*If you are planning for a building project that requires a lot of wood, go for additional sawmills they will pay off in the long run. In fact, such high price accelerates their ransom growth while lower end pirates would visit those facilities less often. *Set high end entertainment to max rank and gouge em' wealthy captives don't care for price. *Set low end entertainment structures to bargain and mid end entertainment structures to mid. *Build defensive decors and watchtowers in Pirate housing zones to keep pirates relaxed. *Build watchtowers and fear decors in entertainment districts to keep captives in line. *Establish entertainment districts near the docks entertainment structues radiate anarchy. *Build order decors in captive workzones away from pirate locations. *Keep captives calm with sufficient fear and perhaps order in captive workzones. *Keep pirates happy with sufficient entertainment facilities and designated defense zones. You can always take it down if you want to. The pirate working as an overseer there is paid in small but regular wages and the building itself requires no resources for erecting and maintenance. *Erect construction tents if you have unemployed pirates on the island and/or more captives than your stockade can support. *When constructing buildings, try to make sure the entrance is facing the road if the building can be rotated. *Build a cheap eatery and if you have enough wood, a brothel & salon. *If above is true, also kidnap courtesan and build a courtesan house. *If you manage to recover wealthy captives from cruises, build an inn and casino. *Hire a new captain for the sloop and press gang is insufficient is the crew. *Build a sloop it's reasonably powerful with a moderate wood cost compared to other ships. *Kidnap a shipwright or two then build a boatyard/shipyard and another dock. *If you have suffered casualties and have less than full crew, press some captives into service, particularly ones with high courage. *If stocked with enough weapons and crew, go cruising for money but save in case ship is lost or not satisfied with plunder then load. *Construct a church: captives will soon need it. *If you have a large amount of captives, build another corn farm and chuck tent. *Build a couple housing plots for pirates: doing so returns a small amount of cash and provides needed stashing and resting satisfaction. *Kidnap a skilled priest, you'll need him soon. *Build a graveyard cruising is risky business and some crew may die even if ship survives. *Or if you have a large amount of cash, build a black market and kidnap 2 skilled traders. *Build a weapons industry iron mine, blast furnace, and blacksmithy. *Kidnap a skilled wench, skilled cook, and skilled server if sufficient is your money. *If you have enough wood, build a second sawmill wood is a vital resource in this game and having a second sawmill greatly increases output in the long run. *Kidnap a skilled farmer and then build banana and papaya farms. *Build a few blockhouses for easy rest for captives. *Construct a smuggler's dive, a gambling den/animal pit, and a few wench houses. *When you have sufficient rations, raid settlements for captives, maybe a few times. *Construct a sea rations factory if you have none. Option4_detail: "Add a skilled gunsmith.A few things I can think of for what I do generally for the first years in most campaign scenarios: Option3_detail: "Add a skilled engineer." Option2_detail: "Add a skilled tobacconist." Option2_label: "Add a Skilled tobacconist" Option1_detail: "Add a skilled distiller." Option1_label: "Add a Skilled distiller" Option5_rule: "pick_random_event_page_3" Option4_detail: "Add a skilled blacksmith." Option4_label: "Add a Skilled Blacksmith" Option3_detail: "Add a skilled lumberjack." Option3_label: "Add a Skilled Lumberjack" Option5_rule: "pick_random_event_page_2" What I eventually figured out was the commands to change skill and add workers and add a monthly event to add a optioned worker or workers.
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