Games PC SID MEIER S-PIRATES-ERAS AND POINTS OF CALL User Manual

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The world, as reflected in the Caribbean, was changing very quickly in the 17th century. The conflicts of Europe were simultaneously playing out in the blue seas of the Americas.
The ebb and flow of these conflicts was reflected in the number and status of all the major European outposts in the Caribbean, and this constant alignment and realignment shaped how privateers could make a living.
In Sid Meier's Pirates!, you may start your game in any of the five eras of the 17th century. Each era dictates how many ports there are, how many belong to which power, and with what kind of ship, crew, and cannon your pirate will begin.
This chapter outlines the political landscape in each era.
NOTE
If a port is highlighted in bold, it means it was not present in the previous era. If it's in italics, it means the port existed previously but appears no longer.
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Eras and Points of Call
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Start Dates
1600—MERCHANTS AND SMUGGLERS
Dutch Ports: 1
English Ports: 2
French Ports: 2
Spanish Ports: 22
TOTAL: 27
Ports
Caracas (Spanish)
Cartagena (Spanish)
Coro (Spanish)
Cumana (Spanish)
Eleuthera (English)
Florida Keys (French)
Gibraltar (Spanish)
Grand Bahama (English)
Gran Grenada (Spanish)
Havana (Spanish)
Maracaibo (Spanish)
Margarita (Spanish)
Nombre de Dios (Spanish)
Panama (Spanish)
Puerto Bello (Spanish)
Puerto Cabello (Spanish)
Puerto Principe (Spanish)
Rio de la Hacha (Spanish)
San Juan (Spanish)
Santa Marta (Spanish)
Santiago (Spanish)
Santo Domingo (Spanish)
St. Augustine (Spanish)
St. Martin (Dutch)
Tortuga (French)
Vera Cruz (Spanish)
Villa Hermosa (Spanish)
Starting Ship, Crew, and Cannon
Country Ship Crew Cannon
Dutch Fluyt 20 12
English Merchantman 50 12
French Sloop 40 8
Spanish Pinnace 20 8
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1620—THE N
EW COLONISTS
Dutch Ports: 2
English Ports: 3
French Ports: 3
Spanish Ports: 24
TOTAL: 32
Ports
Starting Ship, Crew, and Cannon
Country Ship Crew Cannon
Dutch Brig 50 8
English Brigantine 40 10
French Barque 40 10
Spanish Pinnace 20 8
Barbados (English)
Campeche (Spanish)
Caracas (Spanish)
Cartagena (Spanish)
Coro (Spanish)
Cumana (Spanish)
Curacao (Dutch)
Eleuthera (English)
Florida Keys (French)
Gibraltar (Spanish)
Grand Bahama (English)
Gran Grenada (Spanish)
Havana (Spanish)
Maracaibo (Spanish)
Margarita (Spanish)
Nombre de Dios (Spanish)
Panama (Spanish)
Petit Goave (French)
Puerto Bello (Spanish)
Puerto Cabello (Spanish)
Puerto Principe (Spanish)
Rio de la Hacha (Spanish)
San Juan (Spanish)
Santa Marta (Spanish)
Santiago (Spanish)
Santo Domingo (Spanish)
St. Augustine (Spanish)
St. Martin (Dutch)
Tortuga (French)
Trinidad (Spanish)
Vera Cruz (Spanish)
Villa Hermosa (Spanish)
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Seafaring and Crew Morale
Pirates live and die on the high seas, but just having a ship to call your own doesn't make you a successful or famous pirate. Fame requires sailing the seven seas with skill, purpose, and a deft navigational hand, taming the winds, knowing your ship, and being ready for everything.
It also requires something not so obvious: a strong and loyal crew. Without them, you might as well just be floating around on a plank of driftwood for all the good it'll do ye. Keeping a crew happy and loyally serving your purposes is a matter of feeding their morale.
This chapter will explain everything about riding the Caribbean waves and becoming a leader of strong, salty men who say "Yar!"
Seafaring
Running a tight ship is one of the keys to a productive pirating career, and the key to that elusive skill is knowing how ships function.
U
SING THE WIND
Ships of the time were, of course, driven by the wind. Since wind tends to blow in only one direction (rather than the more convenient but meteorologically impossible many directions), where your ship can go and how fast it can travel are at the mercy of the breeze.
Still, the shipwrights of the era were pretty smart cookies, and they devised ways for ships to travel in several (though not all) directions relative to the direction of the wind.
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Which ways a ship can sail is a matter of at which "points of sailing" it travels best. Points of sail are 16 directions relative to wind direction as shown in the image below.
Sailing in the same direction as the wind is blowing is referred to as "running before the wind," while sailing perpen­dicular to the wind is called "beam reach." Sailing "into the eye of the wind" (or in the opposite direction of the wind) is always a bad idea; it will bring your ship to a standstill as your sails helplessly luff (or, at higher difficulty levels, drive it backwards).
The points of sailing
TI
P
The direction of the wind is represented by a red arrow on your compass in the lower left of the screen. It can also be observed, perhaps more informatively, by looking at the long, narrow flag flapping from your flagship's main mast. This flag always blows in the direction of the wind.
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Seafaring and Crew Morale
Though you might think every ship would sail best with the wind at its back, that's not always the case. In general, ships with square sails sail best with their backs to the breeze ("before the wind") or up to about 45 degrees in either direction ("running broad reach" and "broad reach"). Triangular-sailed ships, on the other hand, sail best angled between 45 ("broad reach") to 70 ("broad beam reach") degrees from the wind's direction.
Every ship has its own favored points of sail, so look to the tables in chapter 4 for your ship's vital stats.
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Point your ship in its best point of sailing relative to the direction of the wind. Compare, therefore, the red wind direction arrow (on the compass) or your flagship's long flag to the direction of your ship to find the correct point of sailing.
TI
P
Experiment with your ship to see which directions work best relative to the wind. Try, whenever possible, to travel in your ship's best points of sail (see the table in chapter 4), especially on long journeys. The less time you spend between ports, the better use you'll make of your time at sea and the less frequently you'll need to scrap an unhappy crew by dividing the plunder. Proper use of points of sailing is one of the keys to a long and prosperous pirating career.
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What's a pirate without his trusty ship? Just some rum-soaked weirdo in the corner of the tavern, that's what.
This chapter offers up all the vital stats on every ship in the sea, what you can buy to make them faster and more powerful, and where you can find people to make your life at sea easier and more successful.
How to Get Ships
You begin the game with a ship of your own, but it might not be what you want for your long-term goals. See chapter 2 for a list of the ships given for each start date and nationality.
TI
P
Ships can be renamed in the Fleet Status screen.
The only way to get a new ship is to win it in combat and make it your new flagship.
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Ships, Upgrades, and Specialists
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Ships cannot (except in one situation) be bought; they must be won. If you wish to upgrade,
you're going to have to do it at someone else's expense.
Ship Economics
The expenses involved with running a ship are:
Food: The more crew your ship needs, the more expensive the ship will be to own. A smaller crew can go farther on the same amount of food as a large one. Having a cooper on board will reduce this cost.
Repairs: Upgrades and repairs are more expensive for larger vessels, but they are a necessary cost of doing business. Higher ranks discount and eventually eliminate the costs of repair in ports held by the nationality that bestowed the rank.
Upgrades: To acquire an upgrade, a ship must either come with it or you'll have to pay to add it. Try to target upgraded ships to save yourself some gold.
NOTE
The shipwright will only offer a ship for sale if you sell all your warships. The sale is completely out of pity, so you'll get only a lowly sloop.
NOTE
The best ships for plundering are won, not surprisingly, from the nine named pirates.
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Ship Directory
Every kind of ship is unique in its combination of attributes:
Size: The physical size of the craft.
Turning Radius: The ship's ability to turn over short distances. Can be
tightened by purchasing the Copper Plating upgrade.
Classification: The customary use for the ship. Typically, warships have less cargo space, have more gun ports, and are faster than merchant ships.
Minimum Crew: Crew needed to run the ship at full speed and reload guns effectively (though not optimally).
Maximum Crew: The maximum number of crew the ship can hold. Can be increased with application of the Triple Hammocks upgrade.
Maximum Cannon: The maximum number of cannons the ship can hold.
Maximum Cargo: The maximum tonnage of cargo the ship can hold. This
figure must include the weight of food and cannons.
Speed: Velocity of the ship at all points of sailing. This rate can be further increased with the Navigation skill or the retention of a Navigator specialist.
Best Point of Sailing: The direction relative to the wind at which the ship sails at top speed. See chapter 3 for details.
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Ships, Upgrades, and Specialists
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COPPER PLATING
Copper plating provides increased maneuverability for all ships, even at full sail. Sharp turning is very useful if you make a habit of ramming and boarding rather than engaging in full sea battles. Nimble maneuverability allows a ship to avoid cannon shots, easily navigate behind an enemy ship, and close the distance to a target quickly and safely.
COTTON SAILS
Cotton sails increase a ship's speed at all points of sailing. When they're combined with the Navigation skill and a Navigator specialist, you can get from Cuba to the Spanish Main in the blink of an eye.
FINE-GRAIN POWDER
This higher-end gunpowder increases range for all types of shot. If your foe lacks this upgrade, you can fire round shot from a distance with complete impunity.
Copper Plating upgrade
Cotton Sails upgrade
Fine-Grain Powder upgrade
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GRAPE
SHOT
Grape shot is a close-range antipersonnel cannon ammunition. It can damage sails and hull, but its primary purpose is to reduce an opposing ship's crew. If you plan to board a ship with a significantly larger crew and want to avoid damaging the ship itself, get in close and pepper it with grape shot. Once the crew matchup is more even, go ahead and board.
Keep in mind that you must steer your ship quite close to fire grape shot, so using it can be risky against a ship with a large
battery of guns.
Grape Shot upgrade
Grape shot takes out crew but only from close range.
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Contents
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A PIRATE'S LIFE FOR ME:
GETTING STA RTED . . . . . . . . . . . . . . . . . . . . . . . . 4
ERAS AND
POINTS OF CALL . . . . . . . . . . . . . . . 18
SEAFARING AND
CREW MORALE . . . . . . . . . . . 35
SHIPS,UPGRADES, AND SPECIALISTS . . . . . . . 56
SPECIAL ITEMS . . . . . . . . . . . . . . . . . . . . . . . . . . 72
OF BAT TLEFIELDS,BALLROOMS, AND B
ACK A
LLEYS
:SPECIAL MODES . . . . . . . . . . . . 88
E
ARNING FAME AND
FORTUNE . . . . . . . . . . . 138
P
ROMOTIONS . . . . . . . . . . . . . . . . . . . . . . . . . . 166
PIRATES DEFEATED . . . . . . . . . . . . . . . . . . . . . 180
TREASURES FOUND . . . . . . . . . . . . . . . . . . . . . 188
ROMANCE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 195
RELATIVES RESCUED . . . . . . . . . . . . . . . . . . . . 205
VILLAINS AVENGED . . . . . . . . . . . . . . . . . . . . . 212
LOST CITIES . . . . . . . . . . . . . . . . . . . . . . . . . . . 219
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The Prima Games logo is a registered trademark of Random House, Inc., registered in the United States and other countries. Primagames.com is a registered trademark of Random House, Inc., registered in the United States.
© 2004 by Prima Games. All rights reserved. No part of this book may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or by any information storage or retrieval system without written permission from Prima Games. Prima Games is a division of Random House, Inc.
Product Manager: Mario De Govia Editor: Fernando Bueno Designer: Kari Keating
Sid Meier's Pirates! © 2004 Firaxis Games, Inc. All Rights Reserved. Pirates!® is a U.S. registered trademark.
Firaxis Games® and Pirates! ® are Registered Trademarks of Firaxis Games, Inc.
Sid Meier’s Pirates! is a trademark of Firaxis Games, Inc.
All products and characters mentioned in this book are trademarks of their respective companies.
Please be advised that the ESRB rating icons, "EC", "K-A", "E", "T", "M", "AO" and "RP" are copyrighted works and certification marks owned by the Entertainment Software Association and the Entertainment Software Rating Board and may only be used with their permission and authority. Under no circumstances may the rating icons be self-applied or used in connection with any product that has not been rated by the ESRB. For information regarding whether a product has been rated by the ESRB, please call the ESRB at 1-800-771-3772 or visit www.esrb.org. For information regarding licensing issues, please call the ESA at (212) 223-8936. Please note that ESRB ratings only apply to the content of the game itself and does NOT apply to the content of this book.
Important: Prima Games has made every effort to determine that the information contained in this book is accurate. However, the publisher makes no warranty, either expressed or implied, as to the accuracy, effectiveness, or completeness of the material in this book; nor does the publisher assume liability for damages, either incidental or consequential, that may result from using the information in this book. The publisher cannot provide information regarding game play, hints and strategies, or problems with hardware or software. Questions should be directed to the support numbers provided by the game and device manufacturers in their documentation. Some game tricks require precise timing and may require repeated attempts before the desired result is achieved.
ISBN: 0-7615-4584-0 Library of Congress Catalog Card Number: 2004109811
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The Prima Games logo is a registered trademark of Random House, Inc., registered in the United States and other countries. Primagames.com is a registered trademark of Random House, Inc., registered in the United States.
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