Games PC SID MEIER S-PIRATES User Manual

Page 1
Table of Contents Sid Meier’s Pirates!
®
TABLE OF CONTENTS
Book 1 - Getting Started......... 4
First Things First.................... 5
The ReadMe File ................... 5
Installation ............................... 5
Saving and Loading Games.... 6
Options Screen ........................ 7
Introduction............................. 8
Book 2 - The Basics ................ 11
Starting the Game ................. 12
The Main Menu.................... 13
Book 3 - The Rules.................. 15
Creating Your Pirate.............. 16
At Sea ..................................... 19
Sea Battles.............................. 34
Fencing and Swordplay ........ 42
In Town.................................. 47
Treasure Maps....................... 53
On Land................................. 55
Land Battles .......................... 58
Sneaking About Town .......... 64
Dancing with
the Governor’s Daughter...... 67
Promotions............................. 71
Missions and Quests ............. 74
Pirates of the Caribbean ....... 77
Dividing the Plunder............ 80
Aging ...................................... 82
The End................................. 84
Game Controls pages ......... 86
Português (Quickstart).............. 88
Svenska (Quickstart) ................ 94
Dansk (Quickstart)................. 100
Norsk (Quickstart) ................. 106
Suomi (Quickstart) ................ 112
Credits.................................. 118
Technical Support............... 123
Page 2
BOOK 1
Book One Sid Meier’s Pirates!
®
FIRST THINGS FIRST
The ReadMe File
The Sid Meier’s Pirates!®CD-ROM game has a ReadMe file where you can view both the License Agreement and updated information about the game. We strongly encourage you to read this file in order to benefit from changes made after this manual went to print. The ReadMe file is available once you install the game.
To view this file, double-click on it in the Sid Meier’s Pirates! directory found on your hard disk (usually C:\Program Files\Firaxis Games\Sid Meier’s Pirates!). You can also view the ReadMe file by first clicking on the Start button on your Windows Programs, then on Firaxis Games, then on Sid Meier’s Pirates! and then on the ReadMe file.
®
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.
®
taskbar, then on Run. Type
®
Page 3
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.
®
9.0c or higher installed on your computer,
®
®
Book One
SAVING AND
LOADING GAMES
Saving a Game
You can save a game only while at sea or embarked on land - but not while in town or during a conversation or while in a battle. To save a game of Pirates!, hit Shift+ s. The Save Game screen appears, click on one of the 5 available locations to save.
Book One Sid Meier’s Pirates!
®
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.
Page 4
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!
®
Book One
Introduction
Welcome to Sid Meier’s Pirates!
Welcome to the Caribbean, Captain! There's a whole new world here, a world full of adventure and ripe with plunder. Rich, fat treas­ure ships carry South American silver and gold back to Spain, and French, Dutch and English vessels carry booty only slightly less valu­able. The boisterous buccaneer towns teem with lusty pirates seek­ing a bold commander to lead them to wealth untold. Constantly at war with one another, the Great Powers are always in search of doughty privateers to take to the seas and do their fighting for them.
Yes, it’s a world of high adventure, where brave and skilled men bat­tle for treasure and glory. Those who succeed will achieve great fame and personal wealth - the bones of those who fail will forever lie in Davy Jones's locker.
To New Players
Greetings to our new players! Do not be alarmed at the size of this manual - though Pirates! features rich and subtle gameplay, it is also surprisingly easy to learn. If you check out the Game Controls pages you’ll be well on your way to piratical greatness. Then dive into a new game. If you get into trouble you can always hit shift+p to Pause and dig into the manual as necessary.
In the meantime, please bear with us for a moment while we talk to some old friends, and then we'll have you at sea in no time at all!
Book One Sid Meier’s Pirates!
®
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.
Page 5

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!
®
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!
®
Book Two
Book Two Sid Meier’s Pirates!
®

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.
®
as described in Book One.
®
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.
Page 7

Sid Meier’s Pirates!
®
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
Page 8

Sid Meier’s Pirates!
®
Book Three
Book Three Sid Meier’s Pirates!
from other nations. It is not unknown for a pirate to turn on his own nation if he gets a better offer from somebody else!
®

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
Page 9

Sid Meier’s Pirates!
®
Book Three
The difficulty level affects a number of aspects of the game. The higher the difficulty level, the tougher your opponents in action sequences - ship battles, dueling, and so forth. In addition, it is hard­er to recruit crewmen and keep them happy at the higher levels. On the other hand, as the difficulty level rises you get to keep a larger portion of the booty when you divide the plunder. Once in the game you can raise or lower the difficulty level only when you divide the plunder.
Choose Your Skill
The following skills are available to you:
Fencing
This helps your pirate in one-on-one duels against enemy swords-
men.
Gunnery
This helps your pirate defeat enemy ships in sea combat.
Navigation
This helps you get better speed at all point of sailing.
Medicine
This “skill” delays the effects of aging on your pirate.
Once you have chosen you pirate’s skill, you are ready to play! The scene changes, and you find yourself at sea, just outside of a port of your nationality.
Book Three Sid Meier’s Pirates!
®

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.
Page 10

Sid Meier’s Pirates!
®
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 Three Sid Meier’s Pirates!
®

Wind Speed Indicator: This indicates how fast the wind is blowing.
Wind Direction: This shows you the wind’s current direction.
Quest Icons: These provide links to any current quests, missions, and treasure maps you have.
How to Sail
Steering Your Ship
The ship’s helmsman steers the vessel by turning the ship’s wheel, which is attached to the ship’s rudder by a series of rope pulleys (some smaller ships are steered by wooden tillers). Use the Helm Control keys (number pad 4 and 6) to steer your vessel.
Fame Counter: This displays your pirate’s current fame rating. The higher the fame rating, the more successful the pirate.
Gold Indicator: This display your current gold amount.
Food Indicator: This displays how much food your crew has available.
Crew Size Indicator: This tells you how many
men you have in your crew.
Morale Indicator: This displays your crew’s current morale.
Very Happy
Unhappy
Happy Content
Mutinous
Port and Starboard
As every pirate knows, port is to your left when you are standing on a ves­sel facing forward. Starboard is to your right. (An easy way to remember this is that the words “left” and “port” both have four letters in them.)
Change Sail
Your sails can be in one of the two configurations: full sails or reefed sails. A ship with full sails has spread as much canvass as possible to move as quickly as possible; reefed sails slow the ship down but improve her handling in tight waters.
Push the Full Sail (number pad 8) and Reefed Sail (number pad 2) buttons to switch between the two configurations.
Page 11

Sid Meier’s Pirates!
®
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 Three Sid Meier’s Pirates!
®

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.
Page 12

Sid Meier’s Pirates!
®
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 Three Sid Meier’s Pirates!
®

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.
Page 13

Sid Meier’s Pirates!
Status Screen
®
Book Three
Book Three Sid Meier’s Pirates!
®

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.
Page 14

Sid Meier’s Pirates!
Perils of the Sea
®
Book Three
Book Three Sid Meier’s Pirates!
®

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,
Page 15

Sid Meier’s Pirates!
®
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:
Book Three Sid Meier’s Pirates!
®

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.
Page 16

Sid Meier’s Pirates!
®
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.
Book Three
Book Three Sid Meier’s Pirates!
®

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.
Page 17

Sid Meier’s Pirates!
®
Book Three
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
Book Three Sid Meier’s Pirates!
®

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.
Page 18

Sid Meier’s Pirates!
®
Book Three
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.
Book Three Sid Meier’s Pirates!
®

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.
Page 19

Sid Meier’s Pirates!
®
Book Three
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.
Book Three Sid Meier’s Pirates!
®

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.
Page 20

Sid Meier’s Pirates!
®
Book Three
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.
Book Three Sid Meier’s Pirates!
®

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.
Page 21

Sid Meier’s Pirates!
®
Book Three
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.
Book Three Sid Meier’s Pirates!
®

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
Page 22

Sid Meier’s Pirates!
®
Book Three
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).
Book Three Sid Meier’s Pirates!
®

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.
Page 23

Sid Meier’s Pirates!
®
Book Three
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.)
Book Three Sid Meier’s Pirates!
®

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.
Page 24

Sid Meier’s Pirates!
®
Book Three
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.
Book Three Sid Meier’s Pirates!
®

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
Page 25

Sid Meier’s Pirates!
®
Book Three
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.
Book Three Sid Meier’s Pirates!
®

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.
Page 26

Sid Meier’s Pirates!
®
Book Three
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.
Book Three Sid Meier’s Pirates!
®

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.
Page 27

Sid Meier’s Pirates!
®
Book Three
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.
Book Three Sid Meier’s Pirates!
®

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
Page 28

Sid Meier’s Pirates!
®
Book Three
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.
Book Three Sid Meier’s Pirates!
®

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.
Page 29

Sid Meier’s Pirates!
®
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.
Book Three
Book Three Sid Meier’s Pirates!
®
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.
Page 30

Sid Meier’s Pirates!
®
Book Three
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.
Book Three Sid Meier’s Pirates!
®

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.
Page 31

Sid Meier’s Pirates!
®
Book Three
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.
Book Three Sid Meier’s Pirates!
®

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.
Page 32

Sid Meier’s Pirates!
®
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.
Book Three
Book Three Sid Meier’s Pirates!
®

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.
Page 33

Sid Meier’s Pirates!
®
Book Three
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.
Book Three Sid Meier’s Pirates!
®
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.
Page 34

Sid Meier’s Pirates!
®
Book Three
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.
Book Three Sid Meier’s Pirates!
®

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.
Page 35

Sid Meier’s Pirates!
®
Book Three
Pirouette Right: You and your partner perform a counterclockwise spin.
Book Three Sid Meier’s Pirates!
®

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.
Page 36

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!
®
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.
Book Three Sid Meier’s Pirates!
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.
®

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.
Page 37

Sid Meier’s Pirates!
®
Book Three
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-
Book Three Sid Meier’s Pirates!
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.
®

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.
Page 38

Sid Meier’s Pirates!
®
Book Three
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.
Book Three Sid Meier’s Pirates!
®

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
Page 39

Sid Meier’s Pirates!
®
Book Three
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.
Book Three Sid Meier’s Pirates!
®

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
Page 40

Sid Meier’s Pirates!
®
Dividing the Plunder
Book Three
Book Three Sid Meier’s Pirates!
®

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.”
Page 41

Sid Meier’s Pirates!
®
Book Three
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 Three Sid 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.
Page 42

Sid Meier’s Pirates!
®
Book Three
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).
Book Three Sid Meier’s Pirates!
®

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.
Page 43

Sid Meier’s Pirates!
®
Book Three
Book Three Sid Meier’s Pirates!
®

Game Controls
Information Screens
Action Number Pad Mouse Keyboard
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 Pad Mouse Keyboard
Pause 7 Left-click onscreen keypad 7 Shift-p Turn Left 4 Left-click on water
Turn Right 6 Left-click on water
Full Sails 8 Left-click onscreen keypad 8 Reefed Sails 2 Left-click onscreen keypad 2
Enter Ship Battle 5 Onscreen keypad 5 a (only when within range)
Change View 9 Left-click onscreen keypad 9 v Fleet Status 1 Left-click onscreen keypad 1 F2 Map 3 Left-click onscreen keypad 3 F6 Open Information Esc.
Screens
or onscreen keypad 4
or onscreen keypad 6
Land Battle
Action Number Pad Mouse Keyboard
Pause Shift-p Move to Adjacent NumPad
Square direction Fire! 5 Left-click onscreen keypad 5 Hold Spacebar Change Facing CTRL direction Change Ranged Tab
Ta r get
A
S
W
Z
Ship Battle
Action Number Pad Mouse Keyboard
Pause Shift-p Turn Left 4 Left-click on water
Turn Right 6 Left-click on water
Full Sails 8 Left-click onscreen keypad 8 Reefed Sails 2 Left-click onscreen keypad 2
Fire! 5 Right-click or left-click Spacebar
Change View 9 Left-click onscreen keypad 9 v Round Shot 3 Left-click onscreen keypad 3 r Grape Shot 1 Left-click onscreen keypad 1 g Chain Shot 7 Left-click onscreen keypad 7 c Toggle Shot Types Enter
or onscreen keypad 4
or onscreen keypad 6
onscreen keypad 5
A
S
W
Z
Dueling
Action Number Pad Mouse Keyboard
Pause Shift-p Thrust 4 Left-click on middle of enemy or self Parry 5 Right-click on middle of enemy or self Chop 7 Left-click high on enemy or self Slash 1 Left-click low on enemy or self Jump 8 Right-click high on enemy or self Duck 2 Right-click low on enemy or self Taunt 6 Middle-mouse button
Dancing
Action Number Pad Mouse Keyboard
Pause Shift-p Marche Forward 8 Left-click onscreen keypad
Marche Backward 2 Left-click onscreen keypad
Glisse Left 4 Left-click onscreen keypad
Glisse Right 6 Left-click onscreen keypad
Pirouette Left 3 or 7 Left-click onscreen keypad
Pirouette Right 1 or 9 Left-click onscreen keypad
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
Page 44
PORTUGUÊS
(QUICKSTART)
Quickstart Sid 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’s Pirates! 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’s Pirates! 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
Pausa 7 Clique 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 Velas 8 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 5 a 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 de Esc.
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! 5 Clique com botão esq. no teclado no ecrã 5 Manter Barra de Espaço Mudar Orientação CTRL 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
Estado Clique no ícone associado F1
Estado da Frota Clique no ícone associado F2 Estado Pessoal Clique no ícone associado F3 Diário do Capitão Clique no ícone associado F4 Mapas do Tesouro Clique no ícone associado F5 Mapa do Mundo Clique no ícone associado F6 Lista dos 10 Maiores Piratas Clique 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
Pausa Shift-p Virar Esq. 4 Clique com botão esq. na água
Virar Dir. 6 Clique com botão esq. na água
Todas Velas 8 Clique com botão esq. no teclado no ecrã 8 Velas Rec. 2 Clique com botão esq. no teclado no ecrã 2 Fogo! 5 Clique com botão esq. ou direito Barra de
Mudar Vista 9 Clique com botão esq. no teclado no ecrã 9 v Round Shot 3 Clique com botão esq. no teclado no ecrã 3 r Grape Shot 1 Clique com botão esq. no teclado no ecrã 1 g Chain Shot 7 Clique 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 5 Espaço
Se CAPSLOCK estiver LIGADO, não é necessário premir a tecla [Shift]!
A
S
W Z
Page 46

Sid Meier’s Pirates!
®
Duelos
Acção Tec. Num. Rato Teclado
Pausa Shift-p Estocada 4 Clique c/ botão esq. no meio do inimigo
Defesa 5 Clique c/ botão dir. no meio do inimigo
Corte 7 Cl Rasgar 1 Saltar 8 Esquivar 2 Provocar 6 Botão 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
Pausa Shift-p Marche Frente 8 Clique c/ botão esq. teclado no ecrã
Marche para Trás 2 Clique c/ botão esq. teclado no ecrã
Glisse Esquerda 4 Clique c/ botão esq. teclado no ecrã
Glisse Direita 6 Clique c/ botão esq. teclado no ecrã
Pirouette Esquerda 3 ou 7 Clique c/ botão esq. teclado no ecrã
Pirouette Direita 1 ou 9 Clique 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
Quickstart Sid 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
Quickstart Sid 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 Sid Meier’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’s Pirates! 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
Quickstart Sid 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 5 Vänsterklicka på skeppet a
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 informationsskärmar Esc.
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 Skattkartor Klicka 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 intilliggande Siffertangent Ruta Riktning Eld! 5 Vänsterklicka på skärmens siffertangent 5 Håll Mellanslag Byt synvinkel CTRL-riktning Byt sökning på mål Tab
Siffertangent
Mus
Tangentbord
Strid med skepp
Åtgärd
Paus 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 Eld! 5 Höger- eller vänsterklicka Mellanslag
Byt vy 9 Vänsterklicka på skärmens siffertangent 9 v Kanonskott 3 Vänsterklicka på skärmens siffertangent 3 r Hagelskott 1 Vänsterklicka på skärmens siffertangent 1 g Kedjeskott 7 Vänsterklicka på skärmens siffertangent 7 c
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
A
S
W Z
Page 49

Sid Meier’s Pirates!
®
Duellera
Åtgärd
Paus Skift-p Utfall 4 Vänsterklicka på motståndarens mellangärde
Parera 5 Högerklicka på motståndarens mellangärde
Hugg högt 7 Vänsterklicka högt på motståndaren eller
Hugg lågt 1 Vänsterklicka lågt på motståndaren eller
Hoppa 8 Högerklicka högt på motståndaren eller
Ducka 2 Högerklicka lågt på motståndaren eller
Utmana 6 Mellersta 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
Paus Skift-p Marschera framåt 8 Vänsterklicka på skärmens siffertangent
Marschera bakåt 2 Vänsterklicka på skärmens siffertangent
Glid till vänster 4 Vänsterklicka på skärmens siffertangent
Glid till höger 6 Vänsterklicka på skärmens siffertangent
Piruett till vänster 3 eller 7 Vänsterklicka på skärmens siffertangent
Piruett till höger 1 eller 9 Vänsterklicka 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
Quickstart Sid 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 Numerisk Mus Tastatur
Status Klik på det tilhørende ikon F1 Flådestatus Klik på det tilhørende ikon F2 Personlig status Klik på det tilhørende ikon F3 Kaptajnens log Klik på det tilhørende ikon F4 Skattekort Klik på det tilhørende ikon F5 Verdenskort Klik på det tilhørende ikon F6 Piraternes top ti-liste Klik på det tilhørende ikon F7 Piratordbog Klik på det tilhørende ikon F8 Systemmuligheder Klik på det tilhørende ikon F9 Indlæs / Gem Klik på det tilhørende ikon F10 Gæste log Klik på det tilhørende ikon F11
Quickstart Sid 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 skærmen a
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 informationsskærme Esc.
(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 Hold Mellemrumstast Skift udsyn
Skift mål indenfor Tab rækkevidde
Skift+numeriske retningstaster
Søslag
Handling Numerisk Mus Tastatur
Pause Skift-p Drej til venstre 4 Venstreklik på vand
Drej til højre 6 Venstreklik på vand
Fulde sejl 8 Venstre klik på 8 på skærmen Rebede sejl 2 Venstreklik på 2 på skærmen Affyr! 5 Højrklik eller venstreklik Mellemrumstast
Skift synsvinkel 9 Venstreklik på 9 på skærmen v Rundskud 3 Venstreklik på 3 på skærmen r Kardæsk 1 Venstreklik på 1 på skærmen g Kædeskud 7 Venstreklik på 7 på skærmen c
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
Pause Shift-p Stød 4 Venstreklik midt på fjende eller selv Parer 5 Højreklik midt på fjende eller selv Hug 7 Venstreklik højt på fjende eller selv Skær 1 Venstreklik lavt på fjende eller selv Hop 8 Højreklik højt på fjende eller selv Duk 2 Højreklik lavt på fjende eller selv Dril 6 Mellem museknap
Dans
Handling Numerisk Mus Tastatur
Pause Skift-p Marcher fremad 8 Venstreklik på skærmen
Marcher baglæns 2 Venstreklik på skærmen
Glid til venstre 4 Venstreklik på skærmen
Glid til højre 6 Venstreklik på skærmen
Piruter til venstre 3 eller 7 Venstreklik på skærmen
Piruter til højre 1 eller 9 Venstreklik på skærmen
eller skærmfirkanten
eller skærmfirkanten
eller skærmfirkanten
eller skærmfirkanten
eller skærmfirkanten
eller skærmfirkanten
Quickstart
Quickstart Sid 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
Quickstart Sid 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’s Pirates! 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’s Pirates! 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’s Pirates! 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
Quickstart Sid Meier’s Pirates!
®
Navigering til sjøs
Handling
Pause 7 Venstreklikk på skjermtastatur 7 Skift-p Sving venstre 4 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 5 a
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 Hold Mellomrom Endre synsretning Ctrl+retning Endre valgt mål Tab
Talltastatur
Mus Tastatur
Kamp med skip
Handling
Pause Skift-p Sving venstre 4 Venstreklikk på vann
Sving høyre 6 Venstreklikk på vann
Fulle seil 8 Venstreklikk på skjermtastatur 8 Revede seil 2 Venstreklikk på skjermtastatur 2 Fyr! 5 Høyreklikk eller venstreklikk Mellomrom
Endre visning 9 Venstreklikk på skjermtastatur 9 v Kanonkule 3 Venstreklikk på skjermtastatur 3 r Kardesk 1 Venstreklikk på skjermtastatur 1 g Lenkekuler 7 Venstreklikk på skjermtastatur 7 c
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
Pause Skift-p Dytte 4 Venstreklikk midt på fiende
Avverge 5 Høyreklikk midt på fiende
Hugge 7 Venstreklikk høyt på fiende eller deg selv Rispe 1 Venstreklikk lavt på fiende eller deg selv Hoppe 8 Høyreklikk høyt på fiende eller deg selv Dukke 2 Høyreklikk lavt på fiende eller deg selv Håne 6 Midtre museknapp
Talltastatur
Mus Tastatur
eller deg selv
eller deg selv
Quickstart
Quickstart Sid 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
Pause Skift-p Marsj fremover 8 Venstreklikk på skjermtastatur
Marsj bakover 2 Venstreklikk på skjermtastatur
Glidende venstre 4 Venstreklikk på skjermtastatur
Glidende høyre 6 Venstreklikk på skjermtastatur
Piruett venstre 3 eller 7 Venstreklikk på skjermtastatur
Piruett høyre 1 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
Quickstart Sid 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’s Pirates! -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.
®
-tehtäväpalkin Käynnistä-painiketta, valitse-
SUOMI
(QUICKSTART)
Asentaminen
Pelin asentaminen
1. Käynnistä Windows®98/Se/Me/2000/XP.
2. Aseta Sid Meier’s Pirates! -CD-ROM-pelilevy CD-ROM-asemaan.
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.
4. Viimeistele Sid Meier’s Pirates! -pelin asennus noudattamalla näyt­töön tulevia ohjeita.
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.
Quickstart Sid Meier’s Pirates!
®

Navigointi merellä
Toiminto
Tauko 7 Napsauta näytön 7-näppäintä vaihto+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-näppäintä a Vaihda näkymää 9 Napsauta näytön 9-näppäintä v Laivaston tila 1 Napsauta näytön 1-näppäintä F2 Kartta 3 Napsauta näytön 3-näppäintä F6 Avaa tietonäytöt Esc.
Num.näpp.
Hiiri Näppäimistö
A S W Z
Maataistelu
®
-
Tauko vaihto+p Siirry viereiseen Num.näpp.
ruutuun suunta Tulita 5 Napsauta näytön
Pysy asemissa Välilyönti Vaihda suuntaa CTRL+suunta Vaihda ampuma-aseen kohdetta Sarkain
Toiminto
Num.näpp.
Hiiri Näppäimistö
5-näppäintä hiirellä
Laivataistelut
Pelikomennot
Tietonäytöt
Toiminto Num.näpp. Hiiri Näppäimistö
Status (Tila) Napsauta kuvaketta F1 Fleet Status (Laivaston tila) Napsauta kuvaketta F2 Personal Status (Oma tila) Napsauta kuvaketta F3 Captain's Log (Lokikirja) Napsauta kuvaketta F4 Treasure Maps (Aarrekartat) Napsauta kuvaketta F5 World Map (Maailmankartta) Napsauta kuvaketta F6 Top Ten -merirosvolista Napsauta kuvaketta F7 Piratopedia (Merirosvotietoja) Napsauta kuvaketta F8 System Options (Järj.asetukset) Napsauta kuvaketta F9 Load / Save (Lataa/Tallenna) Napsauta kuvaketta F10 Quest Log (Lokikirja) Napsauta kuvaketta F11
Toiminto
Tauko vaihto+p Vasen käännös 4 Napsauta vettä tai näytön
Oikea käännös 6 Napsauta vettä tai näytön
Täydet purjeet 8 Napsauta näytön 8-näppäintä Reivatut purjeet 2 Napsauta näytön 2-näppäintä Tulita 5 Napsauta näytön 5-näppäintä Välilyönti
Muuta näkymää 9 Napsauta näytön 9-näppäintä v Kanuunankuula 3 Napsauta näytön 3-näppäintä r Sirpaleammus 1 Napsauta näytön 1-näppäintä g Ketjuammus 7 Napsauta näytön 7-näppäintä c
Num.näpp.
Hiiri Näppäimistö
A
4-näppäintä
S
6-näppäintä
W Z
jommallakummalla painikkeella
Jos CAPSLOCK on käytössä, [vaihtonäppäintä] ei tarvitse painaa.
Page 58

Sid Meier’s Pirates!
®
Kaksintaistelut
Toiminto
Tauko vaihto+p Pisto 4 Napsauta vihollista tai
Torjunta 5 Napsauta hiiren kakkospainikkeella
Isku 7 Napsauta vihollista tai itseä ylhäältä Sivallus 1 Napsauta vihollista tai itseä alhaalta Loikka 8 Napsauta hiiren kakkospainikkeella
Kyyristy 2 Napsauta hiiren kakkospainikkeella
Härnäys 6 Keskimmäinen hiiren painike
Num.näpp.
Hiiri Näppäimistö
itseä keskeltä
vihollista tai itseä keskeltä
vihollista tai itseä
vihollista tai itseä alhaalta
Tanssiminen
Toiminto
Tauko vaihto+p Marssi eteenpäin 8 Napsauta näytön numeronäppäimistöä
Marssi taaksepäin 2 Napsauta näytön numeronäppäimistöä
Liu'u vasemmalle 4 Napsauta näytön numeronäppäimistöä
Liu'u oikealle 6 Napsauta näytön numeronäppäimistöä
Piruetti vasemmalle 3 tai 7 Napsauta näytön numeronäppäimistöä
Piruetti oikealle 1 tai 9 Napsauta 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
Quickstart Sid 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
FE EI EI IS
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!
®

Loading...