulle seil8Venstreklikk på skjermtastatur 8
Revede seil2Venstreklikk på skjermtastatur 2
Fyr!5Høyreklikk eller venstreklikkMellomrom
Endre visning 9Venstreklikk på skjermtastatur 9v
Kanonkule3Venstreklikk på skjermtastatur 3r
Kardesk1Venstreklikk på skjermtastatur 1g
Lenkekuler7Venstreklikk på skjermtastatur 7c
Hvis Caps Lock er PÅ, trenger du ikke trykke på [Skift]-tasten!
Talltastatur
Mus Tastatur
A
eller på skjermtastatur 4
S
eller på skjermtastatur 6
W
Z
på skjermtastatur 5
Page 55
Sid Meier’s Pirates!
®
Duellere
Handling
PauseSkift-p
Dytte4Venstreklikk midt på fiende
Avverge5Høyreklikk midt på fiende
Hugge7Venstreklikk høyt på fiende eller deg selv
Rispe1Venstreklikk lavt på fiende eller deg selv
Hoppe 8Høyreklikk høyt på fiende eller deg selv
Dukke2Høyreklikk lavt på fiende eller deg selv
Håne6Midtre museknapp
Talltastatur
Mus Tastatur
eller deg selv
eller deg selv
Quickstart
QuickstartSid Meier’s Pirates!
®
L agre og
l aste inn spill
Lagre et spill
Du kan lagre et spill bare når du er til sjøs eller når du går på land – men
ikke mens du er i en by eller når du har en samtale eller er i kamp. Hvis
du vil lagre et spill av Pirates!, trykker du på Skift-s. Skjermbildet for
lagring av spill åpnes. Klikk på en av de fem tilgjengelige lagringsstedene for å lagre.
Automatisk lagring
Pirates! lagrer automatisk spillet hver gang du kommer til en by, starter
en kamp eller avslutter spillet.
Danse
Handling
PauseSkift-p
Marsj fremover 8Venstreklikk på skjermtastatur
Marsj bakover2Venstreklikk på skjermtastatur
Glidende venstre 4Venstreklikk på skjermtastatur
Glidende høyre6Venstreklikk på skjermtastatur
Piruett venstre3 eller 7 Venstreklikk på skjermtastatur
Piruett høyre1 eller 9 Venstreklikk på skjermtastatur
Hvis Caps Lock er PÅ, trenger du ikke trykke på [Skift]-tasten!
Talltastatur
Mus Tastatur
eller skjermbilderute
eller skjermbilderute
eller skjermbilderute
eller skjermbilderute
eller skjermbilderute
eller skjermbilderute
Laste inn et spill
Du kan laste inn et spill bare når du er til sjøs eller på land. Hvis du vil
laste inn et spill av Pirates!, trykker du på Skift-l. Når skjermbildet for
innlasting åpnes, klikker du på spillet du vil laste inn.
Du kan også laste inn et lagret spill fra hovedmenyen eller fra informasjonsmenyen.
Hvis Caps Lock er PÅ, trenger du ikke trykke på [Skift]-tasten!
Page 56
QuickstartSid Meier’s Pirates!
®
TÄRKEITÄ TIETOJA
ReadMe-tiedosto
Sid Meier’s Pirates! -CD-peliin liittyy LueMinut-tiedosto, jossa on
sekä käyttösopimus (License Agreement) että pelin uusimpia tietoja.
Lukemalla tiedoston voit hyötyä kaikista muutoksista, joita on mahdollisesti tehty tämän ohjekirjan painamisen jälkeen. ReadMetiedosto on käytettävissä, kun olet asentanut pelin.
Voit avata tiedoston kaksoisnapsauttamalla sitä kiintolevyn Sid Meier’sPirates! -hakemistossa (yleensä C:\Ohjelmatiedostot\Firaxis
Games\Sid Meier’s Pirates!). Voit avata ReadMe-tiedoston myös napsauttamalla Windows
malla Ohjelmat, valitsemalla Firaxis Games, Sid Meier’s Pirates! ja nap-
sauttamalla sitten ReadMe-tiedostoa.
3. Jos automaattinen käynnistys on käytössä, pelin alkunäyttö tulee
näkyviin. Jos automaattinen käynnistys ei ole käytössä tai asennus
ei ala automaattisesti, napsauta Windows
Käynnistä-painiketta ja valitse sitten Suorita. Kirjoita D:\Setup ja
valitse OK. Huomautus: Jos CD-ROM-asemalle on määritetty
jokin muu kirjain kuin D, käytä oikeaa kirjainta.
5. Kun peli on asennettu, voit aloittaa pelaamisen napsauttamalla
työpöydällä olevaa Sid Meier’s Pirates! -kuvaketta tai napsauttamal-
la Windows
Ohjelmatiedostot/Firaxis/Sid Meier’s Pirates!
Huomautus: Sid Meier’s Pirates! -pelilevyn on oltava CD-ROM-asemassa aina pelatessasi.
®
-tehtäväpalkin Käynnistä-painiketta ja valitsemalla
®
-tehtäväpalkin
Page 57
Sid Meier’s Pirates!
®
Quickstart
DirectX®:n asentaminen
Sid Meier’s Pirates! -pelin pelaamiseksi tarvitaan DirectX®9.0c -ohjel-
ma tai uudempi versio. Jos tietokoneeseen ei ole asennettu ohjelmaa
DirectX
®
9.0c tai uudempaa versiota, valitse Yes (Kyllä), kun
asennusohjelma kysyy, haluatko asentaa ohjelman.
Pelin aloittaminen
1. Asenna ensin Sid Meier’s Pirates! -peli ja ohjelman DirectX®oikea
versio.
2. Varmista, että Sid Meier’s Pirates! -CD-ROM-pelilevy on CD-ROM-
asemassa.
3. Jos työpöydällä on Sid Meier’s Pirates! -kuvake, kaksoisnapsauta
sitä. Jos kuvaketta ei ole, aloita peli napsauttamalla Windows
tehtäväpalkin Käynnistä-painiketta ja valitsemalla Ohjelmatiedostot/
Firaxis Games/Sid Meier’s Pirates!
4. Näyttöön tulee aloituselokuva ja sen jälkeen aloitusnäytöt. Jos et
halua katsoa elokuvaa, voit siirtyä suoraan päävalikkoon painamalla mitä tahansa näppäimistön näppäintä tai napsauttamalla hiiren
painiketta.
Jos CAPSLOCK on käytössä, [vaihtonäppäintä] ei tarvitse painaa.
QuickstartSid Meier’s Pirates!
®
Navigointi merellä
Toiminto
Tauko 7Napsauta näytön 7-näppäintävaihto+p
Vasen käännös 4 Napsauta vettä tai näytön 4-näppäintä
Oikea käännös 6 Napsauta vettä tai näytön 6-näppäintä
Täydet purjeet 8 Napsauta näytön 8-näppäintä
Reivatut purjeet 2 Napsauta näytön 2-näppäintä
Laivataisteluun 5 Napsauta näytön 5-näppäintäa
Vaihda näkymää 9 Napsauta näytön 9-näppäintäv
Laivaston tila1 Napsauta näytön 1-näppäintäF2
Kartta 3 Napsauta näytön 3-näppäintäF6
Avaa tietonäytötEsc.
Piruetti vasemmalle 3 tai 7Napsauta näytön numeronäppäimistöä
Piruetti oikealle1 tai 9Napsauta näytön numeronäppäimistöä
Num.näpp.
Hiiri Näppäimistö
tai näytön lohkoa
tai näytön lohkoa
tai näytön lohkoa
tai näytön lohkoa
tai näytön lohkoa
tai näytön lohkoa
Quickstart
QuickstartSid Meier’s Pirates!
®
Pelien tallentaminen
ja lataaminen
Pelin tallentaminen
Voit tallentaa pelin vain ollessasi merellä tai maissa – et kuitenkaan
kaupungissa etkä keskustelun tai taistelun aikana. Kun haluat tallentaa
Pirates!-pelin, paina näppäinyhdistelmää vaihto+s. Kun Save Game
(Tallenna peli) -näyttö avautuu, valitse jokin viidestä tallennuspaikasta.
Automaattinen tallennus
Pirates! tallentaa pelin automaattisesti aina, kun menet kaupunkiin,
joudut taisteluun tai lopetat pelin.
Pelin lataaminen
Voit ladata pelin vain ollessasi merellä tai maissa. Kun haluat ladata
Pirates!-pelin, paina näppäinyhdistelmää vaihto+l. Kun Load Game
(Lataa peli) -näyttö avautuu, napsauta ladattavaa peliä.
Voit ladata tallennetun pelin myös päävalikon tai tietonäyttöjen kautta.
Jos CAPSLOCK on käytössä, [vaihtonäppäintä] ei tarvitse painaa.
Jos CAPSLOCK on käytössä, [vaihtonäppäintä] ei tarvitse painaa.
Page 59
Firaxis Games
Sid Meier
Designer/Programmer
Production
Barry Caudill
Producer
Dan Magaha
Associate Producer
Steve Martin
Executive Producer
Jeff Briggs
CEO of Firaxis Games
Programming
Don Wuenschell
Lead Programmer
Mike Breitkreutz
Theresa Bogar
David McKibbin
Rob McLaughlin
Bart Muzzin
Casey O’Toole
Jacob Solomon
Programmers
Mike Breitkreutz
Tools Group Manager
David Evans
Director of Technology
Art
Jerome Atherholt
Marc Hudgins
Lead Artists
Dennis Moellers
Lead Animator
Steve Chao
Gregory Cunningham
Ed Lynch
Animators
Rob Cloutier
Alex Kim
Additional Animation
Ryan Murray
Lead Character Modeler
Alex Kim
Mark Shahan
Jon Marro
Character Modelers
Brian Busatti
Lead Locations Modeler
Greg Foertsch
Megan Quinn
Nick Rusko-Berger
Justin Thomas
Locations Modeling
Michael Bates
Terrain Artist
Sid Meier’s Pirates!
Credits
Jack Snyder
Additional Character
Modeling
Michael Bazzell
Ship Modeling
Rob Cloutier
Ship Animation
Michael Bazell
Effects
Brandon Blackwell
Jason Cohen
Darren Gorthey
Ben Harris
Art Interns
Mark Cromer
Michael Curran
Sound and Music
Roger Briggs
Additional Music
Composition
Mike Gibson
Director of Creative
Resources
Jeff Briggs
Paul Murphy
Additional Design
Barry Caudill
Dan Magaha
Additional Programming
Paul Murphy
Manual, Strategy Guide,
and Piratopedia Writing
Timothy McCracken
QA Manager
Lindsay Riehl
Director of Marketing
Kelley Gilmore
Michael Fetterman
Marketing and PR
Josh Scanlan
Network Administrator
Digital Steamworks
Introduction Cinematic
Jerome Atherholt
Anne Kristin Barnes
Michael Bazzell
Tiffany Beadenkopff
Brandon Blackwell
Greg Coale
Mark Cromer
James Curran
Michael Curran
Michael Fetterman
Mike Gibson
William Kerfoot
Tim King
Donna Morlock-Cromer
®
Steve Ogden
David B. Reynolds
Kathleen Schronce
Ronald Schronce
Tom Simmons
David Smith
Eloise A. Ullman
Sharon Zelefsky
“Firaxlish” Voices
Jason Butterhoff
Patrick Cullen
Timothy Lamb
Jeremiah Sanders
Absolute Quality Inc.
Testers
Special Thanks
Susan Meier
Donna Milesky
Jeff Morris
The Civ IV Team
Jon Hockaday
Eduardo Baraf
Adam Caldwell
Vince McDonnell
Patricia-Jean Cody
Ken Moodie
…all our families
and loved ones
Atari US
Bob Welch
Executive Producer
Tom Zahorik
Producer
Jeff Foley
Senior Brand Manager
Paul Hellier
Director of Technology
Peter Matiss
Director of Marketing
Steve Martin
Director of Creative
Services
Liz Mackney
Director of Editorial &
Documentation Services
Charles Rizzo
Senior Graphic Artist
Franz Buzawa
Graphic Designer
Ross Edmond
Documentation Specialist
Paul Collin
Copywriter
Michael Gilmartin
Director of Publishing
Support
Bill Carroll
Q.A. Managers
Ken Ford
Chuck Nunez
I.T. Manager/Western
Region
Michael Vetsch
Manager of Technical
Support
Q.A. Testing Supervisor
Jon Hockaday
Lead Tester
Testers
Dave Strang
Manager, Engineering
Services and Compatibility
Lab
Ken Edwards
Engineering Services
Specialist
Dan Burkhead
Eugene Lai
Engineering Services
Technicians
Chris McQuinn
Senior Compatibility
Analyst
Randy Buchholz
Patricia-Jean Cody
Mark Florentino
Scotte Kramer
Cuong Vu
Compatibility Analysts
Jon Nelson
Director, Global Web
Services
Scott Lynch
Producer, Online
Gerald “Monkey” Burns
Senior Programmer, Online
Richard Leighton
Senior Web Designer,
Online
Sarah Horton
Online Marketing Manager
Todd Curtis
Vice President, Operations
Eddie Pritchard
Director of Manufacturing
Lisa Leon
Lead Senior Buyer
Gardnor Wong
Senior Buyer
Tara Moretti
Buyer
Janet Sieler
Materials Planner
Sid Meier’s Pirates!
Nichole Mackey
Process Planner
Special Thanks
Pirates! Beta Testers
The Pirates!
fan site communities
Atari Europe
Jean Marcel Nicolaï Senior
VP of International
Operations.
REPUBLISHING TEAM
Rebecka Pernered
Republishing Director
Sébastien Chaudat
Republishing Team
Leader
Maxime Loppin
Republishing Producer
Ludovic Bony
Localisation Team Leader
Stephane Zaouak
Localisation Technical
Consultant
Caroline Fauchille
Printed Materials Team
Leader
Céline Vilgicquel
Printed Materials Project
Manager
Vincent Hattenberger
Copy Writer
Jenny Clark
MAM Project manager
MANUFACTURING /
SUPPLY CHAIN
Alain Fourcaud
Director Supply Chain
Delphine Doncieux
Fanny Giroud
Mike Shaw
Jean Grenouiller
Manufacturing
Coordinators
QUALITY ASSURANCE
TEAM
Lewis Glover
Quality Director
Carine Mawart
Quality Control Project
Manager
Lisa Charman
Certification Project
Manager
®
Pierre Marc
Bissay Product Planning
Project Manager
Philippe Louvet
Engineering Services
Manager
Stéphane Entéric
Engineering Services
Expert
Emeric Polin
Engineering Services
Expert
MARKETING TEAM
Martin Spiess
European Marketing
Senior VP
Cyril Voiron
European Group
Marketing Manager
Lisa Humphries
European Brand Manager
Mathieu Piau
European Product
Manager
Lynn Daniel
European Communications
Manager
LOCAL MARKETING
TEAMS
Australia – Raelene Knowles
Benelux – Simone Goudsmit
France – Alexandre Enklaar
Germany – Stephan Pietsch
Greece – Vaggelis Karvounis
Iberica – Laura Aznar
Joana Teixeira
Israel – Noam Weisberg
Italy – Andrea Colombo
Manuel Fontanella
Nordic – Frans Mittermayer
Switzerland – Simon
Stratton
United Kingdom – Ben
Walker
SPECIAL THANKS TO :
RelQ and Anand
TAKE OFF
Petrol: Sabina Chechelnitsky,
Ali Dogramaci, Ben
Granados, Alan Hunter,
Clarence Lansang
Babel : Emma Timms,
Blandine Prost, Isabel
Mitchell, Stephen Foy
Sonia O’Keeffe
Page 60
Page 61
ISFE
I
E
IS
E
IS
ISF
E
FEEIEIIS
Sid Meier’s Pirates!
®
The PEGI age rating system:
Age Rating categories:
Les catégories
de tranche d’âge:
Note: There are some local variations!
Note: Il peut y avoir quelques variations en fonction du pays!
Content Descriptors:
Description du contenu:
BAD LANGUAGE
LA FAMILIARITÉ
DE LANGAGE
FEAR
LA PEUR
DISCRIMINATION
LA DISCRIMINATION
SEXUAL CONTENT
LE CONTENU
SEXUEL
For further information about the Pan European Game Information
(PEGI) rating system please visit:
Pour de plus amples informations concernant l’évaluation du système
d’information de jeu Pan Européen (PEGI), vous pouvez consulter:
Para obtener más información sobre el sistema de calificación de
juegos (PEGI), por favor visite:
Per ulteriori informazioni sul sistema europeo di valutazione delle
informazioni del gioco (PEGI) vi preghiamo di visitare:
Für weitere Informationen über das europäische Spiel-Informationen
Bewertungs-System (PEGI) besuchen Sie bitte:
http://www.pegi.info
E ISF
E ISFE ISF
ISFE ISFE ISFE ISFE ISFE ISFE IS
ISFE ISF
ISFE
E ISFE ISFE ISF
DRUGS
LES
DROGUES
VIOLENCE
LA
VIOLENCE
Sid Meier’s Pirates!
®
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