Jabie
Wanted in Monte Carlo...
Thought I'd give the Pirates a try and provide a little feedback. Bear in mind a) I suck at this game and b) I was looking for things to break.
1. Apparently pirates are religious. Build a church, hire a cassock and they'll start flocking towards you. Forget gold, your military prowess or even rum, it's the Fear of God that'll bring those buccaneers running.
2. The mouseover for the Sail to Europe button and the pop-up that appears when you are in the Atlantic, both say sail to Europe, but isn't Tortuga in the Americas. Perhaps the Europe string needs to be changed to Sail to Homeland, or even just Sail Elsewhere which opens a menu when you reach you destination: Africa, England, France, Spain, Portugal, Holland, Russia, the Atlantic, the Pacific, etc.) One possibility might be two buttons. One for sail to Homeland, one for Sail Elsewhere.
Sailing to other nations offers the possibility of a more dynamic market. If Cigars are popular in England and Cloth is popular in France, then you can make a profit by selling the right goods to the right markets.
European colonies can charge a flat 25% tax on goods not from their own colonies, so early on it's not in the Independent Colonies interests to sell to non-homeland countries, later on it becomes more worthwhile. Of course, selling to the kings rivals ought to cause a REF raise or dip hit at some point.
3. Pirates can employ FF. It's a struggle and you have to buy PP, but you can do it. Maybe the Pirates should have legendary captains instead: Francis Drake, Walter Raleigh, Blackbeard, Captain Kid, etc. Getting Letters of Marque and playing the European kings off against one another ought to be a big feature of being a pirate. Not too sure how you implement this in the game.
4. Errol Flynn be damned. Apparently the prefered weapon of a swashbuckler isn't a rapier, cutlass or flintlock pistol but a glaive. Seeing swashbucklers using polearms looks very wrong.
5. Swashbucklers waylaid! I found that because my swashbucklers had hidden nationality they were forever being bushwhacked when they past native villages.
6. Naval interception is the way to go, which is probably as it should be. However, sacking towns doesn't give you much in the way of Plunder, and there's no option to ransom the towns either (compare with the Vikings scenario in warlords) Raiding ancient temples and burial grounds ought to give a small Plunder bonus too, as that feels like a very "pirate" kind of activity. I never saw a foreign treasure so didn't get a chance to ambush one of those and see if I got any kind of Plunder bonus from stealing them and selling them in Tortuga.
7. There's a Pirate King, but without a Town Hall I'm unlikely to be able to rebel against him and without a REF, I'll ignore his every demand for cash.
Maybe Pirate Rebel Sentiment (let's call it Morale) ought to be based on your military record - lots of looting and pillaging (and Rum?) ought to raise Morale. Maybe you could "buy" Morale, by sharing out your loot.
Own at least five colonies and raise Morale high enough, then challenge to become the new Pirate King.
The loss of the Rebel Sentiment feature also affects your work rate. Independent colonies can ring out them freedom bells and get a better rate of return from thier workforce, no such options is availabvle for the Pirates.
8. Not especially pirate related, but shouldn't the Freedom Bell Achievement read "You have rung your first bell" and the Cros achievement read something like "You have preached your first sermon"
1. Apparently pirates are religious. Build a church, hire a cassock and they'll start flocking towards you. Forget gold, your military prowess or even rum, it's the Fear of God that'll bring those buccaneers running.

2. The mouseover for the Sail to Europe button and the pop-up that appears when you are in the Atlantic, both say sail to Europe, but isn't Tortuga in the Americas. Perhaps the Europe string needs to be changed to Sail to Homeland, or even just Sail Elsewhere which opens a menu when you reach you destination: Africa, England, France, Spain, Portugal, Holland, Russia, the Atlantic, the Pacific, etc.) One possibility might be two buttons. One for sail to Homeland, one for Sail Elsewhere.
Sailing to other nations offers the possibility of a more dynamic market. If Cigars are popular in England and Cloth is popular in France, then you can make a profit by selling the right goods to the right markets.
European colonies can charge a flat 25% tax on goods not from their own colonies, so early on it's not in the Independent Colonies interests to sell to non-homeland countries, later on it becomes more worthwhile. Of course, selling to the kings rivals ought to cause a REF raise or dip hit at some point.
3. Pirates can employ FF. It's a struggle and you have to buy PP, but you can do it. Maybe the Pirates should have legendary captains instead: Francis Drake, Walter Raleigh, Blackbeard, Captain Kid, etc. Getting Letters of Marque and playing the European kings off against one another ought to be a big feature of being a pirate. Not too sure how you implement this in the game.
4. Errol Flynn be damned. Apparently the prefered weapon of a swashbuckler isn't a rapier, cutlass or flintlock pistol but a glaive. Seeing swashbucklers using polearms looks very wrong.
5. Swashbucklers waylaid! I found that because my swashbucklers had hidden nationality they were forever being bushwhacked when they past native villages.
6. Naval interception is the way to go, which is probably as it should be. However, sacking towns doesn't give you much in the way of Plunder, and there's no option to ransom the towns either (compare with the Vikings scenario in warlords) Raiding ancient temples and burial grounds ought to give a small Plunder bonus too, as that feels like a very "pirate" kind of activity. I never saw a foreign treasure so didn't get a chance to ambush one of those and see if I got any kind of Plunder bonus from stealing them and selling them in Tortuga.
7. There's a Pirate King, but without a Town Hall I'm unlikely to be able to rebel against him and without a REF, I'll ignore his every demand for cash.
Maybe Pirate Rebel Sentiment (let's call it Morale) ought to be based on your military record - lots of looting and pillaging (and Rum?) ought to raise Morale. Maybe you could "buy" Morale, by sharing out your loot.
Own at least five colonies and raise Morale high enough, then challenge to become the new Pirate King.
The loss of the Rebel Sentiment feature also affects your work rate. Independent colonies can ring out them freedom bells and get a better rate of return from thier workforce, no such options is availabvle for the Pirates.
8. Not especially pirate related, but shouldn't the Freedom Bell Achievement read "You have rung your first bell" and the Cros achievement read something like "You have preached your first sermon"