No Treasure for Pirates

Aarggh... After I built Slave Markets where ever possible, because according to the Civilopedia they auto-produce workers every 10 turns, I accidentally discovered this:

attachment.php


:wallbash:

So apparently the Civilopedia "mixes" two different things in one entry:
  • An improvement named "Slave Market", which costs 10s, causes one unhappy face and increases production by 25% (which in totally corrupt towns of course amounts to nothing... :()
  • A small wonder named "Slave Fort", which costs 100s and produces a worker every 12 turns (not 10...)

So I guess I just wasted a lot of shields and money for an improvement which does in effect nothing but creating unhappyness... yeah! :goodjob:
 

Attachments

  • Slave Market.jpg
    Slave Market.jpg
    262.8 KB · Views: 201
NTR for the Peglegs as well... Sometimes the life of a pirate can be so boring... The seas are completely deserted. Has the Seamonster eaten everybody but us?!?

GPS to Eclipse/Swashbucklers
 
Swashbuckler turn

At Captain Scarlett's hideout, a young Buccaneer walks up to Captain Henry and clears his throat.

Umm Captain?
Yes?
The other Bucks saying some ships are sailing East and I want to know if I can sail with them Captain?
You may but you will be the only Buccaneer aboard
Why is that Captain?
Because the rest of the lads are traveling elsewhere that is why
 
If you ever need a replacement player, drop me a line!
 
There are positions available right now, for example I am playing both the Swashbucklers and France. Lanzelot is playing the Peglegs and England. It would be awesome if you would be interested in France which would open a huge dynamic in this game
 
Sacre Bleu! I am downloading ze scenario, tres vite.

I should be available for playing any savegames on the same address as the Zombies game.

Edit: vhy are zere two pediaicons.txt files? Vhich one is ze correct one?
 
GPS to Lord Cromwell

King Louis over hears a conversation just outside of his thrown room.

(Wise Man) There will be a Great Ship sailing the Trade routes very soon, It will appear from nowhere and it will be manned by the dead or rather the Undead and because of that, killing it will be almost impossible.



The King orders his Southern Fleet to return to their ports of duty immediately.

Special note; If the Undead are destroyed a very entertaining element of this game will not appear

Good news a job change!
Spoiler :
For the last 35 or so years I have been a Truck driver, for the last 10 years that has meant I was away from my home and staying in hotels and working long days like 14 hours, on those days it is tough to get to my laptop. I have submitted a resignation from that job but my employer thinks I am a valuable employee and has offered me a desk job, its a cut in pay but I will be home every night! We are very happy that I don't have to seek employment elsewhere. I have a transition/training period over the next few weeks, its very exciting
 
T010, Nov. 1656:

The Undead are not sailing the trade routes, they have made a surprise attack on the Slave Coast! :eek:

attachment.php


The siege of Namibia is aborted immediately and the troops rushed back to the defense of the Slave Coast. By a very happy stroke of luck, a convoy that was transporting reinforcements for Namibia, is close enough to reach the Slave Coast and unload its cargo there -- but by a hair's breadth: there was not one single movement point to spare... Anyway, now let's see how those skeletons like our heavy mortars... An assortment of 4 warships also joins the barrage, bones are flying left and right, and this is how the undead look afterwards:

attachment.php


We do expect, scattered as they are, they will now not attempt to storm the fortifications of our settlement, but who knows?!

In any case, we can reassure King Louis: don't be too afraid of the bone men, they are not invincible! Attacking them with mere muskets will probably not be advisable, but with enough good guns one can keep them at bay.

At Cutthroat Island, as the Undead there have recovered a bit, the English warships take up the bombardment again, redlining an Undead ship and two pirates.

GPS to Jarovid/Spain
 

Attachments

  • SlaveCoast.jpg
    SlaveCoast.jpg
    129.6 KB · Views: 196
  • SlaveCoast_after.png
    SlaveCoast_after.png
    73.6 KB · Views: 229
I was wondering, now that Takhisis took over France, will it make more sense if Eclipse lead both pirate factions?
 
I was wondering, now that Takhisis took over France, will it make more sense if Eclipse lead both pirate factions?

I agree with that but I recommend we fix a few bugs we have found and start fresh it will be well worth it. I'd actually be willing to play all 3 if pirates. I would prefer if the Undead had an additional plot of land to bump up their sheids by 1 or 2.
 
I'm torn: As much as I would like to fix the few glitches we found so far (e.g. missing lethal bombardment for Ships of the Line 2nd and 1st rate, worthless Slave Market improvement, etc.), I would not like to start over. 20 turns (counting the turns for England and Peglegs) is already quite a time commitment I would hate to see go waste, and also by now I have finally worked out some kind of way how England and Peglegs can "cooperate" to my benefit. Considering how huge Spain's advantage is in terms of cities & population, England and France would be quite hopeless to play, if we deprive them of their "helper nations". (And "population" is one of the main decisive factors in this game, as every major unit - even down to Musketmen - require 1-2 pop points to build.)

Also, what do we do to our story? It got already quite well shaped up...!

The Undead should have a Port already from the start, so they also get shields from water tiles.
 
Another thought just crossed my mind: I think that one factor which makes this game "playable" for the Pirate factions, is the "protection" they get from a major European power. Just look at the Pirates: two small towns with no production capacity to speak of... Admittedly they start with a couple very strong starting units, but after a very short period the European nations will have caught up with that (e.g. after researching the tech for Marines or Line Infantries). (The fleets of the European nations are already stronger than the Pirate fleets at the start of the game.)

So a determined European faction could easily
  1. sink the Pirate ships in the first 5-10 turns
  2. research Marines and build half a dozen of them (all the while the powerful Buccaneer units can do nothing but sit on their island and wait...)
  3. bombard and then capture the Pirate nests. (You have already seen the power of naval bombardment in this game at Cutthroat Island and in my previous report about the Slave Coast...)

So I estimate, if a European faction really wanted it, it could take the Pirates out of the game in less than 20 turns. The only factor that prevents this from happening: any European nation is quite aware that it will risk a major war with England and/or France, if it attacks "their" Pirate ally... So any major power - in particular Spain - will have to deliberate about what is the "lesser evil": allow the Pirates to capture a ship / raid a settlement once in a while (which should not be more than "needle stitches"), or risk a major war?

This, I think, is the main factor guaranteeing that the Pirates (and the fun we have with them) will remain in the game in the long term. (And therefore I think it is probably a good idea that you keep a good coordination between France and Swashbucklers, now that Takhisis is taking over France.)
 
BTW: good luck on your job change! I'm sure that other changes (hopefully all to the good!) will soon follow, e.g. more time with the ones close to you, and a more "settled down way of life"... ;)
 
I am also not inclined to start another game.

What Lanzelot said makes sense and it is probably the simplest way to continue.

----------------

NTR

GPS to Peglegs.
 
I love your story so far, I'm jealous actually, but with Takhisis will be better, I'm a fan I couldn't wait for his next post in our Zombie game, very entertaining!

Ok you're torn that means I have to say the right things here, maybe Jarovid will also think to much time has been invested. But I urge you to consider that to this point we have found several bugs that we could live with but would be much better to fix. We also have up to now to figure out a good corse to take with France England and Spain and with the unhappiness factor England must now live with I feel we can do so much better. I posted not long ago about a similar topic "asking to be open to a restart".

As both Pirates I will make it a rule that the Peglegs and Swashbucklers will not engage the same target, they would be played independently and as Pirates and open to Privateering, Bribes and Diplomacy.

As for the Undead I could play them too for the additional fun factor but the Rule to play them independently would also apply, although I could add that they could be Neutral to ships hiding their Nationality to include those that are European.

Ahh I see this post is a bit late. So I shall plead, please, I appreciate the time and effort you have invested here but I have honestly envisioned the scope of this game over many years and I know given the chance this time will be soon forgotten to what could lay ahead.
 
Lanzelot your point about the Pirates' protectors is absolutely a good point and strength and capabilities of the Europeans is a real awakening!
 
Naturalement I could easily adopt a pedantique position as ruler of la France, but I must point out that for some raison I am allowed to build City Défenseurs which are stated to be unbuildable, and have a defence of 1,000.

Where does the current game start? I want to read ze histoire first, so I can know what else is going on here.

I think les pirates should be governed by one same player, and then each of the powers not AI should be human, non?

Also, the game runs properly, besides the glitches and so on.
 
Page 8 about post 147 is where we began discussing this game.

So it looks like you are able to play that save, good.

As for the city defender if you have just one that city is indestructible, having more than one is a waste, I don't think they move or transported and require a particular resource to build
 
Yes, apaprently I cannot load them onto transport ships.

I'm feeling my way around the game, so I'll send the played savegame tomorrow or Wednesday.
 
Back
Top Bottom