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Sid Meier's Pirates Charts Important Charts For Everyone Rate Topic: -----

#1 User is offline   badreligion 

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Posted 25 January 2007 - 12:53 AM

Here is a list of important charts of Sid Meier's Pirates. I request that this is made into a sticky because is will be important for newcomers to the game.

If there are any errors or ideas please post them in the thread and I will edit the list to whatever changes are needed. I would like to thank CaptainPatch. I about half of the lists in this from his posts.

Updates
1-25-07 -- Added ranks with nations and their benefits.

Cities By Nationality and Number

1600
1 Dutch
2 English
2 French
22 Spanish
27 total

1620
2 Dutch
3 English
3 French
24 Spanish
32 total

1640
3 Dutch
6 English
7 French
23 Spanish
39 total

1660
3 Dutch
8 English
8 French
24 Spanish
43 total

1680
3 Dutch
8 English
8 French
23 Spanish
42 total



Player Start Stats

1600
Dutch -- 1,000 gold, 20 crew, Fluyt, 14 Food, 12 guns
English -- 250 gold, 50 crew, Merchantman, 12-13 Food, 12 guns
French -- 100 gold, 40 crew, Sloop, 13 Food, 8 guns
Spanish -- 500 gold, 20 crew, Pinnace, 14 Food, 8 guns

1620
Dutch -- 10 gold, 50 crew, Brig, 12 Food, 8 guns
English -- 10 gold, 40 crew, Brigantine, 13 Food, 10 guns
French -- 100 gold, 40 crew, Barque, 13 Food, 10 guns
Spanish -- 500 gold, 20 crew, Pinnace, 14 Food, 8 guns

1640
Dutch -- 10 gold, 40 crew, Brigantine, 13 Food, 10 guns
English -- 100 gold, 40 crew, Sloop, 13 Food, 8 guns
French -- 500 gold, 20 crew, Pinnace, 14 Food, 8 guns
Spanish -- 100 gold, 40 crew, Mail Runner, 13 Food, 8 guns

1660
Dutch -- 100 gold, 40 crew, Sloop, 13 Food, 8 guns
English -- 100 gold, 40 crew, Sloop, 13 Food, 8 guns
French -- 100 gold, 40 crew, Sloop, 13 Food, 8 guns
Spanish -- 100 gold, 40 crew, Sloop, 13 Food, 8 guns

1680
Dutch -- 10 gold, 40 crew, Sloop of War, 13 Food, 10 guns
English -- 10 gold, 50 crew, Sloop of War, 12 Food, 8 guns
French -- 10 gold, 50 crew, Brigantine, 12-13 Food, 8 guns
Spanish -- 10 gold, 50 crew, Fast Galleon, 12-13 Food, 16 guns

If you are playing at the Apprentice level, you will be playing in the 1660 era with
600 gold, 40 crew, Sloop, 13 Food, 8 guns regardless of nationality.


Retirement Careers/Fame (Screenshots Are Linked To The Right)

Pickpocket/0 Pickpocket
Pauper/1 Pauper
Clerk/2 Clerk
Fisherman/3 Fisherman
Mortician/5 Mortician
Bartender/8 Bartender
Constable/11 Constable
Butler/15 Butler
Farmer/20 Farmer
Parson/25 Parson
Merchant/31 Merchant
Innkeeper/38 Innkeeper
Shipwright/45 Shipwright
Fencing Master/53 Fencing Master
Magistrate/62 Magistrate
Surgeon/71 Surgeon
Mayor/81 Mayor
Bishop/92 Bishop
Governor/103 Governor

Max Fame = 126



Sword Attacks

chop = high
thrust = mid-line
slash = low

City Types

Capital: A capital is a large and rich city with strong defenses
Port: A large and rich city with weak defenses
Town: A large and poor city with strong defenses
Colony: A large and poor city with weak defenses
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

Starting Skills

Fencing: Improves the speed in sword fights
Gunnery: Improves reloading time in sea combat
Navigation: Improves speed and turning at sea
Wit and Charm: Allows you to impress daughters more easily
Medicine: Delays your aging rate

Cannon Ammunition

Round Shot: Long range and does most damage to hull and cannons
Chain Shot: Medium range and does most damage to the sails
Grape Shot: Short range and does most damage to the crew

Captain’s Share of the Treasure When Diving Plunder

Apprentice: 5%
Journeyman: 10%
Adventurer: 20%
Rogue: 30%
Swashbuckler: 50%

Ship Upgrades

Copper Plating: Improves ship turning
Cotton Sails: Improves ship speed
Triple Hammocks: Increases the max amount of crew on a ship
Iron Scantlings: Improves resistance to hull damage
Fine-Grain Powder: Increases cannon range
Bronze Cannon: Increases cannon accuracy

Crew Specialists

Carpenter: Repairs hull at sea
Sail Maker: Repairs sails at sea
Cooper: Allows crew to travel father on less food
Gunner: Increases rate of fire
Surgeon: Can heal wounded crew in battle
Navigator: Increases fleet speed
Quartermaster: The crew is less likely to desert or commit mutiny
Cook: Increases crew morale

Special Items

Swords Increase sword speed for you
Pistols: Knocks opponent back before the sword battle
Armor: Reduces distance you are knocked back when hit
Fencing Shirts: Increases sword speed for you
Spyglass: Can be used to see greater distances
Rutters: Reveals the location of hidden settlements
Weather Instruments: Increases speed gained from clouds
Musical Instruments: Increase crew moral
Disguises: Helps you trade in enemy cities
Medicines: Improves your health
Native Artifacts: Improves relations with Indian leaders
Religious Items: Improves relations with Jesuit Missionaries
Jewelry: Improves relationship with governor’s daughters
Dancing Shoes: Improves dancing footwork
Stylish Headgear: Improves chance of receiving an invitation to a ball
Lock picking Items: Help you escape from jail
Signaling Devices: Will help gain the attention of passing ships while marooned

Ranks With Nations and Benefits of Ranks

Captain: Easier to recruit
Major: Cheaper repairs
Colonel: More goods available to trade
Admiral: Ship upgrades are cheaper
Baron: Easier to recruit
Count: Ship repairs are free
Marquis: More goods available to trade
Duke: Ship upgrades are free

This post has been edited by badreligion: 25 January 2007 - 07:05 PM

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#2 User is offline   Another_Russian 

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Posted 25 January 2007 - 05:12 PM

View Postbadreligion, on Jan 25 2007, 03:53 AM, said:

Medicines: Improves the amount of crew you are able to heal
Native Artifacts: Improves relations with Indian leaders
Religious Items: Improves relations with Jesuit Missionaries

And I thought medicines were more for the player's use (improving his health). The one who heals the crew is the surgeon.

And the latter 2 should be replaced with:

Native Artifacts: worthless
Religious Items: worthless
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#3 User is offline   CaptainPatch 

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Posted 25 January 2007 - 05:26 PM

I like the screenshots of all of the retirement levels. That must have taken awhile to put together! (Like an entire game's worth of time. [wink] )
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#4 User is offline   badreligion 

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Posted 25 January 2007 - 06:45 PM

View PostAnother_Russian, on Jan 25 2007, 12:12 PM, said:

View Postbadreligion, on Jan 25 2007, 03:53 AM, said:

Medicines: Improves the amount of crew you are able to heal
Native Artifacts: Improves relations with Indian leaders
Religious Items: Improves relations with Jesuit Missionaries

And I thought medicines were more for the player's use (improving his health). The one who heals the crew is the surgeon.

And the latter 2 should be replaced with:

Native Artifacts: worthless
Religious Items: worthless

I might be wrong on that I'm not sure yet. I think your right, so I will change it. The manaul says it helps heal wounds but doesn't say if it is your wounds or your mens specifically. Though now that I think of it your right. I was considering putting the importance of certain things. It might take a lot of thought, so it could be a while. Although those to are definately worthless.

View PostCaptainPatch, on Jan 25 2007, 12:26 PM, said:

I like the screenshots of all of the retirement levels. That must have taken awhile to put together! (Like an entire game's worth of time. [wink] )


I actually got those from an older thread I made. It actually didn't take that long. I think maybe 2 hours. Though I did cheat. I used the trainer to change certain things on my saved games so then I would have more or less fame points. Then I would simply retire and take the screenshot.
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#5 User is offline   whizzo 

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Posted 25 January 2007 - 09:23 PM

this topic ought to be pinned, or a factsheet made out of it and added to the downloads section.
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#6 User is offline   badreligion 

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Posted 25 January 2007 - 10:56 PM

View Postwhizzo, on Jan 25 2007, 04:23 PM, said:

this topic ought to be pinned, or a factsheet made out of it and added to the downloads section.


I am kind of hoping for that. It will save a lot of trouble for noobs.
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#7 User is offline   CaptainPatch 

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Posted 26 January 2007 - 04:29 AM

View PostAnother_Russian, on Jan 25 2007, 09:12 AM, said:

View Postbadreligion, on Jan 25 2007, 03:53 AM, said:

Medicines: Improves the amount of crew you are able to heal
Native Artifacts: Improves relations with Indian leaders
Religious Items: Improves relations with Jesuit Missionaries

And I thought medicines were more for the player's use (improving his health). The one who heals the crew is the surgeon.

And the latter 2 should be replaced with:

Native Artifacts: worthless
Religious Items: worthless


Medicinal Herbs: Moderately delay the effects of aging.
Incan Mystic Salve: Significantly delays the effect of aging.

Shrunken Head: Moderately shortens the amount of time between visits to Indian villages.
Carved Shaman Stick: Significantly shortens the amount of time between visits to Indian villages.
[Visiting Indian Villages allows you to have the Indians attack nearby towns.]

Golden Cross: Moderately improves your reputation with the Jesuits at the missions.
Sacred Relic: Significantly improves your reputation with the Jesuits at the missions.
[Visiting Missions enables you to buy a pardon from the Spanish (only, I think; might allow pardons from the others as well) and to get assignments to escort immigrants -- which are _always_ attacked by someone (which allows you to improve your standing with all four nations when you defeat the attackers.]
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#8 User is offline   Another_Russian 

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Posted 26 January 2007 - 10:09 AM

So what are the amounts of time you are talking about? I mean do you have # of days?
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#9 User is offline   whizzo 

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Posted 26 January 2007 - 10:40 AM

i'd suspect that number changes because of variables such as age, rank, allegiance and such. same with the indians.
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#10 User is offline   CaptainPatch 

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Posted 26 January 2007 - 06:06 PM

View PostAnother_Russian, on Jan 26 2007, 02:09 AM, said:

So what are the amounts of time you are talking about? I mean do you have # of days?


I never found that particular information anywhere. What you see is the best that I could find: "sooner".

As far as I can tell, you have a reputation with the Indians, Jesuits, and pirates as well as the four nations.

The pirates rep improves anytime you attack any ships or towns of the four nations, and drops when you attack a pirate. However, by the time you've made Duke with _any_ nation, you've attacked so many national ships and towns, you could attack pirate ships for a year and still be in their good graces.

Attacking Indians will of course drop your reputation with them, while trading with them raises your rep. Mostly though, the negative rep fades over time, so just leave them alone for a year or two and the worst you would be is Neutral to them.

The Jesuits are harder to work out. Technically, they should _only_ favor Spanish-friendly actions. But if you attack immigrants from _any_ nation, your rep with them dips. And as I said, I'm not sure you can arrange pardons through them for the Dutch, English, and French.

The Settlements are a resource that probably most players overlook. They will do business with _anyone_. And the really useful thing about them is that you get the same ship repair deals that you get with their nation (i.e., free repairs for Counts and above). The downside with the Settlements is that their merchants _never_ have much cash on hand, and they buy from you at substantially lower prices (usually). On the other hand, they are great places to get raw goods (sugar, etc) for low prices -- albeit, not that many tons will be available.
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#11 User is offline   Another_Russian 

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Posted 26 January 2007 - 09:12 PM

And if I remember it right, settlements will buy your ships half-priced.
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#12 User is offline   whizzo 

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Posted 26 January 2007 - 10:03 PM

i find settlements not worth the trouble... they have a general lack of money... very few bucks for your ships, no money to buy goods from you, and if they have something to sell for a good price, they've only got 3 tons...
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#13 User is offline   RhunWarrior 

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Posted 26 January 2007 - 10:46 PM

I can pin this topic, if the general consensus is that it should be.
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#14 User is offline   CaptainPatch 

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Posted 26 January 2007 - 11:04 PM

View PostRhunWarrior, on Jan 26 2007, 02:46 PM, said:

I can pin this topic, if the general consensus is that it should be.


YES! (But can you snip off the conversational posts and leave just the hard data?)
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#15 User is offline   whizzo 

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Posted 27 January 2007 - 09:37 AM

i kinda second patch.
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