Corsairs each have their own 36 pound guns. Corsairs: City of Lost Ships: merchants - game tactics and tips from experts
Where can you find big ships?
In the game “Corsairs: To Each His Own,” the developers have reduced the likelihood of encountering huge ships of the first rank. If you want to find them, you will have to use thematic forums.
After what will the countdown begin for the “Pirate Saga” quest?
After an entry appears in the journal that Helen entered your service as an officer.
How to make sure that Helen remains on the team forever?
For this to happen, you must fulfill the prophecy that the gypsy spoke about. And for this you will have to:
- Do not take a hundred doubloons from Gladys MacArthur as a reward.
- Give the found Hangman's chest to that same Gladys.
- Don't take the gun Gladys gives you.
- Address Helen by his mother’s last name – Sharp.
How to give Mary Kasper a Narwhal blade?
In order to do this, you must ensure that two conditions are met:
- When you meet Shark Dodson, ask about his clinic, Narwhal. After this, talk to the weapons master, Jurgen, to craft the appropriate blade.
- Get three pieces of meteorite ore and bring them to Jurgen. You can bring these pieces with you by purchasing from some seller or by finding a buried treasure inside. You can also find a meteorite at the bottom of the OS.
Where to rent warehouse space?
To rent a warehouse, head to Isla Tesoro in Sharptown. In addition, you can visit the capitals of each state. As for Isla Tesoro, the warehouse here is run by a merchant inside the store. Chat with him and you will see a dialogue phrase corresponding to the lease.
To rent warehouse space in other cities, you need to look into their shipyards and go to the back room to talk with the boss. If you contacted him for the first time, you will need to start the dialogue again, after which the desired phrase will appear.
Why are there no useful things in the treasure?
If you bought a map in a tavern, then keep in mind that you can only get a treasure of the first level, which includes ordinary weapons and amulets, as well as all sorts of jewelry. In addition, half of a map may be found in such a treasure. If you find the other half, you can create a second level map and get the corresponding treasure. In such a treasure one can often find unique weapon, not related to quests. And in general, you come across much more expensive and valuable loot, but there is still a chance that there will still be trash inside.
Where can you find guns larger than 32 caliber?
To find such weapons, you must capture enemy ships that have them, then remove them and transfer them to your own ship.
Is it possible to enter the service of a certain nation?
In this modification it is impossible to do this. All quest chains for nations have been removed from the game, but you can join the service of France, which happens according to storyline. In this case, you will be given an officer, a whole ship and equipment. If you agree, you will have to give 10% of the loot, and also avoid shooting at friendly ships. In addition, you cannot receive new quests.
A pirate, a free 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 carried goods for their own benefit), but I can say with confidence that the most profitable business in the Corsairs was trade. You can sink hundreds of ships, but you will not earn even a tenth of one successful transaction of a true merchant. We will talk about speculation in exotic (and not so exotic) goods in the vast Caribbean Sea.
From sloop to galleon and warship
Choosing a ship (or ships) for trading operations is a very responsible matter. In fact, the style of the entire game depends on it. You can choose a small ship and win due to speed, or you can equip a whole squadron. Of course, the difference in net profit will be very significant, but there is another side to the coin. It’s easier to evade pirates on a small ship, but a “heavy” squadron is clumsy and vulnerable. The impact of cargo on huge ships, such as the Manovar, is especially felt. It’s impossible to escape pursuit on a loaded trough to capacity, 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, evaluate your budget and figure out what style of play will suit you best. Decide in advance whether you will fight or run away when meeting ill-wishers. The fact is that there is no point in equipping 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 prosecution, and sometimes the price will be lower. And thirdly, you should select a product group. Some are cheaper, some are more expensive, but only you will lose money from rats, not buyers (and sellers).
On a note: There's a whole bunch of "Rat Gods" to be found in Tenochtitlan. If you are going to get serious about trading, it makes sense to complete this task first.
Depending on the strategy, you need to choose ships. In this chapter, we will look at each vehicle in turn, assessing their effectiveness in relation to cost and other parameters. Money is the main thing you need to pay attention to. How well this or that ship behaves in battle is of secondary importance, because for military raids a successful merchant can easily form a separate squadron.
Let's divide the ships into three groups: small, large and huge. Everything below third grade will go to the first. In the second - third and second grade. Huge ships - all first class.
So, after purchasing a ship of any group, the first thing you should do is decide on equipment and tactics.
It is important: Equipment tips apply to all ships within the group.
With all my might
If you decide to cut through the sea with great speed (and maneuverability) on a small boat, the first thing you need to do is sell the guns. Yes, you won’t be able to do anything against the pirates, but you don’t need that! The main thing is to leave, to break away, and for this you need to lighten the ship. In addition, guns take up space for cargo. The guns are great for dropping in battle, but they cost so much that it’s better to sell them anyway.
This is interesting: In Corsairs Online, dropping cannons is a common occurrence 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 provisions (provisions) and rum (for morale). Since you will not participate in battles, you can immediately forget about weapons and medicine. Weapons are needed during boarding, and medicine - after. If there is no cause, then there will be no consequences.
Sell cannonballs, buckshot, nipples and bombs after the cannons (or throw them away, they are still cheap). Gunpowder goes there - all this is not needed. True, it doesn’t take up much space, so you can, in principle, leave the grips and just a few guns to fire at the pursuers, and then make your legs.
To summarize: a strategy with light ships requires maximum speed movement, 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.
Better not come near
This strategy is valid for any variant of ships. However, its trading efficiency is slightly lower than that of all the others. The point is this: you equip the ship to its fullest extent (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 only useful 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. Heavy warships almost always 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 with the most “I don’t want to” to pick up speed, turn around, and trim. Please note that you will have nowhere to put loot from other ships, so you don’t have to take anyone on board.
Combat merchant squadron in all its glory.
This strategy reaches its maximum effectiveness (in terms of defense) when controlling manovars (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 maximum navigation skills. Otherwise, instead of fighting vehicles, you will get useless piles of wood and metal. As you know, the level of a mercenary depends on yours, and jacks of all trades are found only at the highest (fortieth 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. Don’t forget gunpowder - at least 250. Rum is optional, but 500 barrels will weigh 500. In other words, goods for combat 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 costs of repairs, and the team needs to be paid and maintain its morale. Officers also regularly demand wages, and the higher the level of the mercenary, the more money you'll have to pay.
Despite all the disadvantages of the strategy, it has one advantage - you can follow the plot and make trades along the way to maintain the budget. You won’t really earn money, but the costs of maintaining the squadron will not be so noticeable (which is no less important).
This is interesting: maintaining a thousand people costs almost two hundred thousand every month. Calculate how much money is needed 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. Besides, you can do whatever you want at any time, no one will force you to do it. But the profit in this case is not so impressive. A large merchant, managing an entire squadron, turns millions, and in some cases - tens of millions. He can sell (and buy) the entire Caribbean, but the level of preparation (and costs) are completely different. Highest level in trade business, in my opinion, this is exactly where the warrior-merchant occupies.
This is what a trade screen should look like for a self-respecting merchant. Information about the quantity of goods in all stores in the archipelago is purchased from the bartender.
What does this mean? It's simple - you don't run from the enemy, but drown him, but you don't spend half your cargo on weapons. Key moment- specialization. Each ship must perform a specific function. Only those who are suitable for this should fight. Naturally, the role of an escort should be played by the player, since the allies, although not stupid as traffic jams, cannot boast of complete adequacy. Practice shows that one single manovar with maximum caliber guns and full equipment can easily cope with a serious squadron.
In addition, do not 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 both sides at once, there is no doubt about victory. I remember that when I ran into a punitive squadron of five Spaniards, I sank their manovar in three salvos. Two of them, however, were critical, but even without them fifty guns cause significant damage.
Do not forget that the squadrons of other powers never consist of only manovars. Yes, only first class ships can meet, but so what? Warships and warships are no match for you. As for pirates, everything is even easier with them. You will rarely see even the simplest battleship among them (they are not in this category), and no matter how maneuverable corvettes, frigates and others are, several powerful salvos 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”. Fire the entire crew, hire the cheapest officers, remove the guns and throw shells, provisions, weapons and medicine overboard. This way you can achieve maximum efficiency when trading. Count for yourself: four completely empty ships (from 6500 to 8000 holds) and no 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 from smuggling, and to accumulate starting capital, complete tasks from merchants in cities. Do not forget that any merchant wants to fill out 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 ones that are not chewed by rats. For example, cannonballs, nipples, buckshot and bombs. Try not to take expensive items unless you have Rat Gods. Rats can easily eat all the fat. Because of these rodents, I have had to pay a fine out of my own pocket more than once.
Ships
Until now, there has not been a single clear analysis of the ships. 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, but the ships were not built on machines, and each had its own characteristics. Naturally, all this affects the price (sometimes quite significantly). In this chapter we will analyze the ships in order and in detail. Because the different strategies fundamentally imply different style games, a comprehensive assessment of the characteristics will be very helpful.
Ship characteristics
Not all ship parameters in Corsairs have a designation. Eg, number of permissible team measured by “seats”, and gun caliber- pounds. However, nothing is said about speed, maneuverability, or hold volume. In fact, everything is very simple. The developers most likely decided not to overload the player with unnecessary data (nodes, degrees and rolls), so they introduced abstract values for some indicators. Hold capacity, for example, is measured in units of "net load". “Net cargo” is the multiplied weight and volume, expressed in abstract game units. So the fruit basket occupies the “1” positions, and the ebony package occupies the “5” positions. The remaining characteristics are calculated using the same principle. Hull strength- these are the same virtual hits. If the mark reaches zero, you drown. Speed created to compare ships with each other, because you can only sail to another island on a global map. In the heat of battle, the one with the higher indicator will be faster. Maneuverability is calculated according to the same scheme. Whoever has a higher score is better. Only close-hauled calculated differently. The higher the number, the steeper you can go into the wind.
"Small" class
Tartan (grade 7)
Tartan first appeared in the Mediterranean Sea. Initially, it was a small fishing boat with a triangular sail, but its good performance made it a very popular ship for coastal voyages and trade between neighboring settlements.
A Tartana is essentially an ordinary boat, but with a sail. Its size does not allow it to travel long distances (although this is possible in the game), and general indicators say that if you sail on it, things are very bad for you. Fishing is not allowed in the game, and the tartan is only suitable for this. It is not suitable for anything and is only present in the game for decoration.
Average parameters | |
frame | 95 |
speed | 6,5 |
maneuverability | 46 |
close-hauled | 8,2 |
hold | 50 |
team | 10 |
guns | No |
price, gold | 350 |
Longboat (class 7)
A longboat is a large boat on which small cannons are mounted. It will never become a serious ship, but it is used for pirate or smuggling operations all over the world.
This is the same tartan, but slightly larger in size. The hold is usually three times larger, but the guns take up the lion's share of its volume. “Dead” armor and general uselessness are compensated by maneuverability and speed. An experienced captain will be able to escape any persecution on this vessel. Just save something?
Average parameters | |
frame | 200 |
speed | 13,5 |
maneuverability | 72 |
close-hauled | 7,5 |
hold | 200 |
team | 17 |
guns (caliber 12 pounds) | 8 |
price, gold | 2500 |
Lugger (Class 6)
A lugger is a small ship designed to transport cargo and guard small convoys. Despite the fact that the lugger is weakly armed and has a small crew, it is specially designed for both trade and battle. Many captains value the lugger for its speed and maneuverability, and small sizes allow him to make long sea voyages.
The first more or less serious ship, which, in principle, is perfect for a free trader. With this you can sink a pirate and transport something. Another thing is that the lugger is a small ship and not very strong, and only 12 guns are not at all impressive. Besides combat equipment occupies almost half of the hold. The only undeniable advantage is that oblique sails allow you to sail steeply into the wind.
Average parameters | |
frame | 700 |
speed | 14,5 |
maneuverability | 62 |
close-hauled | 9,5 |
hold | 550 |
team | 57 |
guns (caliber 12 pounds) | 12 |
price, gold | 14500 |
Sloop (class 6)
With a shallow draft and excellent sailing performance, the sloop is a highly effective reconnaissance ship suitable for coastal patrol and trade.
However, the hold is too small, and at a comparable price the sloop is completely inferior to the lugger in terms of performance. Improved weapons do not change the situation. In my opinion, additional guns only take up precious space in the hold. It’s not worth buying a sloop; it’s better to wait for the next ship - a schooner.
Average parameters | |
frame | 1000 |
speed | 13,5 |
maneuverability | 36 |
close-hauled | 7,85 |
hold | 750 |
team | 66 |
guns (caliber 12 pounds) | 16 |
price, gold | 18000 |
Schooner (class 5)
The good performance of this ship, coupled with a spacious hold, made the schooner one of the most attractive ships as a merchant vessel for middle-class merchants who cannot afford something better.
The schooner is the first worthy ship for trade. Its hold is usually twice as large as that of a sloop, and its performance is almost identical. The schooner's armament, like its armor, is also at an appropriate level - twenty guns will allow it to fight off small pirates. The only complaint is the price.
Average parameters | |
frame | 1400 |
speed | 12,5 |
maneuverability | 32 |
close-hauled | 7,5 |
hold | 1400 |
team | 105 |
guns (caliber 16 pounds) | 20 |
price, gold | 32500 |
Bark (class 5)
A bark is essentially a converted longboat. The bark is better suited for long voyages. Possessing a spacious hold and sufficient firepower, the barque is considered one of the best ships in your class. However, the design does not allow it to reach high speeds, and maneuverability fails. In terms of performance, the barque is losing. On the other hand, a small crew and a spacious hold will allow you to transport goods with little cost. In addition, a barque is somewhat cheaper than a schooner.
Average parameters | |
frame | 1500 |
speed | 9,5 |
maneuverability | 26 |
close-hauled | 3,5 |
hold | 1900 |
team | 80 |
guns (caliber 12 pounds) | 16 |
price, gold | 30500 |
Caravel (class 5)
The unusual formula of the caravel deck makes it easy to identify this ship with long distance by outline. It is advantageous to use caravels for transporting large loads, especially since they have proven to be unimportant as warships.
Excellent hold and weak combat characteristics. This is due to low speed and poor maneuverability. On the other hand, there are thirty guns (13 per side and two each at the front and rear), and the caliber is not bad - up to twenty-four pounds. One of the disadvantages is the poor close-hauled sail, since all the sails of the caravel are straight. The caravel works well as a “truck”, but military cover is required. Another plus is that a caravel is only slightly more expensive than a barque, and the hold is almost one and a half times larger.
Average parameters | |
frame | 2300 |
speed | 9,5 |
maneuverability | 28 |
close-hauled | 3,5 |
hold | 3000 |
team | 175 |
guns (caliber 24 pounds) | 30 |
price, gold | 38500 |
Barquentine (class 4)
When 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 rig, the barquentine can move quite quickly in any direction. And although the transatlantic journey lasts a little longer, the Barquentine will certainly escape the pirates.
Excellent running characteristics and good hold. An excellent ship for the “all-out” scheme. The hold, however, is not as spacious as that of a caravel, but the barquentine sails well against the wind. Among the shortcomings, one can note only weak weapons, but the price does not bite. The maximum crew reaches two hundred people, which means that you can safely board a brazen pirate.
Average parameters | |
frame | 2300 |
speed | 10,5 |
maneuverability | 38 |
close-hauled | 9,5 |
hold | 2500 |
team | 195 |
guns (caliber 12 pounds) | 16 |
price, gold | 33500 |
Brigantine (class 4)
Legendary type of sailing ships. Fast and maneuverable, like a swallow, the brigantine soars over the endless expanses of seas and oceans.
The brigantine has excellent driving 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 privateer, not a merchant.
Average parameters | |
frame | 2100 |
speed | 16,5 |
maneuverability | 52 |
close-hauled | 8,5 |
hold | 1200 |
team | 105 |
guns (caliber 16 pounds) | 20 |
price, gold | 32500 |
Flute (class 4)
Flute is a fairly strong and large ship. It is excellent for long-distance voyages, but it is unwise to use it for military purposes. The flute is good as a merchant ship, since in terms of the size of the hold and the strength of the hull it is very difficult to find a rival to the flute in its class. The flute first appeared in Holland. They were built from soft rocks wood to make the ship as cheap as possible.
The first ship for large merchants. Excellent hold capacity and good performance characteristics, a fairly strong hull and a large crew. Yes, it is difficult for him to find a rival 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 installed on them more for show. Flute is a true merchant ship, but it is also suitable for the “all-out” scheme, although it works best in guarded merchant squadrons.
Average parameters | |
frame | 3100 |
speed | 12,5 |
maneuverability | 36 |
close-hauled | 4,5 |
hold | 3200 |
team | 165 |
guns (caliber 24 pounds) | 18 |
price, gold | 50000 |
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 ships. However, the straight sail rig limits its capabilities when sailing close-hauled.
The brig is good for the “all-out” scheme. Still, it is rather weak in battle (only 16 guns). On the other hand, even a small number of guns can pay off due to maneuverability and speed, but there are pitfalls here too. The fact is that the straight sail rig does not allow the brig to sail steeply into the wind. The only reasonable use is to load up and run.
Average parameters | |
frame | 2700 |
speed | 14,05 |
maneuverability | 44 |
close-hauled | 3,5 |
hold | 2000 |
team | 177 |
guns (caliber 24 pounds) | 16 |
price, gold | 41500 |
Galleon (class 4)
This is undoubtedly the most famous type of ship in history. Close relative caravels, galleon - a clumsy but reliable ship that served sailors for two hundred years. Easy prey for a real pirate.
Everyone used them, but most often the Spaniards. It was on galleons that gold (as well as other goods) was exported from the colonies. The galleon is an excellent merchant ship, but unimportant in battle. It's all about poor maneuverability and low speed. With such indicators, only battle line, but the relatively thin armor puts an end to this idea. The galleon is perfect for the merchant, and if he has a ship (or ships) for protection, the legendary ship will pay for itself in one voyage.
Average parameters | |
frame | 3500 |
speed | 10,5 |
maneuverability | 31 |
close-hauled | 3,2 |
hold | 3600 |
team | 366 |
guns (caliber 12 pounds) | 20 |
price, gold | 53500 |
"Big" class
Corvette (Class 3)
The corvette was designed to be powerfully armed, 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 conduct successful battles with heavier ones. Typically, the corvette was used as a patrol vessel and also as an auxiliary warship.
The corvette has the thinnest armor in its class, but in terms of speed only a frigate can compare with it, and in terms of maneuverability it has no equal at all. 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 its specialization. A corvette is a fast, nimble and relatively powerful ship. You can’t take a fort on it, but on the open sea it has no equal.
Average parameters | |
frame | 3200 |
speed | 15,5 |
maneuverability | 58 |
close-hauled | 4,6 |
hold | 2600 |
team | 202 |
guns (caliber 32 pounds) | 32 |
price, gold | 73500 |
Heavy Galleon (Class 3)
A heavy galleon is a powerful warship. Guns large caliber, a robust hull and a large team provide reliable protection for any cargo. Unfortunately, the strong armor resulted in an even greater reduction in performance.
Heavy galleons eventually replace flutes (due to the hold) and regular galleons. Yes, in terms of performance, heavy galleons lag behind (quite noticeably) other ships in their class, but the huge hold more than makes up for all the shortcomings. Due to its low top speed, a heavy galleon is not suitable for a full-on strategy. The ideal application is “better stay away” or “classic scheme”. The armor is strong, and there are fifteen cannons on each side, and the caliber is decent. Verdict - a heavy galleon is excellent for armed squadrons, but only opens up under escort.
Average parameters | |
frame | 5500 |
speed | 7,5 |
maneuverability | 23 |
close-hauled | 2,6 |
hold | 5000 |
team | 448 |
guns (caliber 32 pounds) | 36 |
price, gold | 100000 |
Pinas (class 3)
This ship is large and strong enough for long sea voyages. The capacity of its hold allows you to transport a large number of cargo, and weapons to ward off pirates. However, in combat it sorely lacks the maneuverability and speed of a real warship.
A pinas is simply an improved version of a flute. Its hold is spacious, there are few guns, but it is cheap and fast. Cheapness makes pinas workhorse, but there is no point in buying it - it’s better to save up for a galleon.
Average parameters | |
frame | 3600 |
speed | 12,5 |
maneuverability | 32 |
close-hauled | 5,7 |
hold | 3600 |
team | 241 |
guns (caliber 16 pounds) | 18 |
price, gold | 62500 |
Frigate (class 2)
Fast and maneuverable frigates are very popular with many captains for their good performance and firepower. A squadron of frigates may well destroy the fort and plunder the city.
In fact, a frigate is the first heavily armed ship (twenty guns on board), and anything heavier plays the role of a floating fort. Meanwhile, a frigate’s hold is not as small as a corvette’s, so you can both protect the squadron and carry additional cargo. Keep in mind that frigates have straight sails, so you won’t be able to sail steeply into the wind.
Average parameters | |
frame | 5000 |
speed | 15,5 |
maneuverability | 37 |
close-hauled | 3,9 |
hold | 3200 |
team | 323 |
guns (caliber 32 pounds) | 46 |
price, gold | 150000 |
Warship (Class 2)
A warship, although superior in number of guns to a frigate, is inferior to it in speed and maneuverability. However, by strengthening the hull and increasing the size, some warships can be equipped with the heaviest guns.
A warship is simply a weighted frigate. To tell the truth, the armor and additional guns backfired on him - his maneuverability and speed dropped significantly. There is no point in using 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, a galleon is much cheaper, and speed is not so important in the presence of a military escort.
Average parameters | |
frame | 5200 |
speed | 13 |
maneuverability | 36 |
close-hauled | 1,8 |
hold | 4200 |
team | 435 |
guns (caliber 24 pounds) | 56 |
price, gold | 170000 |
"Huge" class
Ship of the line (class 1)
A battleship is a formidable force. Armed with the most powerful and long-range guns, with a very strong hull, it is capable of successfully confronting any ship at sea and destroying coastal fortifications.
An excellent ship for the “better stay away” scheme. Lots of guns, a strong hull, a large crew and a spacious hold. Unfortunately, it is hardly suitable for other schemes - it is too expensive, and in terms of the volume of the hold it is not far from a heavy galleon. On the other hand, good speed allows you to apply the scheme “with all your might.”
Average parameters | |
frame | 7600 |
speed | 12,5 |
maneuverability | 32 |
close-hauled | 1,4 |
hold | 5000 |
team | 571 |
guns (caliber 32 pounds) | 66 |
price, gold | 250000 |
Gunship (Class 1)
Warship - 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 served by a large crew.
Only good for combat. Its hold is not much larger than that of a battleship or a heavy galleon, but the armor is much thicker, and there are as many as thirty-six guns on each side. Suitable for the “better stay away” scheme, but that’s all. “At full speed” will not work, since the warship does not shine with speed, and the “classical scheme” is of no use. Why guard an expensive ship if you can buy three heavy galleons for the same money?
Average parameters | |
frame | 7700 |
speed | 11,5 |
maneuverability | 29 |
close-hauled | 1 |
hold | 5300 |
team | 523 |
guns (caliber 32 pounds) | 80 |
price, gold | 345000 |
Manowar (class 1)
Man-of-war is the most powerful ship in history. It carries up to a hundred cannons on three gun decks, and its hull is practically impenetrable for cannonballs. Unfortunately, huge size and the ship's displacement limit its use to naval battles and siege of forts.
The largest ship of the line is perfect for a merchant. Surprised? The manovar has the most voluminous hold, and the level of armor allows you to wait until the military escort deals with the enemy. Also great for the “don’t come near” scheme. There is nothing more terrible than five manovars. I remember how the Spanish punitive squadron ran into me at sea... With the 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 | |
frame | 10000 |
speed | 10,5 |
maneuverability | 25 |
close-hauled | 0,7 |
hold | 7300 |
team | 850 |
guns (caliber 32-42 pounds) | 102 |
price, gold | 525000 |
Royal Manowar (Class 1)
Royal first class ship of the line. Terrifying firepower is combined with exquisite hull finish and impressive performance. This greatest ship of all times.
Only suitable for war. To be honest, its usual modification has a much more spacious hold, and additional guns are not as important as the cargo. Ideally, you can make the royal manovar the flagship, and let the “trucks” be ordinary ones. The same squadron configuration is also suitable for the “better stay away” scheme.
The Royal Manowar is the pinnacle of shipbuilding. However, it is only suitable as a flagship warship. For trading, it is better to use ordinary manovars, they are cheaper.
Trade routes
In the Return of the Legend guide, we have compiled a table of export and import of goods for all stores in the archipelago. Since then, the economic system has been slightly modified, and some goods have changed status. New option takes into account all changes since “Return of the Legend” and the latest patches. Based on the table nearby, we will look at 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 begs to be made money. The game is kind to the player who can evaluate his strength. Let's look at a few trading techniques that have been common to the Corsairs (since time immemorial).
This is interesting: in fact prices change. If you buy a lot of goods certain type, the price for it rises (scarcity), and if you sell a lot, it falls (oversupply). But 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 a regular trip from point A to point B and back. We buy the product we need, sell it and come back for the next portion. For direct flights, the best products are from the highest price category(black and mahogany, silk, gold). Why? It's simple: you make a huge profit, and the faster you transport all the goods, the sooner it runs out and the sooner you can switch to another product. During this time, stores will be restocked. A distinctive feature is that the method is only suitable if you have money for an expensive product. 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. Best Application schemes are smuggling.
Chain
The essence of the chain is to select a 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 product and take it to the next port. And so on. The scheme is difficult to implement as you need to be aware of quotes in all stores Use the table and plan the best route.
Circular flight
This method is essentially 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. Eventually you should return to the first port you selected. This scheme is the most difficult to implement, but it is also the most profitable - your ships will not be idle. Pure profit, complete confidence and accuracy. The point of the scheme is that when you return to the starting city, there will already be enough goods there. In addition, you can change the round trip as much as you like, simply by choosing a different product.
Caribbean Products | ||||||||||||||
Cores | - | - | - | - | - | E | E | - | - | - | - | AND | AND | AND |
Buckshot | - | - | E | - | - | AND | - | - | AND | - | - | AND | AND | - |
Knippel | - | - | - | - | E | - | - | E | - | - | E | - | - | E |
Bombs | - | - | - | - | - | - | - | E | - | - | - | - | - | - |
Powder | TO | - | E | E | - | E | - | - | - | AND | - | - | - | - |
Provisions | E | - | TO | AND | E | - | - | TO | AND | - | E | E | E | - |
Weapon | AND | - | AND | E | - | - | E | - | TO | AND | - | AND | AND | AND |
Medicines | - | 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 |
Cloth | - | - | - | 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 | - |
Oil | 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 |
Cores | - | 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 |
Provisions | E | - | - | E | - | - | - | - | - | - | TO | - | - |
Weapon | - | TO | TO | TO | AND | TO | TO | E | - | - | TO | AND | - |
Medicines | 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 | - | - | - |
Cloth | 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 | - | - |
Oil | 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'll look at goods and ports, as well as some illustrative examples of trade routes.
First, keep in mind that cities that are nearby have almost the same trade policies. In other words, if Havana imports canvas, Puerto Principe imports it too. There are no short but profitable routes in Corsairs. Or rather, they were, but with the release of the patches, the easy life ended. Let's consider several routes for each type of trade.
Direct flight
The simplest and most expensive at the same time. For direct flights it is better to choose the most expensive goods: gold, silver, silk, ebony, mahogany and sandalwood. For a time, smuggling was one of the most profitable voyages, but recently a smuggler went missing in a pirate town near Curacao (Mahogany). Although store data indicates that the goods are smuggled, 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 amounts in just a few flights?
Direct trade scheme for mahogany. The final destination is Fort-de-France.
Let's look at expensive products one by one. Mahogany is sold at reasonable prices only in four colonies: Havana, Maracaibo, Marigot and Willemstad. The noble type of wood is considered 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 route for mahogany is from Curaçao to Martinique. Just remember to settle relations with other nations and take the appropriate flag in your skills. Unfortunately, you cannot do without trade patents (unless you play for Holland). The second good route is from Marigot to Martinique. Use it if the mahogany stock in Willemstad runs out. Havana is unsuitable for profitable trade. There are no ports nearby with sufficiently high purchase prices, and the nearest “smuggling” cities Very far.
Another viable 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 can easily buy up the entire stock of goods in the store. It turns out that you are wasting your time because you are leaving the hold empty. To make the most of it, you need to start in Maracaibo, then look at Curacao and only then sail to Martinique. If things don't work out with the smugglers, you can simply sell the goods at high price. Mahogany is imported, for example, to Basse-Terre. However, the difference in profit is very significant.
Let's do the math. With a store stock of 10,000, you can buy mahogany for an average of 250 gold. You can sell it to a store marked “import” for a price of 400 gold. If you don’t have “Rat Gods”, we’ll 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? Now let’s do the math for smuggling. A unit of mahogany in Fort-de-France costs 700 gold. We multiply 450 by 10,000, subtract the losses from rats, for a total of 4,005,000 gold. The difference is obvious.
On a note:"Corsairs" - partly role-playing game. Try to play the role to the end. In particular, you can play without the save-load link. If something happens, continue the game no matter what. With this style, selling goods to “import” is perhaps the safest option.
Redwood is the best product for a direct flight, especially if you haven't gotten rid of rats. Gray robbers consume silk in obscene quantities. True, they don’t touch the gold, but there is no smuggling of it either. If you choose between gold, silver and ebony, choose better wood. Firstly, 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. In a successful situation, ebony 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. Best routes: 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 former, because they are sold (and then with “import”) only in Bermuda, and they can only be obtained by boarding (you leave the survivors as slaves). But this income cannot be called permanent, besides, slaves can start a rebellion, and when the rebellion is suppressed, someone will inevitably die.
Sandalwood, on the other hand, is a good choice for trading, but only if the supply of wood has completely dried up. Sandalwood is considered smuggled in Charlestown and Santa Catalina. It's a pity, but these cities are too far from the main trade routes, so, in essence, 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 chain best products- middle and low price categories, since the “export-import-smuggling” schemes for them are much more diverse. Judge for yourself, for example, we transport mahogany to Martinique (or St. John's), since there the best prices. Ebony - right there. But you can sell and buy bricks, wheat, rum, ale and other inexpensive goods wherever you want, since the ratio of the purchase price of one unit of goods to the selling price is not so high. The benefit here is achieved big amount, and not the cost of a single bag of wheat.
Chain starting in Cartagena. The final destination is Fort-de-France.
This is interesting: the difference in purchase and sale prices for goods of the lowest category is no more than ten doubloons and rarely reaches at least two times the excess.
The first thing to do is to create a good route. For a novice trader, purchasing trade licenses is a very burdensome matter, so you need to trade only with those ports where they don’t dream of letting you go to the bottom. The Spaniards and the Dutch have the easiest life. Many ports are open to them, which means you can trade anything. The question "where?" does not matter, except that the distance between cities can somehow affect the choice of product (route). Otherwise everything is the same. Unfortunately, in Corsairs there are no NPCs tied to any specific islands, ports or areas of the sea. You can, deep in the rear of the Spaniards, on the Maine, meet a huge punitive squadron of, say, the British. This is unfortunate, since the chance of evading pursuit depends only on the course relative to the wind. Blowing in the back? Have a blast. No? So they will catch up.
It is important: Don't rely too much on the Skilled Sailor ability. Yes, it allows you to escape from a meeting on the high seas, but this does not mean that you will hide from any pursuers. In the worst cases, the menu will pop up every split second. In other words, after refusing, you will immediately be offered to enter the battle - and so on until you agree. Or don't load the nearest save.
Let's consider an illustrative diagram using the example of the main character from Spain. The choice is not accidental. Spanish traders have the easiest life. 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 shipment 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 Cumana. There we will sell gold and silver, and fill the empty space with ebony, which can be sold to smugglers in Fort-de-France. Starting with simple goods, at the finish line you will trade the most expensive ones. The chain should be replenished exactly by the time you return to the starting point. If upon return the goods have not yet appeared, extend the chain.
In the resource-rich Caribbean, there are many different trade chains, because the route is determined only by the opportunity to buy or sell a certain product.
Circular flight
Round trip starting in Cartagena. Please note that our beloved Fort-de-France is not included in the circle.
Any merchant should have good map- as well as a whole bunch of more detailed ones. For dark things, you know...
The example of a round trip is simple. Let's take the route given in the “Chain” chapter as a basis and modify it a little. 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 trade license, but the profits are 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 silk you bought honestly, or hand it over to smugglers in Cartagena. To be honest, the second option is much preferable. Using 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 to comparative analysis profits from the sale of various goods, but we have “built a foundation” on which you can create schemes yourself. Whether they are profitable or not - only a test flight will tell. I wish you successful voyages and profitable transactions. You will especially need luck!
Corsairs To each his own Characteristics Personal skills
Charisma is the ability to convince and captivate people. Affects the outcome of game events in situations related to the character’s personal charm or reputation. Depends on Leadership and Learning (A*0.9+T*0.1)
Rapiers and swords. Ability to handle rapiers, swords and other small tools at hand. Depends on Reaction and Perception (R*0.9+1*0.1)
Sabers and cutlasses. The ability to handle sabers and similar curved cutting and piercing weapons, which require not only strength, but also a certain dexterity. Depends on Strength and Reaction (P*0.6+R*0.4)
Broadswords and axes. The ability to handle heavy broadswords, axes and rare swords requires remarkable physical strength. Depends on Strength and Endurance (P*0.9+E*0.1)
Pistols and muskets. Ability to use personal short-, long- and multi-barrel weapons firearms, Requires dexterity and a certain amount of luck. Depends on Reaction and Luck (R*0.5+S*0.5)
Luck. Fortune. She's luck. Needed everywhere and by everyone! Depends on luck.(S)
Stealth. The ability to slip past enemy guards, evade pursuers in the endless ocean desert, or, like thunder among clear skies, fall upon a careless enemy. Depends on Luck and Perception (S*0.5+1*0.5)
Corsairs To each his own Characteristics Ship skills
Navigation. Ability to navigate a ship through storms and thick fog. Ability to use navigational instruments and manage squadrons. The largest and most formidable ship will fly like a bird, easily obeying the firm hand of an experienced skipper. Depends on Perception and Learning (G0.2+T*0.8). To operate a vessel of a certain class, a corresponding minimum level of Navigation is required: Class 1 requires 95 Navigation, Class 2 requires 80 Navigation, Class 3 requires 65 Navigation, Class 4 requires 45 Navigation, Class 5 requires 25 Navigation, Class 6 requires 01 Navigation. A lack of Navigation skill leads to a decrease in all the skills and characteristics of the hero (the so-called “minuses”, the appearance of negative penalty points in the characteristics). The penalty value is determined as the difference between the current and required Navigation value, in classes. For example, you have a navigation skill of 50 and a personal skill of broadswords and axes of 35, you start using a 2nd class ship, all your skills are reduced by 30 points, now the skill of broadswords and axes is 5 points.
Accuracy. One of the most necessary qualities for those sailing the sea. A real captain will not waste ammunition trying to scare away all the fish in the area. Every zapp is on target! You can’t do without Perception and Luck here (l*0.8+S*0.2)
Guns. Deftly equip the gun and, while the echoes of the shot have not yet died down among the bulkheads, fire, equip, aim again, not forgetting to douse the barrel with water in time, cool it down... nothing more - load, pickle, salvo! Depends on Learning and Strength (T*0.6+P*0.4)
Boarding. As carefully as possible, bring the ship to the enemy side, throw the grapples the first time and fall like an avalanche on the trembling enemy, sweep across the decks like a hurricane, etc. take the enemy ship with a well-deserved prize with minimal losses! All this requires considerable skill and experience, but the rich loot will easily repay all the efforts. Involves Reaction and Learning (R*0.7+T*0.3)
Protection. Day after day, the crew gets used to the ship, and now every sailor is worth a dozen newbies. Protecting your people during battle and preventing them from dying stupidly and senselessly is the task of a good captain and a clever strategist. Endurance and Leadership are equally important when mobilizing the crew to defend the ship! (E*0.5+A*0.5)
Repair. When the cannonballs fall on the ship like a merciless hail, they smash the sides into splinters and turn the sails into rags, when the tired hull trembles and groans under the blows of the merciless elements, and the wind tears the rigging like threads, Repair becomes the most important of the ship's skills. Endurance is crucial, then Perception
(E*0;8+1*0.-2)
Trade. The ability to profitably sell tomorrow what you bought yesterday on occasion. Knowledge of profitable trade routes, business acumen, careful accounting and a strong, spacious hold are always in the hands of an enterprising person. Learning and Leadership decide everything (T*0.8+A*0.2)...
Reputation. Reputation reflects society's attitude towards a character. The reputation of ordinary characters remains unchanged throughout the game: it is believed that their character has already been established and they are rather monotonous in their behavior. The main character is distinguished from everyone else by Authority, Fame and Honor. The hero's fame fades over time, and his actions are erased from people's memory. Bad things are forgotten more quickly, good things are forgotten faster. If you do not commit any serious actions, then the hero will be perceived by others as an “unknown adventurer.” Authority, Fame and Honor distinguish the main character from all other game characters. Authority is the assessment of the hero by his entourage (primarily the crews of the ships in the protagonist’s squadron). If the captain’s Authority has dropped critically, he is presented with a Black Mark and asked to resign voluntarily or forcibly. If Authority is high, the crew united around the commander can withstand any test with faith in the future! Fame shows what the popularity, celebrity, fame of the main character is. Any doors will open for a famous person, fans seek his attention, and opponents tremble at the mere mention of his name! A true hero cannot escape his nobility of spirit, altruism and high aspirations. From God's commandments and human laws. Honor shows what your hero most often leans towards. Honor grows as he saves the world and its inhabitants. Or it falls to the ugliest depths, from broken promises, committed violence and villainy. Honor depends on the character's actions and, in turn, affects how other characters in the game perceive him. However, if the hero leads a monotonous and measured lifestyle, chooses the least risky solutions, travels alone in deserted seas, his Honor and Fame slip away like sand through his fingers, striving for a neutral and uncomplicated middle. In the game, community memory is short and on average does not exceed half of the game year.
Corsairs To each his own Guns, culverins on your ships
3 pound guns Deck guns equipped with a turret. They have the greatest mobility and, due to their small size, with the least force and striking distance. They are often equipped with a replaceable breech, allowing for quick reloading. Range - 350, damage - x 1.0, reload - 10 sec. |
|
![]() |
6 pound guns Small guns, very popular on courier and merchant ships due to their light weight and ease of maintenance. Range - 450, damage - x 1.5, reload - 19 sec. Weight 6 c. |
![]() |
12 pound guns The main guns of a small navy, capable of firing at high elevation angles, which significantly increases the effective combat distance. They have high reliability. Range - 550, damage - x 2.0, reload - 31 sec. Weight 11 c. |
![]() |
16 pound guns Modern guns of the French type. Thanks to their progressive design, they cause more damage and at a greater distance, compared to ordinary half-guns, being slightly inferior to them in loading time, reliability and slightly superior in weight. Range - 600, damage - x 2.5, reload - 40 sec. Weight 16 c. |
![]() |
20 pound guns Guns of the highest caliber, allowing the use of red-hot cannonballs on the ship, which significantly increases the damage to the enemy. However, the length of the barrel leads to a noticeable increase in their weight. Range - 650, damage - x 3.0, reload - 48 sec. Weight 20 c. |
![]() |
24 pound guns The most balanced guns in terms of the main technical indicators. They are deservedly popular on military and expeditionary ships. Range - 700, damage - x 4.0, reload - 56 sec. Weight 29 c. pack 1 pc. |
![]() |
32 pound guns Large-caliber heavy guns, suitable for bombarding fortifications. Causes crushing damage to the body. Range - 650, damage - x 5.0, reload - 61 sec. Weight 40 c. |
![]() |
Half-culverins Long-barreled 8-pound guns on a special machine with a powerful frame and solid wood wheels... They have an increased firing range. Usually used to conduct a barrage Range - 700, damage - x 2.0, reload - 35 sec. Weight 16 c. |
![]() |
Culevrins Medium 18 pounder guns extended range, suitable for use on relatively small ships. Despite the amazing combat distance, they are distinguished by the incredible weight and durability of the equipment. Range - 850, damage - x 3.0, reload - 52 sec. Weight 32 c. |
Ballistics diagram for all guns. To try and compare culverins and 32 pound guns in battle, you will see that range is not as important as lethality.