User Manual

User Manual - Strategy First User Manual - Strategy First

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many of the crew members will leave the ship – along with many of your goods. Only the captain is sure to remain aboard. After a couple of days ashore, the crew will have calmed down and you regain control and are free to sail. Make sure the mood will not drop again too soon. It is advisable to permit a shore leave from time to time. And while your ship isn’t usable, you might as well repair it at the shipyard so you don’t waste any valuable time. Equipping the crew with swords Your crew should always be equipped with sufficient swords, so that they can defend themselves when they face the enemy in a sea battle. Otherwise, your ship is an easy target for pirates. There are no legal means of acquiring swords, but you might find someone who’s willing to help you at the tavern (see chapter 10). The Captain You need only one captain per ship, but good captains are hard to find and not exactly cheap. Snaikkas and crayers will often run well without a captain. A captain is only necessary if you… • want to use the automatic trade feature • need an orlogship to form a convoy (also read the section on convoys further on) • want to provide a coastal patrol vessel (Auslieger) A Captain’s abilities Captains have further advantages: Depending on their age, they have experience in the fields of steering, battle, and trade, and thus offer bonus values ranging from 0 to 5, making your ships sail faster and improving the accuracy of your shots. Captains who are experienced traders will sometimes even bargain for better prices (automatic trading). This means price improvements up to 10% with an experience of 5. The manoeuvrability of your ships can be increased by 30%. Such experienced captains are well worth the money. The downside is – he knows that as well as you do. 31

Automatic Trade As soon as you have a captain aboard, the ‘automatic trade’ icon in the ship menu will be enabled. This feature allows you to pick a profitable route which your ship is to sail automatically. You can choose the goods you wish to trade and the prices at which they are to be bought or sold. Selecting Cities You can select up to 10 cities that will be part of your trade route. The positions of the cities can be changed using ‘drag and drop’. Selecting Goods and the Direction of Trade Using the ‘Goods’ button next to the city’s name, you can select the goods you would like to trade in that city. You can also specify whether you would like to trade between your ship and the city or if you would just like to transfer goods between your trading office and the ship. Obviously, the latter is only available if you own an office in that city. Prices If you want to sell goods, you must specify the lowest price at which the captain should sell your goods. If you want to buy, the maximum price you are willing to pay must be specified. Amounts For each commodity, you also have to specify how much you want to trade or transfer. Priorities In some cases, you will want to specify priorities for certain goods. For example: You would like to buy pottery in Cologne – but only if wine is not available. Just set your prices for both and then drag the button for ‘wine’ (keep the left mouse button pressed on the button and then move) above the ‘pottery’ button. This will raise the priority for wine. Now wine will be bought first and pottery will only be bought if there is storage space left in the ship. 32

many of the crew members will leave the ship – along with many of your goods. Only the<br />

captain is sure to remain aboard.<br />

After a couple of days ashore, the crew will have calmed down and you regain control and are<br />

free to sail. Make sure the mood will not drop again too soon. It is advisable to permit a shore<br />

leave from time to time. And while your ship isn’t usable, you might as well repair it at the<br />

shipyard so you don’t waste any valuable time.<br />

Equipping the crew with swords<br />

Your crew should always be equipped with sufficient swords, so that they can defend<br />

themselves when they face the enemy in a sea battle. Otherwise, your ship is an easy target for<br />

pirates. There are no legal means of acquiring swords, but you might find someone who’s willing<br />

to help you at the tavern (see chapter 10).<br />

The Captain<br />

You need only one captain per ship, but good captains are hard to find and not exactly cheap.<br />

Snaikkas and crayers will often run well without a captain. A captain is only necessary if you…<br />

• want to use the automatic trade feature<br />

• need an orlogship to form a convoy (also read the section on convoys further on)<br />

• want to provide a coastal patrol vessel (Auslieger)<br />

A Captain’s abilities<br />

Captains have further advantages: Depending on their age, they<br />

have experience in the fields of steering, battle, and trade, and<br />

thus offer bonus values ranging from 0 to 5, making your ships sail<br />

faster and improving the accuracy of your shots. Captains who<br />

are experienced traders will sometimes even bargain for better<br />

prices (automatic trading). This means price improvements up to<br />

10% with an experience of 5. The manoeuvrability of your ships<br />

can be increased by 30%. Such experienced captains are well<br />

worth the money. The downside is – he knows that as well as you<br />

do.<br />

31

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