Corsairs to each his own Martinique quests. Corsairs: the city of lost ships: merchants - tactics of the game and advice from the masters. You better not come

Open the map and move to the shores of Guadeloupe. Having dropped the anchor, go to Fadey's house, which will be indicated by the sign of the same name. Chat with the man you find inside and tell him that Michel sent you. However, he will not have money and he will reward you with a saber. Do not forget to ask him about the questions that interest you. Then go to the prison and talk to the commandant. You need to obtain permission to visit the Indian.

Continue the passage of the game Corsairs: To each his own and go inside the cell to talk with the prisoner. Then return to the commandant and find out from him what is needed in order to set him free. It turns out, just the consent of a certain Fadey. You can go to him and chat. At the end of the conversation, he will demand 150 gold. But you should not immediately agree to this amount, because he will then throw it off up to 100. You can go to the moneylender and buy from him a few precious stones. But you will not have enough of a couple, so go to the ship and start your journey to the island of Martinique to get two more missing doubloons there.

But you don’t have to try too hard, because you won’t be able to free the prisoner yet, so after landing on the island, you can find Michel and talk to him. It turns out that Fadey did not give you the original of the old saber. He also notes that you need to take a task from him. Now in the passage of the Corsairs: To each his own, go to the tavern and talk to the innkeeper to help pick up a new team. Then return to Guadeloupe and find the cunning Fadey to return 100 gold to him.

After that, you can give a receipt to the commandant and release the red-skinned Tichingita from captivity. Chat with him and persuade him to join your team. Head to the church and talk to the priest, it turns out that he was robbed. You can offer your services. Now in the passage of the game Corsairs: To each his own you have to go through the quest. So head to the tavern and ask its owner about the robbery of the church. He doesn't know anything.

Go to the table and chat with a pretty drunk man. It turns out that this was done by a local gang of thieves who are hiding in the jungle. Move there. As soon as you reach the fork, turn first to the left and then to the right. Be careful, because in the thickets you will meet three. Approach them and chat. They will offer you to buy the stolen goods for a small amount.

Caribbean manners

As soon as dawn comes, go to the shop and chat with Gerard Lecroix. After that, visit the tavern and get some sleep. Go back to the store and talk to Gerard to receive a task from him, which is to transport cargo to the port of Port-au-Prince, located on the island of Hispaniola. Open the map and start sailing.

After mooring, head to the jungle. When you reach the fork, turn right, and then head towards the fort. There you will meet the commandant, approach and talk to him. As soon as you earn 5000 gold, you can take on the next task. It consists in transporting 15 cannons to Porto Belo, where the frigate belonging to Florian Choquet is located. It is worth noting that this is located near the island of South Maine.

Be careful because on the way you will be attacked by one of the Spanish interceptors. Let it sink to the bottom and keep swimming. Since the port you are heading to belongs to the French, you need to move a little west of it. After the passions subside, slowly get close to the Martial. After talking with his captain, agree to help him in a reconnaissance operation. Now you can head to Mosquitos. As soon as you land, expect darkness to fall. Make your way into the city and move towards the shipyard.

When in the passage of the Corsairs: To each his own you find yourself near the bridge leading to the shipyard, then look into the tavern. Look for a person here who is ready to treat you to a drink. Then ask him about breaking news that have taken place in the district. It turns out that a spy was recently caught here. Then he will ask you to find a beggar. Wait for the morning and go to the city in search of him. When you find a beggar, offer to earn some money by finding out something for you. Then head to the pier and wait for him to find out the obtained information.

After listening to him, return to the ship and take a course to the ship "Inspirational" to tell Captain Shock about everything. Also take another task from him, which is to board the ship "Pueblo", which transports gunpowder to the shores of Alakantara.

I advise you to take a course along the coast of the Maine, where you will meet him. In the further passage of the game Corsairs: To each his own, you should intercept the ship, and then head to Guadeloupe. Go ashore and go to the local shop. Look for a merchant in it, from whom you can get honestly earned money. Then you can start transporting goods that you need to take from the owners of local shops.

Dishonest Competitor

After you enter the store, go to the merchant and take the task from him, which is to bring Robe Dumas from the tavern. Agree and go to the entertainment establishment. There, look for a man dressed in a mask and a hat. After talking with him, return to the shop and convey the essence of the conversation. After you deliver the letter to the address, you will receive a small reward.

As soon as he offers you to find a competitor to Lara and force him to close the shop in which he sells smuggling. Continue the passage of the game Corsairs: To each his own and return to the tavern to tell her that you are looking for cheap products. You will immediately receive an offer to meet, agree and head to the indicated building. Wait for him and move into the building. After that, he must be informed that a detachment of soldiers is already waiting outside the door. In order to escape, he will offer you a bribe of 10,000 gold. Take her.

When the smuggler hides, head to the shop and tell the shopkeeper that there is no more competitor, for which you will receive another reward of 15,000 pesos.

jungle girl

You can meet this character in Guadeloupe. She will run away from three bandits and ask you for help. After you take the girl home to Bas-Teret. It turns out that her father, the owner of one of the local shops, wants to marry her to a moneylender. However, her heart belongs to someone else. It is worth noting that if you deliver the girl to the address, then her father will reward you with 7500 gold.

The burden of the Gascon. Continuation

Now you should return to the island of Martinique to visit Michel, who is currently in prison. After you chat with him, he will offer you to choose from several options for the development of events:
- become a member of the West India Company, located on the island of Curacao;
- become a member of the British Navy;
- become a member of an unknown organization located in Barbados.

Dutch West India Company

Start the passage of this storyline in the passage of the game Corsairs: To each his own by going to Curacao. Drop anchor near the shore and get to the place where the GVIK headquarters are located. You can recognize them by a rectangular plate with a corresponding inscription. Be sure to let them know that you want to work for them. Then climb to the second floor and find Lucas Rodenburg there. After you talk to him, get the first task to complete.

First task. Escort Balthazar

After receiving the installations, head to the Willemstad Port Authority, where you need to find and chat with Ridderbock Balttazar. Then you can again go to the open sea, but very carefully, because the Fierce will now begin to overtake you. Since under his control is a rather powerful vessel, it is almost impossible to leave.

I advise you to go through this battle in the game Corsairs: To each his own to get to the fort and sit there, because this is the best position of all. After repelling the enemy attack, head to the island of St. Martin and find Balthazar in the city. After you will be rewarded and you can safely return to Curacao. To land on the shore and go to the residence of the GVIK and report on the completion of the task to Rodenburg.

Second task. Acevedo's secret letter

Now you will have to visit Cuba and find Don Simono in Santiago to hand him some documents. By the way, this person holds an important position in the bank. Start your trip to Cuba and try not to catch the eye of the Spaniards. I advise you to anchor on the right side of the cape, and then gradually move to the bay called Anna Maria.

Once on the shore, continue the passage of the game Corsairs: To each his own and go to the city gates. It is worth noting that you do not need to pass through them around 00:00, because there is a guard there. As soon as morning comes, then go to the bank located in the alley opposite the residence. Find Simon there and talk to him. Then he will offer you to come back tomorrow. Now be prepared for the fact that as soon as you cross the threshold of the bank, you will immediately be stunned.

Opening your eyes, you will see opponents, but you should not immediately tell them about everything. Wait for the leader to leave. Now you are under protection. As soon as one of them leaves his post, quickly run up to the chest and take out the harpoon from it. Then use it on the enemy and get out of the room.

After taking a few steps, you will stumble upon Veron, also use a harpoon on him, and then go down below. Once on the first floor, find a chest there and take all the things that were taken from you earlier. You can get out of the building and head to the bank.

Find Simon there and take the return message. He will tell you that some person must surely die. You can get out of the city and climb aboard the ship. Once on the ship, head to the island of Curacao.

Third task. fleetwood

After you once again find yourself at Rodenburg in the passage of the game Corsairs: To each his own, you will be puzzled by the fact that he will let you go for a week. In the meantime, you can deal with the delivery of goods for shops or the port. At the end of the rest, go back to Rodenburg and take the next task. Then head to the port authority and deposit your ship. It is worth noting that it will be completely free.

A pirate, a privateer, even an officer in the service of His Majesty is always thinking about how to sell something. I don’t know if this actually happened (it is doubtful that the captains of the royal ships transported goods for their own benefit), but I can say with confidence that in the Corsairs the most profitable business is trade. You can sink hundreds of ships, but you won't earn even a tenth of one successful trade of a true merchant. About speculation with exotic (and not so) goods in the vast caribbean we'll talk.

From sloop to galleon to warship

The choice of a ship (or ships) for trading operations is a very responsible matter. In fact, the style of the whole game depends on it. You can choose a small boat and win at the expense of speed, or you can equip an entire squadron. Of course, the difference in net profit will be very significant, but there is another side to the coin. On a small ship it is easier to get away from pirates, and a "heavy" squadron is clumsy and vulnerable. The effect of cargo is especially felt on huge ships, such as the manowar. On a trough loaded to the eyeballs, you can’t get away from persecution, and a tactical maneuver is unlikely to succeed. And a pirate on a light corvette (brig, sloop, frigate) will have time to change sides ten times.

How to solve these problems? First, you need to choose a route. Secondly, estimate the budget and figure out what style of play will suit you best. Decide in advance whether you will fight or run away when meeting with ill-wishers. The fact is that it makes no sense to equip one, but a heavy ship. You will take up precious space in the hold with cannonballs, gunpowder, provisions and other goods. On the other hand, many small pelvises will be able to escape persecution, and sometimes the price is lower. And thirdly, you should choose a group of goods. Some are cheaper, some are more expensive, but only you will lose money from rats, not buyers (and sellers).

On a note: in Tenochtitlan you can find a whole bunch of "Rat Gods". If you're serious about trading, it makes sense to complete this quest first.

Depending on the strategy, you need to choose ships. In this chapter, we will take a look at each vehicle in turn, assessing their effectiveness in relation to cost and other parameters. Money is the main thing to pay attention to. How well this or that ship behaves in battle is the tenth thing, because for military raids a successful merchant can easily make up a separate squadron.

Let's divide the ships into three groups: small, large and huge. Everything below the third class will go to the first. In the second - the third and second class. Huge ships - all first class.

So, after buying a ship of any group, the first thing to do is to decide on equipment and tactics.

It is important: Equipment advice is valid for all ships within a group.

From all legs

If you decide to cut through the sea with great speed (and maneuverability) on a small boat, the first thing to do is to sell guns. Yes, you will not be able to oppose anything to the pirates, but you do not need it! The main thing is to leave, break away, and for this you need to lighten the ship. In addition, guns take up space for cargo. Cannons are excellently dropped in battle, but they cost so much that it is better to sell them anyway.

It is interesting: in Corsairs Online, dropping cannons is a common thing for merchants. True, the guns there are restored on their own, and there is no need to buy them again.

The next category is people. This includes the team itself (and its salary), its provision (food) and rum (for morale). Since you will not participate in battles, you can immediately forget about weapons and medicines. Weapons are needed during the boarding, and medicines after. If there is no cause, then there will be no effect.

Sell ​​cannonballs, buckshot, knipples and bombs after the cannons (or throw them away, they are still cheap). Gunpowder in the same place - all this is not necessary. True, it doesn’t take up much space either, so you can, in principle, leave the knipple and just a few guns to shoot at the pursuers, and then make your legs.

To summarize, a light ship strategy requires maximum movement speed, which means you need to provide the best captain (with maximum navigation) and a full crew so that the ship does not drag along like a lame turtle.

You better not come

This strategy is valid for any ship variant. However, its trading efficiency is somewhat lower than that of all the others. The bottom line is this - you equip the ship to the fullest (except perhaps without boarding materials) and give battle to anyone who decides to attack you. For ships of the first group (small ones), this strategy is useful only if you are only afraid of pirates. Otherwise, the very first punitive squadron will send you to the bottom. No options.

Owners of large and huge ships will feel somewhat more confident. Almost always, heavy warships have the best hold volume. Therefore, the fact that you are carrying cargo imposes only one limitation - mobility. It is much more difficult for a galleon loaded according to the most “I don’t want” to pick up speed, turn around, and cut. Keep in mind that you will have nowhere to put loot from other ships, so you can not take anyone on board.

Combat trading squadron in all its glory.

This strategy achieves maximum effectiveness (in terms of defense) when controlling manowars (and ships of similar class). We buy the heaviest guns and bombs, and if someone attacks, it’s worse for him. But there is one very serious nuance - you will have to look for captains with the maximum navigation skill. Otherwise, instead of combat vehicles, you will end up with useless piles of wood and metal. As you know, the level of a mercenary depends on yours, and masters of all trades are found only at the highest (forty and beyond) levels. Another argument "against" is the volume of cargo transported.

Let's calculate how much is needed for the combat capability of the ship. First, of course, the guns. A set of 32-pound guns for the royal manowar (112 guns) weighs 1,700 units. Five thousand bombs - another 300. Provisions - about a thousand, no less. Do not forget gunpowder - at least 250. Rum is optional, but 500 barrels will weigh 500. In other words, goods for battle require two and a half, or even three thousand volumes. With a total carrying capacity of seven thousand (sometimes a little more), this is almost half. That is, you can earn half as much. In addition, do not forget about the cost of repairs, and the team needs to be paid and maintain morale in it. Officers also regularly demand a salary, and the higher the level of the mercenary, the more money you have to pay.

With all the disadvantages of the strategy, it has one advantage - you can follow the story and trade along the way to maintain a budget. You won’t really earn money, but the cost of maintaining the squadron will not be so noticeable (which is no less important).

It is interesting: the maintenance of a thousand people costs almost two hundred thousand every month. Calculate how much money you need to maintain a full squadron.

Classic scheme

Being a Rogue Trader is, of course, good and romantic. Here you have a chase, and responsibility only for yourself and your actions, and real money in your hands. In addition, you can do whatever you want at any time, no one will customize. But the profit in this case is not so impressive. A large merchant who manages an entire squadron, turns millions and in some cases tens of millions. He can sell (and buy) the entire Caribbean, but the degree of preparation (and cost) is completely different. The highest level in trading, in my opinion, is just occupied by a merchant warrior.

This is how the trading screen of a self-respecting merchant should look like. Information about the number of goods in all stores of the archipelago is bought from the bartender.

What does this mean? It's simple - you do not run from the enemy, but drown him, but you do not spend half of the hold on weapons. The key is specialization. Each ship must perform a specific function. Only those who are suitable for this should fight. Naturally, the player should play the role of an escort, since the allies, although they are not stupid like traffic jams, cannot boast of perfect adequacy. Practice shows that one single manowar with guns of the maximum caliber and full equipment can easily cope with a serious squadron.

Also, don't forget that you have a huge advantage in the form of critical shots, skills that improve reloading and other goodies. And if you manage to fire from two sides at once, you can be sure of victory. I remember when I ran into a punitive squadron of five Spaniards, I drowned their manowar with three volleys. Two of them, however, were critical, but even without them, fifty cannons cause significant damage.

Do not forget that the squadrons of other powers never consist of only manowars. Yes, only ships of the first class can meet, and so what? Combat and warships are no match for you. As for the pirates, it's even easier with them. You will rarely meet among them even the simplest battleship (they are not in this part), but no matter how maneuverable corvettes, frigates and others are, a few powerful volleys will still send them to the bottom.

The rest of the ships with this style are completely unnecessary in battle. They can simply be turned into "trucks". Dismiss the entire crew, hire the cheapest officers, remove the guns and throw shells, provisions, weapons and medicines overboard. So you can achieve maximum efficiency when trading. Count for yourself: four completely empty ships (from 6500 to 8000 holds) and none payments to the team, because there is none at all! The huge total size of the hold will allow you to extract tangible benefits even from relatively cheap goods. In addition, you will be able to earn fabulous money on smuggling, and to accumulate start-up capital, complete the tasks of merchants in cities. Do not forget that any merchant wishes to fill all space available on your ships. And the more goods - the greater the reward.

Advice: merchants offer different goods for transportation, but try to choose those that are not gnawed by rats. For example, cores, knippels, buckshot and bombs. Try not to take expensive items if you don't have Rat Gods. Rats can easily gobble up all the fat. Because of these rodents, more than once I had to pay a penalty out of my own pocket.

ships

Until now, there has not been a single intelligible analysis of the ships, in fact. There are several reasons for this: ships of the same type (frigates, for example) can differ significantly from each other. The caliber of the guns, the volume of the hold, the thickness of the armor - everything is different, the ships were not built on machine tools, and each had its own characteristics. Naturally, all this affects the price (sometimes very significantly). In this chapter, we will analyze the ships in order and in detail. Since different strategies imply a fundamentally different style of play, a comprehensive assessment of the characteristics will be very useful.

Ship characteristics

Not all ship parameters in the Corsairs have a designation. For example, allowed team size measured by "seats", and gun caliber- pounds. However, nothing is said about speed, maneuverability, hold volume. In fact, everything is very simple. The developers, most likely, decided not to overload the player with unnecessary data (knots, degrees and rolls), so they introduced abstract values ​​for some indicators. Hold capacity, for example, is measured in units of "net cargo". "Net cargo" is already multiplied weight and volume, expressed in abstract game units. So the fruit basket takes place "1", and the package of ebony - "5". The rest of the characteristics are calculated in the same way. Hull strength are the same virtual hits. If the mark reaches zero, you drowned. Speed created to compare ships with each other, because you can swim to another island only on the global map. In the heat of battle, the one with the higher score will be faster. Maneuverability calculated in the same way. Whoever has a higher score is better. Only close-hauled calculated differently. The higher the score, the steeper into the wind you can go.

"Small" class

Tartana (class 7)

Tartana first appeared in the Mediterranean. Initially, it was a small fishing boat with a triangular sail, but its good running characteristics made it a very popular ship for coastal voyages and trade between neighboring settlements.

Tartana is, in fact, an ordinary boat, but with a sail. Its size does not allow it to make long journeys (although it is possible in the game), and the general indicators say that if you swim on it, you are in really bad shape. Fishing is not allowed in the game, but tartan is only suitable for this. It is not suitable for anything and is present in the game only for entourage.

Average parameters
frame95
speed6,5
maneuverability46
close-hauled8,2
hold50
team10
gunsNo
price, gold350

Longboat (class 7)

Longboat - a large boat on which small guns are mounted. It will never become a serious ship, but it is used for pirate or smuggling sorties all over the world.

This is the same tartan, but a little larger in size. The hold is usually three times as large, but the guns take up the lion's share of its volume. "Dead" armor and general uselessness is offset by maneuverability and speed. An experienced captain will be saved on this vessel from any persecution. Just what to save?

Average parameters
frame200
speed13,5
maneuverability72
close-hauled7,5
hold200
team17
guns (caliber 12 pounds)8
price, gold2500

Lugger (class 6)

The lugger is a small ship designed to carry cargo and protect small convoys. Despite the fact that the lugger's weapons are weak and the team is small, it is specially designed for both trade and battle. Many captains appreciate the lugger for its speed and maneuverability, and its small size allows it to make long sea voyages.

The first more or less serious ship, which, in principle, is perfect for a free trader. On this one, you can sink a pirate, and transport something. Another thing is that the lugger is a small and not very strong ship, and only 12 guns are not at all impressive. In addition, combat equipment occupies almost half of the hold. The only indisputable plus is that slanting sails allow you to walk steeply into the wind.

Average parameters
frame700
speed14,5
maneuverability62
close-hauled9,5
hold550
team57
guns (caliber 12 pounds)12
price, gold14500

Sloop (class 6)

With a shallow draft and excellent sailing performance, the sloop is a highly efficient reconnaissance ship suitable for coastal patrol and trade.

However, the hold is too small, and at a comparable price, the sloop completely loses to the lugger in terms of driving characteristics. Improved weapons do not change the situation. In my opinion, additional guns only take up precious space in the hold. It is not worth buying a sloop, it is better to wait for the next ship - a schooner.

Average parameters
frame1000
speed13,5
maneuverability36
close-hauled7,85
hold750
team66
guns (caliber 12 pounds)16
price, gold18000

Schooner (class 5)

The good sailing performance of this ship, coupled with a capacious hold, made the schooner one of the most attractive ships as a merchant ship for mediocre merchants who cannot afford anything better.

The schooner is the first worthy ship for trade. Her hold is usually twice as large as that of a sloop, and her driving performance is almost identical. The armament of the schooner, as well as the armor, is also at the appropriate level - twenty guns will allow you to fight off small pirates. The only gripe is the price.

Average parameters
frame1400
speed12,5
maneuverability32
close-hauled7,5
hold1400
team105
guns (caliber 16 pounds)20
price, gold32500

Bark (class 5)

Bark is, in fact, a converted longboat. The barque is better suited for long-distance voyages. With a spacious hold and sufficient firepower, the barque is considered one of the best ships in its class. However, the design does not allow it to reach high speeds, and maneuverability fails. In terms of running performance, the bark loses. On the other hand, a small team and a capacious hold will allow you to transport goods with little blood. In addition, the barque is somewhat cheaper than the schooner.

Average parameters
frame1500
speed9,5
maneuverability26
close-hauled3,5
hold1900
team80
guns (caliber 12 pounds)16
price, gold30500

Caravel (class 5)

The unusual formula of the caravel deck makes it easy to identify this ship from a long distance by outlines. It is advantageous to use caravels for transporting large loads, especially since they proved to be unimportant as warships.

Excellent hold and weak combat characteristics. This is due to low speed and poor maneuverability. On the other hand - thirty guns (13 on board and two in front and behind), and the caliber is not bad - up to twenty-four pounds. Among the shortcomings, one can note a poor move in hauled winds, since all the sails of the caravel are straight. A caravel is fine as a "truck", but military cover is a must. Another plus is that a caravel is only a little more expensive than a bark, and the hold is almost one and a half times larger.

Average parameters
frame2300
speed9,5
maneuverability28
close-hauled3,5
hold3000
team175
guns (caliber 24 pounds)30
price, gold38500

Barkentina (class 4)

When the Spanish merchants realized that they were becoming easy prey for pirates in the Caribbean, they began to massively convert their galleons into barquentines. Thanks to the mixed sailing armament, the barquentine can move quite quickly in any direction. And although the transatlantic journey lasts a little longer, the barquentine will surely leave the pirates.

Excellent running characteristics and a good hold. An excellent ship for a scheme "from all legs". The hold, however, is not as spacious as that of a caravel, but the barquentine goes against the wind perfectly. Of the shortcomings, only weak weapons can be noted, but the price does not bite. The maximum team reaches two hundred people, which means that you can safely board a brazen pirate.

Average parameters
frame2300
speed10,5
maneuverability38
close-hauled9,5
hold2500
team195
guns (caliber 12 pounds)16
price, gold33500

Brigantine (class 4)

The legendary type of sailing ships. Fast and maneuverable, like a swallow, the brigantine soars over the endless expanses of the seas and oceans.

The brigantine has excellent running characteristics, although the price is only slightly more expensive than the barquentine. The hold, however, is very small, so the brigantine is hardly suitable for trading operations. The choice of a pirate or a privateer, but not a merchant.

Average parameters
frame2100
speed16,5
maneuverability52
close-hauled8,5
hold1200
team105
guns (caliber 16 pounds)20
price, gold32500

Flutes (class 4)

Flute - the ship is quite strong and large. It is great for long-distance voyages, but it is unwise to use it for military purposes. The flute is good as a merchant ship, since it is very difficult to find an opponent in its class in terms of the size of the hold and the strength of the hull. Flutes first appeared in Holland. They were built from soft woods to make the ship as cheap as possible.

The first ship for large merchants. Excellent hold capacity and good running characteristics, a fairly strong hull and a large crew. Yes, it is difficult for him to find an opponent in the class (only a galleon), but, as you remember, flutes were built from the cheapest types of wood. They were originally conceived as workhorses, and guns were mounted on them more for show. The flute is a true merchant ship, but it is also suitable for the “all-out” scheme, although it manifests itself best in guarded merchant squadrons.

Average parameters
frame3100
speed12,5
maneuverability36
close-hauled4,5
hold3200
team165
guns (caliber 24 pounds)18
price, gold50000

Brig (class 4)

The brig is often used as a merchant ship, but even more often as a warship. High speed and excellent maneuverability make it one of the most harmonious vessels. However, direct sailing rigging limits its ability to move in close-hauled.

The brig is good for the scheme "from all legs". Still, in battle, he is rather weak (only 16 guns). On the other hand, even a small number of guns can pay off thanks to maneuverability and speed, but there are pitfalls here too. The fact is that the direct sailing rig does not allow the brig to go steeply to the wind. The only reasonable use is to load up to the eyeballs and run.

Average parameters
frame2700
speed14,05
maneuverability44
close-hauled3,5
hold2000
team177
guns (caliber 24 pounds)16
price, gold41500

Galleon (class 4)

This is undoubtedly the most famous type of ship in history. A close relative of the caravel, the galleon is a clumsy but reliable ship that has served sailors for two hundred years. Easy prey for a real pirate.

They were used by everyone, but most often by the Spaniards. It was on the galleons that gold (as well as other goods) was exported from the colonies. The galleon is an excellent merchant ship, but not very important in combat. It's all about poor maneuverability and low speed. With such indicators, only the battle line is suitable for combat, but the relatively thin armor puts an end to this venture. The galleon is great for a merchant, and if he has a ship (or ships) to guard, legendary ship pays for itself in one flight.

Average parameters
frame3500
speed10,5
maneuverability31
close-hauled3,2
hold3600
team366
guns (caliber 12 pounds)20
price, gold53500

"Big" class

Corvette (class 3)

The corvette was designed as a ship with powerful weapons, but at the same time as fast and light as possible. As a result, corvettes have a weak hull, but are able to catch up with lighter ships and fight successfully with heavier ones. As a rule, the corvette was used as a patrol vessel, as well as an auxiliary warship.

The corvette has the thinnest armor in its class, but only a frigate can match it in speed, and it has no equal in maneuverability. However, a corvette is not at all suitable for trade, because a loaded ship is not so fast, and this is its main advantage. Each ship must be used in accordance with the specialization. Corvette is fast, nimble and relatively powerful ship. You can’t take a fort on it, but on the high seas it has no equal.

Average parameters
frame3200
speed15,5
maneuverability58
close-hauled4,6
hold2600
team202
guns (caliber 32 pounds)32
price, gold73500

Heavy Galleon (Class 3)

The Heavy Galleon is a powerful warship. Large-caliber guns, a strong hull and a large crew provide reliable protection for any cargo. Unfortunately, the heavy armor resulted in an even greater reduction in performance.

Heavy galleons eventually replace flutes (because of the hold) and regular galleons. Yes, in terms of driving performance, heavy galleons lag (and very noticeably) behind other ships in their class, but a huge hold more than compensates for all the shortcomings. Due to the low maximum speed, the heavy galleon is not suitable for the "all-out" strategy. Ideal application - "better not come" or "classic scheme". The armor is strong, and there are fifteen guns on each side, and the caliber is decent. The verdict is that the heavy galleon is great for armed squadrons, but it opens up only under escort.

Average parameters
frame5500
speed7,5
maneuverability23
close-hauled2,6
hold5000
team448
guns (caliber 32 pounds)36
price, gold100000

Pinas (class 3)

This ship is large enough and strong enough for long sea voyages. The capacity of its hold allows you to transport a large number of cargo, and weapons - to drive away pirates. However, in combat it lacks the agility and speed of a real warship.

The pinas is simply an improved version of the flute. Its hold is capacious, there are few guns, but it is cheap and fast. Cheapness makes pinas a workhorse, but it makes no sense to buy it - it's better to save up for a galleon.

Average parameters
frame3600
speed12,5
maneuverability32
close-hauled5,7
hold3600
team241
guns (caliber 16 pounds)18
price, gold62500

Frigate (class 2)

Fast and nimble frigates are a favorite of many captains for their good performance and firepower. A squadron of frigates could well smash the fort and sack the city.

In fact, the frigate is the first heavily armed ship (twenty guns aboard), and anything heavier plays the role of a floating fort. Meanwhile, the hold of a frigate is not as small as that of a corvette, so you can protect the squadron and carry additional cargo. Keep in mind that frigates have straight sails, so you won't be able to go straight into the wind.

Average parameters
frame5000
speed15,5
maneuverability37
close-hauled3,9
hold3200
team323
guns (caliber 32 pounds)46
price, gold150000

Warship (class 2)

A warship, outnumbering a frigate in number of guns, loses to it in speed and maneuverability. However, due to the strengthening of the hull and increase in size, some warships can be equipped with the heaviest guns.

A warship is just a weighted frigate. To tell the truth, the armor and additional guns went sideways to him - maneuverability and speed dropped significantly. It makes no sense to use a warship as a “truck”, since there is a heavy galleon one class lower, which is equal in armor, and you can carry more cargo. In addition, the galleon is much cheaper, and the speed in the presence of a military escort is not so important.

Average parameters
frame5200
speed13
maneuverability36
close-hauled1,8
hold4200
team435
guns (caliber 24 pounds)56
price, gold170000

"Huge" class

Ship of the line (class 1)

The battleship is a formidable force. Armed with the most powerful and long-range guns, with a very strong hull, it is able to successfully resist any ship at sea and destroy coastal fortifications.

Great ship for a "better stay away" scheme. Numerous guns, a solid hull, a large crew and a capacious hold. Unfortunately, it is hardly suitable for other schemes - it is too expensive, and in terms of hold volume it is not far from a heavy galleon. On the other hand, good speed allows you to apply the scheme "from all legs".

Average parameters
frame7600
speed12,5
maneuverability32
close-hauled1,4
hold5000
team571
guns (caliber 32 pounds)66
price, gold250000

Combat ship (class 1)

A warship is the development of a warship (essentially a frigate) by increasing the size and strengthening the hull. Huge and unwieldy, it carries several batteries of heavy guns and is manned by a large crew.

Good only for combat. Its hold is not much larger than that of a battleship and a heavy galleon, but the armor is much thicker, and there are as many as thirty-six cannons on each side. Suitable for the "better not come" scheme, but that's all. "From all legs" will not work, since the warship does not shine with speed, and there is no sense in the "classic scheme". Why guard an expensive ship when you can buy three heavy galleons for the same money

Average parameters
frame7700
speed11,5
maneuverability29
close-hauled1
hold5300
team523
guns (caliber 32 pounds)80
price, gold345000

Manowar (class 1)

Man-of-war is the most powerful ship in history. On three gun decks, it carries up to a hundred guns, and its hull is practically impenetrable for cannonballs. Unfortunately, the huge size and displacement of the ship limits its use. naval battles and siege of forts.

The largest ship of the line is great for a merchant. Surprised? The manowar has the largest hold, and the level of armor allows you to wait until the military escort has dealt with the enemy. Great for the "better don't come" scheme. There is nothing worse than five manovars. I remember how the punitive squadron of the Spaniards ran into me at sea ... With the very first salvo we sent the Spanish flagship to the bottom. Two and a half hundred cores are no joke. Especially when the caliber is forty-two pounds.

Average parameters
frame10000
speed10,5
maneuverability25
close-hauled0,7
hold7300
team850
guns (caliber 32-42 pounds)102
price, gold525000

Royal manowar (class 1)

Royal first class ship of the line. Terrifying firepower is combined with exquisite hull finishes and impressive driving performance. This is the greatest ship of all time.

Suitable only for war. To be honest, its usual modification has a much more capacious hold, and additional guns are not as important as cargo. Ideally, you can make the royal manowar the flagship, and let the “trucks” be ordinary ones. The same squadron configuration is also suitable for the "better not approach" scheme.

The royal manowar is the pinnacle of shipbuilding. However, it is only suitable as a flagship combat ship. For trade, it is better to adapt ordinary manowars, they are cheaper.

trade routes

In the Return of the Legend guide, we compiled a table of exports and imports of goods for all stores in the archipelago. Since then, the economic system has been slightly modified, and some goods have changed status. The new version takes into account all the changes since the "Return of the Legend" and the latest patches. Based on the table below, we will consider the optimal trade routes.

Types of trade

Certainly, economic system in Corsairs is far from ideal, it lacks changes in prices, demand, supply, and much more. The economy is simple and just asks for money to be made on it. The game is kind to the player who will be able to assess their strength. Let's take a look at a few trading techniques that are characteristic of the "Corsairs" (from time immemorial).

It is interesting: actually prices change. If you buy a lot of a certain type of product, the price of it rises (scarcity), and if you sell a lot, it falls (glut). That's only if something is exported somewhere, even the end of the world will not force the merchant to import this product.

Direct flight

By direct flight we mean the usual journey from point A to point B and back. We buy desired item, sell it and come back for the next portion. For direct flights, goods from the highest price category (black and mahogany, silk, gold) are best suited. Why? It's simple: you make a huge profit, and the faster you move all the goods, the sooner it will end and the sooner you can switch to another product. At this time, stores will replenish stocks. Distinctive feature- the method is only suitable if you have money for expensive goods. This is true, for example, for a squadron of manovars. You need to invest an unimaginable amount of money, but the return exceeds all expectations. The best use of the scheme is smuggling.

Chain

The essence of the chain is to highlight the group of goods that you will trade. For example, you buy ebony at the lowest price and take it to where they buy it the most. At this port, you buy another export item and take it to the next port. Etc. The scheme is difficult to implement as you need to be aware of quotes in all stores. Use the table and make the best route.

Circular flight

This method is, in fact, a mixture of the first two. You choose a starting port and transport the best goods to another city. There you buy another product and take it somewhere else. In the end, you must return to the first selected port. This scheme is the most difficult to implement, but it is also the most profitable - your ships will not be idle. Net profit, complete confidence and accuracy. The essence of the scheme is that when you return to the starting city, there will already be enough goods. In addition, you can change the round trip as much as you like, simply by choosing another product.

Goods of the Caribbean
Nuclei - - - - - E E - - - - And And And
Buckshot - - E - - And - - And - - And And -
Knippel - - - - E - - E - - E - - E
bombs - - - - - - - E - - - - - -
Powder To - E E - E - - - And - - - -
Provision E - To And E - - To And - E E E -
Weapon And - And E - - E - To And - And And And
Medications - To And - And To And E E - And And And And
Canvas And E - To - - - And And And - And And -
Boards - And - And To And - - E E To - - -
Cocoa And And And To And To - - E - And E E -
Coffee - E - E - - To - - E - - - E
Tobacco To - E - E - - And To And E And And And
Sugar And - - E E - And And To E E - - -
Wheat - E E - E - To And And To E - - E
Wine To And E - E - And To To And E E E -
Rum - And - - And - E E - - And E E -
El E - To And - - E E - E - E E E
Cotton E - E - E - To And - To E - - -
canvas E E - To And - E - E E And - - E
Leather - - And - And To And - E E And - - E
Silk - To To - - E - And - To - - - And
clothing - - - To And And - - And - And - - -
Ebony - E - - To And And To - - To To To To
Red tree E - To - To And - - E - To - - And
sandalwood E E E E - And - To - - - E E -
Cinnamon To To And And - E - - - E - E E -
Copra - - And And - To And - And To - To To To
Paprika And And - E - E - E - - - - - E
Fruits And To - And To - And And - And To And And -
Butter E E - E - And To - E - - To To To
bricks And - And And - E - E And And - To To To
Slaves To To To To To To To To To To To To To To
Gold - And - - And - E - - - And - - -
Silver - And - - - E E - - - - - - And
Nuclei - And And - - - - E And - - And -
Buckshot To And And And - - - E - E - And -
Knippel - - - - - - - E - - - And -
bombs E - - - - - - E - - - And E
Powder And To To To - E E E - - To And And
Provision E - - E - - - - - - To - -
Weapon - To To To And To To E - - To And -
Medications And - - E - And And - E And And And -
Canvas - And And And To And And And And To - - And
Boards - E E - And To To - - E E E -
Cocoa - E E - And To To - - E - - -
Coffee - E E - To E E - - And - E -
Tobacco - To To To And - - And - And - To -
Sugar E - - E - E E - E - E E -
Wheat - E E - E - - - - E And - -
Wine E - - E E - - E E - And To -
Rum E - - - E E E - And And And To E
El - - - - - E E - E - - E And
Cotton And To To To E - - And - E - E -
canvas E E E - And - - - E - - - -
Leather - - - E To And And To And And To To -
Silk And - - And - - - And And To - - -
clothing E - - - - E E And To And And E -
Ebony To And And - E And And - - E E - -
Red tree - - - E - And And - - - E - -
sandalwood - E E - And And And To And - E - -
Cinnamon - - - - E - - - E - - - -
Copra To - - And - - - To To - - E -
Paprika - - - E And - - To And To - - -
Fruits And E E - - - - - To And And - -
Butter To And And And To To To - E E - - -
bricks To And And And - E E - To To And - -
Slaves To To To To To To To To To To To To And
Gold And And And - - And And And - - E - And
Silver - - - And E - - And - - E - And

* K - smuggling, E - export, I - import, dash - regular price.

Destinations

In the final chapter, we will look at commodities and ports, and draw up some illustrative examples of trade routes.

First, take into account that the cities that are nearby have almost the same trade policy. In other words, if Havana imports canvas, then Puerto Principe imports it too. There are no short but profitable routes in the Corsairs. Or rather, they were, but with the release of patches, the easy life ended. Consider several routes for each type of trade.

Direct flight

The easiest and most expensive at the same time. Best choice for direct flights the most expensive goods: gold, silver, silk, ebony, mahogany and sandalwood. For a while, smuggling was one of the most profitable flights, but recently a smuggler has disappeared in a pirate city near Curacao (mahogany). Although store data indicates smuggling of goods, no one will buy it from you. And for the better. To be honest, having found one single route with enormous profitability, I abandoned all the others. Why waste time when you can earn phenomenal sums on multiple flights?

Scheme of direct trade in mahogany. The final destination is Fort-de-France.

Consider expensive goods in turn. Mahogany is sold at reasonable prices only in four colonies: Havana, Maracaibo, Marigot and Willemstad. The noble type of wood is considered to be smuggled only in Port of Spain and Fort-de-France. There are only two cities, and they belong to the French and the British. The shortest redwood route is from Curaçao to Martinique. Just remember to settle relations with other nations and take the appropriate flag in your skills. Unfortunately, trade patents are indispensable (unless you're playing as Holland). The second good route is from Marigot to the same place, to Martinique. Use it in case the stock of mahogany in Willemstad runs out. Havana is of little use for profitable trade. Nearby there are no ports with sufficiently high purchase prices, and the nearest "smuggling" cities very far.

Another acceptable option is a flight from Maracaibo to Martinique. This option is also suitable for starting a “half-chain”. Let's say you have a squadron of five manovars and you easily buy up the entire stock of goods in the store. It turns out that you are wasting time in vain, as you leave the hold empty. To get the maximum benefit, you need to start from Maracaibo, then look at Curaçao, and only then sail to Martinique. If things do not grow together with smugglers, you can simply sell the goods at a high price. They import mahogany, for example, in Bas-Terre. However, the difference in profits is very significant.

Let's count. With a stock of goods in the store at the level of 10000, you can buy redwood for an average of 250 gold. You can sell it to a store with the "import" tag for a price of 400 gold. If you do not have "Rat Gods", we will write off another 10% for losses from rodents. We multiply 150 by 10,000, and subtract 10% of the average losses from rats from the final profit. In total, you will receive 1,350,000 net profit. Not bad? And now let's count with smuggling. A unit of mahogany in Fort-de-France is taken for 700 gold. Multiply 450 by 10,000, subtract losses from rats, total - 4,005,000 gold. The difference is obvious.

On a note:"Corsairs" is partly a role-playing game. Try to play the part to the end. In particular, you can play without the save-load link. If something happens, keep playing no matter what. With this style, selling goods in "import" is perhaps the safest option.

Redwood is the best commodity for a direct flight, especially if you haven't gotten rid of the rats. Silk gray robbers absorb indecent quantities. Gold, however, is not touched, but there is no smuggling on it either. If you choose between gold, silver and ebony, choose wood. First, even with a larger volume, the final profit will be greater. Secondly, only a few colonies are “rich” in gold, and even then there is so little of it that the game is not worth the candle. Ebony, in a successful scenario, can be bought at an average price of 100 coins, and sold for 550. Gold, with its ratio of 650-820 (170 income per unit), cannot compete with noble wood in any way. The best routes are Cumana, Maracaibo, Cartagena - Fort-de-France.

We did not consider two products from the upper price range - slaves and sandalwood. It is impossible to make money on the first ones, because they are sold (and even with “import”) only in Bermuda, and you can get them only during boarding (you leave the survivors as slaves). But this income cannot be called permanent, besides, slaves can raise a rebellion, and when the rebellion is suppressed, someone will inevitably die.

Sandal, on the other hand, is a good choice for trading, but only if the stock of the tree has completely dried up. Sandalwood is considered to be smuggled in Charlestown and Santa Catalina. It's a pity, but these cities are too far from the main trade routes, so, in fact, you have two options: take sandalwood from Willemstad to Charlestown, and then stock up on mahogany in Marigot, or not trade sandalwood at all.

Chain

For the chain, the best goods are in the middle and lower price categories, since the “export-import-smuggling” schemes are much more diverse for them. Judge for yourself, mahogany, for example, we carry to Martinique (or St. the best prices. Ebony - right there. But bricks, wheat, rum, ale and other inexpensive goods you can sell and buy wherever you want, since the ratio of the purchase price of one unit of goods to the sale price is not so large. The benefit here comes from the quantity, not from the cost of a single sack of wheat.

The chain starts in Cartagena. The final destination is Fort-de-France.

It is interesting: the difference in the prices of purchase and sale for goods of the lowest category is not more than ten doubloons and rarely reaches even a double excess.

The first thing to do is to make a good itinerary. For a novice trader, buying trading licenses is very burdensome, so you should only trade with those ports where they don’t dream of letting you go to the bottom. Life is easier for the Spaniards and the Dutch. Many ports are open to him, which means you can trade anything. The question "where?" does not play a role, except that the distance between cities can somehow affect the choice of goods (route). Everything else is the same. Unfortunately, in "Corsairs" there is no binding of NPCs to any specific islands, ports or sea areas. You can meet in the deep rear of the Spaniards, on the Maine, a huge punitive squadron, say, the British. This is annoying, since the chance to escape from pursuit depends only on the course relative to the wind. Blowing in the back? Rock out. Not? So, they'll catch up.

It is important: Don't rely too much on the Master Navigator ability. Yes, it allows you to get away from a meeting on the high seas, but this does not mean that you will hide from any pursuers. In the most unfortunate cases, the menu will pop up every fraction of a second. In other words, after the refusal, you will immediately be offered to enter the battle - and so on until you agree. Or don't load the nearest save.

Consider an exemplary scheme using the example of the main character from Spain. The choice is not accidental. Spanish merchants live the easiest way. Let's say you start a chain in Cartagena. The nearest city is Maracaibo. We take a load of wheat, and in Maracaibo we buy a batch of sugar to bring it to Curacao. In addition, we fill the holds with gold and silver. Having sold sugar in Willemstad, we fill the hold with mahogany and sail to Kuman. There we will sell gold and silver, and we will fill the vacant place with ebony, which can be sold to smugglers in Fort-de-France. Starting with simple goods, at the finish line you will trade in the most expensive ones. The chain should be replenished exactly by the time you return to the starting point. If the goods have not yet appeared upon return, lengthen the chain.

In the resource-rich Caribbean Sea, there are many different trade chains, because the route is determined only by the opportunity to buy or sell a certain product.

Circular flight

Circular flight starting in Cartagena. Note that our beloved Fort-de-France is not included in the circle.

Any merchant should have a good map - as well as a whole bunch of more detailed ones. For dark deeds, you know...

The round trip example is simple. Let's take the route given in the "Chain" chapter as a basis and refine it a bit. The last city in the chain is Fort-de-France. To get a round trip we need to change Fort de France to Basse Terre. Of course, you will have to buy a trading license, but the profit is worth it. Looking at the table "Products of the Caribbean", we see that the French in Basse-Terre import ebony and mahogany, and export silk. Now you have a choice: either sail to Porto Bello and sell the purchased silk honestly, or hand it over to smugglers in Cartagena. To be honest, the second option is much better. By this principle, you can build a chain of such dimensions that you will be in literally sell and buy all of the Caribbean.



So, we figured out the trade. Of course, no article is enough for a comparative analysis of the profits from the sale of different products, but we have “built a foundation” on which you can create schemes yourself. Whether they are profitable or not, only a test flight will show. I wish you successful voyages and profitable transactions. You will especially need luck!

All information about quests that endlessly appear in the expanses of the archipelago

Governors Quests


Find an enemy infiltrator

Spoiler

We go out into the city and start a dialogue with the first citizen that comes across, if the dialogue contains the line "I'm looking for an enemy infiltrator" and "Who can confirm your words", then we approach each citizen and ask him about the infiltrator, the one who hesitates and cannot confirm actually he is his words - we lead him to the governor and close the quest.
If in the city, when addressing citizens, there is no above line of dialogue, then the scout hides in one of the houses or other premises. We go into each house in turn, examine the first and second floors - the person who does not automatically start a dialogue when you appear in the location and there is a scout - we talk with him, kill him in the dialogue and go to report to the governor.
If the scout is not on the streets or in the houses, then the governor has given you more than 1 day to complete this quest... sleep for a day


Sink pirate ship

Spoiler

After receiving the task, we go out to sea and call the "Sail to" command, we swim in turn to all the ships that are in the field of view of this team. Having swum up to the ship, if within a few seconds it has not changed the flag to a pirate one, we call the "Send a boat" command and board the ship, there we start a dialogue with the captain, select the line "I'm looking for a pirate ship in these waters, have you heard anything?", if the ship is not pirated, then the captain will answer no, if it is the ship you are looking for, then the cap will surrender himself and set his boarders on you, having killed them, we return to our ship and either destroy or board the ship that has become a pirate ship. If the ship is not a pirate one, then we swim to all the other ships in sight until we stumble upon the one we are looking for. If you still did not find the ship you were looking for, then swim for a couple of days on the global map.


Destroy a gang of bandits in the jungle

Spoiler

Having received the quest, we head to the jungle and go around all the locations in turn, including the bays and locations near the caves, the bandit or bandits will most likely run up to see you, after the conversation we kill them and go to report to the governor on the completion of the task.


Sneak into an enemy city to meet with an informant

Spoiler

There are two options to infiltrate an enemy city, the first is to buy a trade license (which will cost much more than the reward for successful completion) and hang the flag of the corresponding nation and go to the city through the port, and the second is to infiltrate the city after midnight from the side of the jungle, once in the city we go to the tavern without catching the eyes of the guards, we spend the night there, and in the morning we go to the right person, you can still try your luck (if the secrecy is great) and hang out the appropriate flag to get into the city on a ship by deceiving the fort, but better at night, otherwise you will run into guards near the port. You can’t raise an alarm, otherwise you will scare off the informant. After talking with the informant, we return to the governor and report on the completion of the quest.


Deal with smugglers

Spoiler

After receiving the task, we go to the tavern, there we talk with the smuggler at one of the tables, if we have smuggled cargo in the hold, then there will be a dialogue with a proposal to meet outside the city and push it more expensive, if not, then go to the store and buy at least one unit of smuggled goods (highlighted in red), then we return and make an appointment, the smuggler says in which bay they will be waiting for us, we go to the meeting point, enter into a dialogue with the smugglers, select the line about the governor, kill them, go to the governor for a reward!