Shop  •   Avatar  •   FAQ  •   Search  •   Memberlist  •   Usergroups  •   Profile  •   Log in to check private messages  •   Log in  •  Register 

Trading Guidelines
Post new topic   Reply to topic     Forum Index -> General Hints and strategies
View previous topic :: View next topic  
Author Message
Salty Dog
Sailing Master
Posts: 10060



191991 Gold -

PostPosted: Thu May 08, 2014 3:50 pm    Post subject: Trading Guidelines Reply with quote

I have not noticed a set of trading guidelines to follow. Most of us have this in our heads but not necessarily on paper. I'm talking about making money trading goods from one city to another. I know, we are pirates and our primary source of income is through plunder - capturing ships, taking their gold and then selling the ships and cargo for profit. However, you can have cargo vessels in your fleet and buy items at a low price from one city and sell them for profit at another city. Here are some guidelines I have found to be useful.

Item Buy at: Sell at:
Food 5 or less 7 or more
Luxuries 14 or less 20 or more
Goods 5 or less 10 or more
spice 15 or less 28 or more
sugar 5 or less 8 or more
cannon can't buy these 3 or more

Some record prices I can recall (not a perfect list by any means)
Food - sell for 10 at the Jesuit Missions
Luxuries I have seen these sell for over 50 gold
Goods Don't recall this very well, but 20 seems about right for a top price
Spice - I have seen a price of 73 per ton once
Sugar - I have seen it go over 20 a ton
cannon - 4 per cannon happens occasionally

Sometimes late in the game I will knock over the Treasure Fleet and have two Treasure Galleons as part of my fleet. They carry 140 tons, the most of any ship so they can make a lot of money for you. As a general rule, buy most items for sale in poor cities and sell in rich cities (except Luxuries, these can sell for more in Prosperous cities).

Hope this helps. This was probably brought up before and I did not see it.
Back to top
View user's profile Send private message Send e-mail
Captain Teague
Rigger
Posts: 1185



12207 Gold -

PostPosted: Thu May 08, 2014 4:50 pm    Post subject: Reply with quote

I've actually been thinking about trying a "pure trader" game, see how it goes. Thanks for the guide! FYI, an East Indiaman carries 140 tons as well, and is a bit faster and more maneuverable (though fewer cannons; but what's the point of 40 guns if you can't bring 'em to bear aye!?). I always keep the first one I find for hauling cargo. My usual fleet consists of;

Flagship: Pinnace/Mail Runner (if I can find a mail runner)
Cargo Ship: Large Merchantman/East Indiaman (if I can find an East Indiaman)
Backup Warship: Large Frigate/Ship of the Line (if I can bag a SotL).

I sail with around 200 or so crew, enough for my flagship and skeleton crews on the other two. This also leaves me enough room to recruit to take on cities/Montalbon as needed. It seems to work well.
_________________
The Code is the Law.
Back to top
View user's profile Send private message
fleetp
Boatswain
Posts: 3690



35863 Gold -

PostPosted: Thu May 08, 2014 4:56 pm    Post subject: Reply with quote

The native villages usually have food, sugar, and spices are very low prices.
Smile
Unfortunately they don't have large quantities. Sad
Back to top
View user's profile Send private message Send e-mail
Roland
Helmsman
Posts: 4083



22526 Gold -

PostPosted: Thu May 08, 2014 5:58 pm    Post subject: Reply with quote

Except for cities that specialize in a single item, a city with high prices for goods will also have high prices for luxuries. And a city with high prices for sugar will also have high prices for spices.

I like to find pairs of cities with opposite pricing structures and go back and forth between them. For example, Havana usually pays high prices for sugar and spice, while Florida Keys (if prosperous or wealthy) pays high prices for luxuries and goods. Another good pair is Santiago and Leogane. If one city is limited in its availability of things to buy or money to spend, I might have to add a third city to my loop.

If you're a duke, you can also pick off pirate ships while traveling between cities, use them for extra cargo space while you take them around for free upgrades, and then sell them with a few upgrades.
Back to top
View user's profile Send private message Send e-mail Visit poster's website
Salty Dog
Sailing Master
Posts: 10060



191991 Gold -

PostPosted: Thu May 08, 2014 11:59 pm    Post subject: Reply with quote

Roland wrote:
Except for cities that specialize in a single item, a city with high prices for goods will also have high prices for luxuries. And a city with high prices for sugar will also have high prices for spices.

I like to find pairs of cities with opposite pricing structures and go back and forth between them. For example, Havana usually pays high prices for sugar and spice, while Florida Keys (if prosperous or wealthy) pays high prices for luxuries and goods. Another good pair is Santiago and Leogane. If one city is limited in its availability of things to buy or money to spend, I might have to add a third city to my loop.

If you're a duke, you can also pick off pirate ships while traveling between cities, use them for extra cargo space while you take them around for free upgrades, and then sell them with a few upgrades.


Yes Sir! I do the same thing, once I hit Duke I capture the pirate sips and upgrade them for free. I make a lot of money that way.
Back to top
View user's profile Send private message Send e-mail
Guru
Gunner
Posts: 678



1240 Gold -

PostPosted: Sat Mar 14, 2015 12:41 pm    Post subject: Reply with quote

This is really interesting, I've always thought about doing a pure "Trader-game". These guidelines help a lot Exclamation

Maybe I'll try to define a challenge out of it, if I get back to the game anytime soon..

I think it should be something like:

-Start with a Fluyt or Merchantman (Dutch or English in 1600). Or start with a spanish ship and get a trade galleon first priority. This method can optionally also be employed if wanting to start in another era

-Only attack the quest ships (named pirates, Montalban, Raymondo, Mendoza). With the exception of..

-It is possible to upgrade your ship, by attacking the corresponding trade vessel of the next higher level, so you can upgrade like this:
-Fluyt -> Large Fluyt -> West Indiaman
-Merchantman -> Large Merchantman -> East Indiaman
-Trade Galleon -> Royal Galleon -> Treasure Galleon


Other than this, I think it should be possible to get the full 126 points as a trader (IIRC), although it will demand some patience... And getting the full ranks with all the nations may prove difficult without having the option of attacking the intercepting Privateers.. Maybe that should be allowed too (?)
Sailor
_________________
sparticus wrote:
Beware the Guru Worship
Back to top
View user's profile Send private message
Salty Dog
Sailing Master
Posts: 10060



191991 Gold -

PostPosted: Sat Mar 14, 2015 3:12 pm    Post subject: Reply with quote

It can be done, it means keeping your crew very small once you approach the time they would start to mutiny. Then keep trading and slowly you will be able to increase your crew size. I am willing to try this and report back. You will need the Quartermaster, Cook, 3-string fiddle and Concertina to help you along. I may try this later next week. Hi
Back to top
View user's profile Send private message Send e-mail
Captain Teague
Rigger
Posts: 1185



12207 Gold -

PostPosted: Sat Mar 14, 2015 5:41 pm    Post subject: Reply with quote

Guru wrote:
This is really interesting, I've always thought about doing a pure "Trader-game". These guidelines help a lot Exclamation

Maybe I'll try to define a challenge out of it, if I get back to the game anytime soon..

I think it should be something like:

-Start with a Fluyt or Merchantman (Dutch or English in 1600). Or start with a spanish ship and get a trade galleon first priority. This method can optionally also be employed if wanting to start in another era

-Only attack the quest ships (named pirates, Montalban, Raymondo, Mendoza). With the exception of..

-It is possible to upgrade your ship, by attacking the corresponding trade vessel of the next higher level, so you can upgrade like this:
-Fluyt -> Large Fluyt -> West Indiaman
-Merchantman -> Large Merchantman -> East Indiaman
-Trade Galleon -> Royal Galleon -> Treasure Galleon


Other than this, I think it should be possible to get the full 126 points as a trader (IIRC), although it will demand some patience... And getting the full ranks with all the nations may prove difficult without having the option of attacking the intercepting Privateers.. Maybe that should be allowed too (?)
Sailor

I say privateers be allowed, b'cause this game can't instigate battles, an' from a realism standpoint, if they has a fleet o' three, I think they'd kill not only th' target, but th' soddin' trade ship that be escortin' it! So instigate that battle, since th' AI can't do it!
_________________
The Code is the Law.
Back to top
View user's profile Send private message
Le Strange
Powder Monkey
Posts: 6



136 Gold -

PostPosted: Fri Feb 19, 2016 4:20 am    Post subject: Reply with quote

Captain Teague wrote:

I say privateers be allowed, b'cause this game can't instigate battles, an' from a realism standpoint, if they has a fleet o' three, I think they'd kill not only th' target, but th' soddin' trade ship that be escortin' it! So instigate that battle, since th' AI can't do it!



I never really noticed this until I tried being a merchant. I wonder why they made to where AI cant instigate attack? It makes you the ultimate trader though, minimum crew and no guns. That must be a 17th century merchant's dream run
Back to top
View user's profile Send private message
Mandiuscreel
Seaman
Posts: 171



3189 Gold -

PostPosted: Fri Feb 19, 2016 4:38 am    Post subject: Reply with quote

AI can't instigate attack, but pirates can lob shot at you that does real damage outside of combat. And if they get aggressive enough (some of the top ten can be), they can do enough damage to sink your ship.
Back to top
View user's profile Send private message Send e-mail
Display posts from previous:   
Post new topic   Reply to topic     Forum Index -> General Hints and strategies All times are GMT
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group