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Anything
>>
>>1656284
Lol I posted this last year. Are you still playing anon?
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>>1656284
will get to it one day.
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>>1656566

yeah, I'm slowly realizing how beautiful it is
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>>1656284

Come here dear boy and have a bath......
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>>1656284
Is Patrician good if I enjoyed Cutthroats?
>>
Thoughts on Patrician IV? Also is Port Royal IV worth playing?
>>
>>1656589
am i retarded or does pr2 just run beyond horribly on any modern pc, wouldn't there be mods to fix that?
also, is there really no option to utilize multiple ships in battles? why the enemy gets to have it all and i need to sweat with just one ship even if i have an entire fleet, shit's even worse in port battles, not an issue in patrician somehow
>>
>>1656978
I didn't like the visuals and how easy Patrician 4 was. It was also quite broken at launch. Haven't played PR.
>>
>>1656985
>why the enemy gets to have it all
Your ESL is showing.
>>
>>1656284
Jesus, how long does it take until I can build buildings in another town. Am I playing the game wrong?
>>
>>1657580
Trade with them and donate to their church.
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>>1656284
Been playing this for a while too, but I find the slow grind and ramp up to automated trading routes quite boring honestly. After you get a ship with a captain and have your first 100k, what is there to even do in this game?
>>
>>1657976
>he doesn't aim for total domination
weak
>>
>>1657580
2-4 shipments of shit they currently need.
Generally, you need to create an exchange of goods worth about 3-6k, depending on variables.
If you won't get city you trade with on regular basis open up after like 10 visits, you might be retarded
>>
i'm about done with the tutorial, does anon recommend i start on the campaign or on single game? basically i want to know if this game's campaign is a big tutorial where i get to practice the mechanics slowly one by one over multiple missions, or some ball bustingly hard challenge maps on a timer that have to be rushed through in one specific manner or you lose
>>
>>1658188
Play single game with a money amount as your goal. It's the best way to learn the ropes.
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>>1658220
thank
>>
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I just married I'm so happy
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I feel like Stockholm/Visby start and going all in on iron goods is either easy mode or just the best strat. Either that or Lubeck start and focusing on wine in Cologne.
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>>1658188
Campaign has missions that direct you.

As for the "it's boring/easy"... Well, you're supposed to be playing this game as someone who enjoys trade and production, so it's all about the process, and not some goals, which are achievable easily.
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>>1658285
Did you know that the pic of your potential wife indicates the social status that she'll provide you?
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>>1658656

this is my beloved
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>>1658656

forgot the pic
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>>1658069
ok i just assumed buying stuff from them boosted it but i guess not,
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>>1656978
Patrician IV was a visual upgrade, but the consensus is that they casualized many of the mechanics.

Unless you're willing to absolute micro absolutely everything, you're probably better off sticking with 3
>>
>>1658656
>>1658728
which part of the pic? the frame? the quality of the portrait?
or the text? i don't speak eyetalian but i think it says "if you marry her, her father will provide you with a notable dowry"
>>
>>1658952

probably the frame imo. the dowry it's just what stuff/goods you achieve after the marriage (a ship loaded with barrels, etc.)
>>
>>1658952
>which part of the pic?
I mean the picture itself. I haven't taken a look into the code but I did really a ton of empiric reasearch on that and it's definitely that some of the "women" pictured have higher chance of providing you benefits for you social status.
You'll notice that the numbe of portraits is limited and after a time they start repeating while the bride-to-be is a different one (other name, from other town).

>>1658952
>it says "if you marry her, her father will provide you with a notable dowry"
it always says the same thing because some of those who want to arrange your marriage are simply scammers. You only get 1 to 2 ships with some goods. The differences are only: what type of ship(s) you get, in what condition the ships will be, what type of good those ships have loaded. If you're unlucky you only get a nearly wrecked snaikka with 16 barrels of salt on it.

In my experience the goods are not really worth the trouble. Getting a free ship earlier is better than getting two better ships later. If your planning to run for mayor the social status of your wife and how many bambinis she'll birth you is more important.
>>
>>1658285
Based giocatore di perle FX. Going for the classic Lubeck run?
>>1658291
I swear I can't get to like Stockholm for the dear life of me. Every time the sea freeze is such a pain in the ass.
>>1658975
There is a picture somewhere with the stats of every wife I believe. Once I get home I'll try to find it again.
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>>1658975
>16 barrels of salt
Nice name for a pirate song.
>>
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>>1658952
>>1658975
>>1659040
Here we go, marrying a good wife will help you with council votes and so on, but in the end it won't matter so much. I've been able to get to Aldemar of the Hanseatic League without ever marrying. It's not really a big deal.
>>
>>1658285
BELISSIMO!!!!!
>>
>>1659094
roll
>>
>>1658943

I effing love Patrician IV in all of its senses. Go figure
Very comfy game
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>>1659040
Yessir, and I feel it’s going to be amazing (by the way, I’m OP)

>>1659103
Mammamia fantastico
>>
>>1659094
>the hottest girls have no or mid reputation
:(
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>>1658285
Congratulations anon. Best wishes on your special day, to a long and happy marriage.
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>>1659106
GO.
>>1659123
Nice. Well, I get the feel that most of Patrician and Port Royale players are either italians and spaniards because of FX Interactive, or germans because Ascaron was a german house. Also, how is going? Post some update.
>>1659127
Truly. I usually marry one of the average reputation ones because most of the others are ugly as fuck.
>>
>>1656284
I still have the physical copy for the base game + addon lying around somewhere.
>>
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>>1659283
It's going quite bad lol
I'm a noobie, I wanted to be a good pirate but then I've been slained by these true badass black flaggers

As far as I'm learning, stealing is not so useful, because then you have to pay back the double. Maybe it could be useful just to obtain new ships without building them
>>
>>1659283
11 or 66 pls
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>>1659427
easiest way to obtain ships is taking them from pirates. and I don't mean those who attack merchants but those weak ass suckers you'll meet on side quests that you can take in taverns sometimes
>>
>>1659427
>>1659452
To add to this: the best way to obtain new ship is to farm the escorting quests you get in the taverns. Once you are about to get to the target city you will br attacked by a scripted pirate. He usually has either a snaikka (goletta) or a hulk (galeone). Since it's scripted he will try to get in melee range and assault your ship, even if he get to single digit saikors. Bomb the shit out of him and you will get a free hulk. I usually avoid to get those because 1) crayers (caravelle) are the superior choice especially if you are a Cologne-enjoyer like myself and 2) because if you want to go hulk it's better to just build them in the same shipyard as it will level up and build better ones (early and pirate ships have usually less cargo space than later ones if you start at the earlier start date). But hey, if you are starting they can be a good asset, especially if you need money as you can just farm and auction them off.
Captcha: NGG0RR
>>
>>1656927
are there nude ladies in the bath when you set your sex to female at the start?
>>
>>1660337
>Set your sex to female at start
I believe most versions of the game won't allow them to do so btw. Also no.
>>
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>>1660452
what? I'm pretty sure this was an option.
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>>1660337
I wish they were
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>>1660452
correct, pickles only, there are no clams in this chowder
>>
In Germany wasn't Patrician III actually just II +expansion?
>>
>>1661170
Yeah, iirc that is the way the game is known in Germany and maybe it got like this to England. It has also a different video at game start than the Spanish and Italian versions. It all depended on who was the publisher, like with Imperium that has very different naming across the world.
>>
>>1659452
Those ships are crap though. You have to repair dowry boats and pirate ship captures twice as often as the ones you buy in the shipyard.
Always sell, never use unless you are waiting for your ship to be produced.
>>
>>1662943
Yep they are the crappiest hulks you can find. They are only worth if your shipyard doesn't produce hulks yet and you REALLY need more ship asap.
>>
In any case it's fun how beside Patrician III and Port Royale II, no game has really managed to fill this niche. I would unironically pay for a modern Patrician game that was not made too easy or with shitty uglo 3D graphic. It would also be nice to ser a game like this set in the mediterranean sea with the 4 merchant republics in early middle ages or Venice later on, or I don't know, something like Port Royale but on the global scale with India and other colonies.
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>>1663974
>managed to fill this niche

been trying to get my fill with pat IV
try it out
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>>1663987
I own the dvd of the game but I never played a single game. I've heard a lot of stuff about the game, but the fact they say it's way easier than Patrician III was, and the fact that battles were shit (like, you had cannons right away in 1300 and enemy ships were way too fast) didn't really make me want to try it.
>>
>>1656284
i loved sinking and or capturing pirate ships. oh those memories
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>>1666611
i love being a pirate instead, even if it costs me a lot of money
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>>1666611
>>1667173
I used to love being a pirate a lot, especially in Port Royale 2, but then it became too easy. Usually after the first years there is no way AI will lose to you so it just become farming. One thing I remember very fondly of PR2 was captains duels, kino. Back in the days I hoped so much something similar would be in a new Patrician game but Patrician IV arrived too late and feels too plastic and generic to me.
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For me, it's port royale.
https://www.youtube.com/watch?v=BScMuwCaJfY
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>>1668513
Absolutely patrician tier
>>
Can somebody explain the different setting to me? I feel like they did nothing except for making the people super demanding.
>>
>>1670318
About what?
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>>1670445
what do these do? Number of ships and starting capital is obvious. Needs of citizens I also notice changes. But what do the others even do?
>>
>>1670538
I'm on my way to work so I can't check, but on top of my head:
>Difficulty level of trade
It will make gain margins lower so you won't make money selling wood or grains.
>Difficulty level of reputation
It will make you gain less reputation points for every action of yours, be it trade or feastes.
>Needs of citizens
It's harder to prevent cities from starving and people from bitching, that is a huge part of the game in 1300 start date
>Difficulty of sea battle
I don't remember what changes as I usually play with that to max, maybe the level of enemy captains
>Pirates activity
The number of pirates and how much they will be strong
>Activity of the Prince
How easy is to piss the prince down and how strong his armies will be. You could think is a stupid thing to worry about as it rarely affect your stutf but it's actually important. The Princes usually attacks other town and it's not easy for a lot of them to defend, especially at 1300 start date. It can lead tona death spiral where cities can't really get back on their feet without your help, meaning less market where to sell your stuff and lower production. It will affect more the cities with whom you can't trade right away.
>Starting capital and number of ships
Self explanatory.
>>
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> You could play Port Royale instead
>
> But you will never know the comfy of pulling into winter port in right ahead of the massive storm, and riding it out at the tavern with a horn of mead and wenches while your ship repairs during the snowy whiteout
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>>1672180
I honestly don't know if it's the 3d or the ui or both but Patrician IV it's for me a but soulless.
By the way, a new kalipso sea game just dropped, it's a renake of sorts of Tortuga. I have still to check it out:
https://store.steampowered.com/app/1604250/Tortuga__A_Pirates_Tale/
>>
>>1672180
>I honestly don't know if it's the 3d or the ui
ui.
>>
>>1672180
that looks cold. cold is not comfy. carribean pirates, now that's comfy
>>
>>1672765
Is it good? Idc about goys from steam.
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>>1673912
When I noticed battles seemed to be turn based I decided not to waste my money on it. The reviewers familiar with the older Tortuga or Port Royale games say it's shit, while who didn't know the original games or is thinking about older games say it's mediocre and need work. Tldr it's shit and Kalypso is shit and I don't think I'll ever buy one of their games again until they implement real time battles again.
>>
>>1674381
Yea the real-time combat was better
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>>1675805
This is what happens when corpos decide to go cheap. It's easier to program and balance turn-based combat than real-time combat. In Patrician 3 (and Port Royale 1 iirc) you could use all of your ships against all of the enemy ships. Despite being interesting is also a pain to controll your fleet in a good way. AI controlled ships whill behave in a very stupid and erratic way, cutting into each-other and with ship not able to fire or friendly fire damaging your ship. In the end the only viable way to fight was to let most of the fleet go and use th best positioned ship do all the hard work.
Port Royale 2 solved this having you use one ship against all the enemy ones, so it turned pretty quick into 1 vs 5, not the best solution imo. The various type of ammo made things a bit easier though, and captain battles helped saving sailors life. All in all, I always got the feeling sailors were kinda hard to get for your big ships, and also what you really wanted not to waste in battles.
Port Royale 3 had the opposite issue: it was too easy. I don't even remember why, I just remember that it didn't matter what happened I was always going to be on top in sea battles.
Then they introduced this shitty turn-based combat presenting it like an improvement, while it was just them being lazy and overall a downgrade to console years pirate games.I'm playing a pc game, not Fire Emblem on a shitty portable console, gimme real-time blood shedding.
>>
How do you break into late game profitability? I'm Lord Mayor of Lubeck (set up to repel sieges easily), have production and routes set up on four high margin goods (iron goods, wine, skins, whale oil, a bit of cloth) and a few lower margin ones (beer mostly), along with infrastructure supporting stuff. Costs have risen along with my profits though, and while I'm pretty liquid (several million in the bank) I'm mostly dancing up and down. I could probably get back into the black ink by getting rid of less used trading posts, but I'd rather grow than shrink. Now that I'm grabbing lots of high margin goods money, is there some serious alpha I can dig into? Loans seem pretty low-reward.
>>
>>1673899
>anon has never drank hot coco under a blanket in front of a warm fire, watching as the snowflakes dance outside his window.
>>
>>1676315
How hard are you price gouging? I've been selling to the towns until they have one week of resources in storage and buying from them up to three weeks. Production is pretty expensive. Are you producing in the ports where they have "effective" production of the goods? Trading with the Mediterranean might also be an option.
>>
>>1676315
Buying or building the 'good' housing pays for your fleet. Your fleet pays for building up or dominating the next town by trading, then you buy more real estate and increase your fleet. This is the whole gameplay loop.
I beat the game with 20 towns with a counting house, 38 convoys and a couple hundred each of houses and businesses. At this point you just corner the market on every commodity and the CPU player can't do a thing about it.
>>
Hey bros.
I bought patrician 4 a long time ago when it was new but have long sense forgotten my password and I just don't want to have to deal with kalypso's bullshit. Is there any way to easily block the kalypso launcher?
>>
>>1659283
Rollann
>>
>>1673899
>cold is not comfy
>carribean pirates, now that's comfy
>having a smoke and a joke in a tavern by the fire
>sweating your balls off in a 110 F gun deck as men shit themselves to death around you
The food was certainly better in the Caribbean, but I'm going to go North Sea region as the better choice.
>>
>>1676867
Just get it from gog-games.
>>
>>1656284
I've somehow never heard of these. Thank you anons the high middle ages and early modern periods are my favorite.
>>
Guys is there any other games like this? Seems like nothing comes close.
>>
>>1656589
Which one should I play first? Port Royale 3 or Patrician 3?
>>
>>1676428
I do trading post buying / selling at production points and hubs and have ships selling in loops and moving goods between hubs. I only produce in effective places, I'm making iron goods, pig iron and timber in Stockholm, Skins and salt in Riga, Beer and Hemp in Gdansk, Bricks and Pitch and a bit of iron goods in Lubeck, Whale Oil in Aalborg, and Wine in Cologne. My goal in setting up the auto-trade loops is to set them up such that the ships return to the starting point with a little bit of high-margin goods left over, to ensure they're selling all they can without taking up too much space.

I haven't tried expeditions, maybe I should build up a hulk fleet and try my luck at making some big windfalls that way.

>>1676652
Being a landlord is a cash cow? I figured it was a money sink to develop cities to increase production, maybe I should throw a couple million in timber and bricks at this in my hubs.
>>
>>1677478
Yes, being a landlord is a cash cow in Patrician IV. every two patrician houses at 80% occupancy will pay the operating costs for two ships in a convoy. The return on burgher housing and peasant housing isn't quite as good. Don't know if this was true in III, although most things are the same between installments.
>>
>>1677362
Patrician 3. Then Port Royale 2 (two), not 3. 3 is shit easy and suffer a severe lacking of kino. The only good thing of 3 is that you can became a lord pirate (and that port royal 2 runs like shit on modern systems) but for me that game never really clicked.
>>1678596
It was a good strategy in 3 too, but how many people actually decided to live in your houses depended on your reputation. If you wanted to increase production you were forced to build houses anyway, and cities could REALLY grow because if this. My Cologne was massive with tens of thousands of inhabitants. By that point most of the wages you pay to your workers basically go back to you with rent and stuff sold to the city and some more.
>>
I'm trading iron goods and just doesn't seem to be enough demand, as I expand my snaikkas. Do I switch to another high profit good? They say you shouldn't invest into production businesses too soon...
>>
>>1677348
There is an obscure game called Trade Empires that looks kinda like a land-based Patrician, I've wanted to play it but it doesn't seem to work on modern systems. Not sure how similar but its also an economic trade simulator game it seems made by the devs of Imperialism 1 and 2 which also have a heavy focus on trade and economy.

As well the Anno series is somewhat similar but not quite like Patrician.
>>
>>1679678
Fuck didn't think to meet someone else that played this. Trade Empires was very good, it's a shame it won't work on my pc.
>>
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>>1679725
Yeah, this game is utterly forgotten but has a great concept - you go through history playing various commerce driven civs from ancient Egypt and the Indus Valley to modern day UK focus on building up your trade empire much like Patrician 3. Wish someone would make a new sequel or at least a spiritual successor with this concept.
>>
>>1679641
Trade all of the consumer goods that are more valuable on a per unit basis than beer; if you find you are finding it difficult to offload any particular one start demanding a better price before you buy more units of it. The game is set up to force you to trade multiple to make full use of your ship cargo capacity.
>>
>>1680012
The soundtrack was very good, the sheer variety of goods ans scenarios was really interesting too, from China to Middle Ages Europe to Modern Age indeed. I also quite appreciated the fact you are not actually the "king" or the ruler, you are just a merchant family and your role is to attract and manipulate population distribution. I loved to attrack so many people my main market became massive. The only thing I didn't like too much was the hard cap on merchant number. Also sometimes the random position of goods really fucked you and forced you to restart. Fuck now I want to play again.
>>
>>1680161
Same I might have to get a VM up and running just to play it again, I'll keep working on it see if its at all possible. There are so many old forgotten games like this you can't get running on modern systems these days.
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>>1680161
The number one thing that prevents me from replaying it is production processes changing.
It's a fun idea in theory in that it forces you to rethink your logistics and adapt, but in practice the fucking micro you have to go through modifying half your trade routes makes me want to jump out the window.
Still, love the concept. It's basically Transport Tycoon with proper supply and demand and the coolest theme out there. Nothin beats plopping down a market in a great spot and finding out you've just founded Samarkand.
>>
>>1680287
Let us know bro, wanna jump on it if I can but I'm a pc brainlet so I never actually tried.
>>1680296
Yeah it basically forces you to always keep money reserve to asjust your trade and production. It doesn't bother me, but if you want to reach high scores you are basically forced to replay scenarios. Then again, that's part of the fun.
I also remember AI was good and always gave me bad time.
>>
>>1677348
I'm surprised nobody mentioned The Guild, especially 2. It's very buggy, yes, but I got hundreds of hours of fun out of it. Nothing like Guild 2 Renaissance, accruing wealth, then using that to bribe your way into becoming mayor and eventually even king.
>>
>>1680395
What is the difference in gameplay between Patrician III and The Guild II?
>>
>>1682250
More direct control, I'd say. You choose someone to marry. Once you do, you can control her as well as your character. When you have children, you can send them off to get an education (depending on your noble rank) and when they're adult, you can control them, too. Especially important when your original character dies.

Same with politics. When you are elected into office, there are many other positions, mostly above you. All positions come with powers. Maybe you can set the tax rate, or the harshness of the penal system, or you can command the town guards. But on multi-town maps, that only counts for the town you are elected in. Of course, once you have more family members, it also means you can totally stack the political offices with your dynasty, like patrician families used to.

Man, this makes me want to play again. Still, the bugs are a big thing. I remember some of the maps in Guild 2 Ren are so fucked, that if you send your kids off-map for an education, they'd return in a dense forest they can't path out of and be stuck there for the rest of their lives.

And the lack of abstraction messes with scale. Towns, at their peak, will have a visible population of less than a hundred people. We're talking about major ones like London or Hamburg. Same goes for businesses. You'll be the most enterprising dynasty of the Holy Roman Empire, but only employing a total of 30 people or something. So yeah, it's got major issues, be warned.
>>
>>1682774
Scale sadly was an issue of many early games (let's just ignore modern games as well), so it's not really an issue. This sounds so interesting, it basically go deeper in a lot of sides of Patrician III I didn't like, like the fact you are le immortal merchant overlord and that having a wife and kids has no effect whatsoever. I have to find the time to play this. Anything I should know apart from the bugs? Like, compatibility issues? Also, how many goods are in the game? Can you trade by ship as well?
>>
>>1680012
I wish there was something like Empire Earth only with trading.
>>
My friends... MY FRIENDS!!! glorious tidings, a patrician thread.

I am currently trying to reach some sort of distinguished rank. I am good enough to make money, and reaching a million in a year isn't too hard for me if there's nothing terrible happening across the Hanse.

I generally buy skins from the Russians and Estonians and sell to the northern Germans, in exchange for iron goods.

The first problem for me quickly building trade routes like this is it results in a snaikka carrying up to 50,000 worth of merchandise. This is a magnet for pirates even on low activity.

My response is to start building up many crayers, filling then with sailors all armed with cutlasses, and then doing a few things.
1. Making convoys (time efficient but expensive I believe)
2. Keeping a 5 strong wolfpack at sea near my shipping lanes. When a crayer or snaika is attacked, ideally it flees and is merely plundered and not captured. Then the wolfpack chases the pirate fleet and initiates combat. Set all ships to board except for the leader (which must have firepower.) You will generally wear them down even if you don't win boarding fights outright. You can speed things up by firing with the convoy leader too, and they can also move in to board any survivors. This way you get a very large number of ships very quickly, though you need to deal with the horrible controls.
3. Set up many more routes with fewer goods on each ship. This works especially well with fast light crayers, but it's tedious because you can't skip fleeing combat)

Dealing with the pirates is one thing I'm trying to do. But how do I effectively build industry? I'm making a lot of iron goods, but the production costs are scaling linearly with production. I want to become more efficient. Do I need to make demand somehow?

This ties into my final question, if I want to become an alderman or mayor, is it enough to build a lot of buildings, or must I increase the population of the town?
>>
>>1680094
Cannot confirm. Trading is a bie complex than that. For example, you can make more profit selling salt than pitch. Spices are a fraud. It seems like you can make a fortune per unit, but the demand is simply like 5 units a week.
You can use this to make the citizens happy but it's not really worth if you're only targetting profits.
>>
>>1682831
>compatibility issues
None that I know of.

>how many goods are in the game?
Would have to lie, don't know by heart. But it's way more than Patrician 3, and there are production chains. Like wood and iron could make an axe or something. Man, it's been too long, don't remember a good example.

>Can you trade by ship as well?
Only on some maps. Some are landlocked. Sadly it's kind of off-screen. You can build a little dock, build a ship, load it with goods, and then it travels off-map to trade. At least that's how I remember it, might be wrong on this one.
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>>1680326
Its actually running now, I don't even think I did anything but it runs slow as hell. I'm thinking setting it to windowed mode helped so maybe this can be played without needing a VM after all. I also downloaded the patch the game had and installed that too. If I can fix the lag this can finally be played.
>>1683030
That sounds interesting, though I always liked Empire Earth for building up armies and walls the most and invading the enemy cities.

Have you played the Anno games?
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>>1683229
I only played the first one I think. Was it Anno 1602? Yeah, it was fun. Military actions sucked ass in Anno, that's why it felt like a pure builder and not a real RTS (which I'm not complaining about)
I heard that later Anno games added lots of new fancy goods but I haven't played those games.
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>>1683044
>a snaikka carrying up to 50,000 worth of merchandise.
That's the reason you should use craigs. When captains' skills are high enough pirates won't be ever able to touch them. So, if you don't wanna deal with pirates, just go with craigs convoys, it works.
>how do I effectively build industry?
The answer is population. You need to increase the population of the cities you visit around the Hanseatic League, the more inhabitants the more demand the more money you make out of of your goods. An easy way to do it is to store everything in your warehouses and set sell prices so your personell will sell goods when the city needs. A good city needs 2 weeks worth of most of the goods to thrive. Also, bonus money if you build all the housing of your cities, your workers will give you back the money you spend on them.
> I want to become an alderman or mayor, is it enough to build a lot of buildings, or must I increase the population of the town?
How do you not increase the population of the town if you are building lots of buildings? Also, back in the days when I first played PIII I remember becoming governor without building much stuff, I just let AI deal with it and made my money out of piracy and trade.
>>1683045
>spices are a scam
That's because your cities are tiny. I can't find my old saves but here is a screenshot of my last game of last year. This Cologne is only around 18k and consumes at least 15 spices (picrel) every week. Now, if you import spices, you are supposed to distribute them around a lot of cities, especially the ones far in the north-east, and to arrive them from the British Channel area you gonna need around a week.
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>>1683044
>>1683950
Also I forgot to add, do NOT build warehouses. They'll cost you way more than just how much you will spend automatically renting space when needed.

>>1683229
Fug that's nice, let us know if you manage to make the game work because I really really need to scratch that itch.
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>>1683950
Come on, man. 15 spices a week is a joke. If you compare it to over 500 barrels of beer. Or 180 units of cloth. I wouldn't even bother providing spices unless it comes with minimal effort. Especially considering that spices isn't even a good that makes people sperg out when it's not there.
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>>1684088
It's about profit margin. The margin of selling spices is way more than the margin of selling beer. In any case, I'm not talking of trading either beer, clothes or whatever, or trading spices. I'm just saying that spices can be profitable too, but you need a good system to distribute them in far away cities and that you should aim for bigger cities, with a lot of rich citizens.
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>>1684144
the spice mechanic can be a trap in the early game. it's probably best to just pickup the free spice drops that appear via the land routes to places like thorn and bruges.

later game, when you have lots of convoys and storage, it's a great mechanic to vanish large stocks of any of the tradable commodities.
you win once by temporarily making demand (and price) go up for something that you already over-producing, and then again when you come back with a boatload of cheap spices that you can slowly sell off from all your different counting houses at the maximum profit margin
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Alot of goods seem to be noob traps in the early game it seems
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>>1684238
There is spice drops in Thorne? Most famous spots to harvest is London, Bruges and Cologne. I am playing the unmodified standard map though. I don't think that drops are visible in the editor though.
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>>1684238
This is exactly what I do.
>>1684276
Also yes. Early game it's better to just stick to tools, beer, and in a minor fashion fish and clothes iirc. I usually do the following:
>Make my first money with the above goods
>Find a captain
>Set up a basic trade route to cover the "safe" cities
>Set up the office administrator to stockpile what I need (usually at least what I need for a feast) and sell everything else for a good enough margin
>Set another better and more detailed route to include all the cities and set it to buy and sell basically every goods that is worth trade
>Now the cities are growing so it's easier to sell stuff
So yeah, trying to trade stuff like meat and wool at start date is a noob trap and can fuck easily your economy. Cities are too small to make it worth to buy this stuff.
Another noob trap ia building a production building just "because you can". You should always have your production in cities with a strong production, and if you can, where you can make everything you need for the whole production chain.
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>>1683950
I've been trying to increase the population of my city. I got to the point where I have 28 ships and I'm a chancellor. Pirates aren't much of a bother, but I really want to grow the city. It is sitting at 2500 and won't go up. The problem I'm facing is setting up supply.

I tried making 2 universal goods convoys with 3,000 cargo capacity each. Their role is to buy as much as it can of nearly every good for a decent price (buy MAX all.) They then offload everything to my home administrator, who sells to the town once it hits a price (each price I determined by selling 2 weeks' consumption worth of that good, and then setting the minimum sale price to that sale price.) The problem is everything is stocked so unevenly, and I'm losing money on odd goods.

I realise I should probably set amounts for each good, and I should probably also break up the convoys so that I can focus on different goods for different classes with different convoys. E.g. a crayer convoy for rich goods, a hulk convoy for bulk beer/fish/grain/timber, etc.

>>1683952
I made one and saw the problem immediately. The tax on warehouses is 480 for 200 cargo, whereas 'emergency' rental cargo is 1 per extra cargo.
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>>1684611
From what I see, the city really needs beer, and you are overproducing timber. The poors of your city need beer, grains and fish at a reasonable prices. Grains and fish will never really be profitable, expect to run these at a loss, but beer is very lucrative. That's what your city should never lack, and you should keep at least a month worth of supplies in your warehouses. You should also decrease your timber production and match it with how many you need for the iron goods production. This on top of my head.
The idea of setting two different kind of convoys is not bad, but you could also just move up and down the different goods in the trade route setting to define priority, just drag the name of the goods up or down. Do keep in mind that slow ships will get attacked more easily, and you will need to spend more on defense.
Lastly, from time to time it can happen that you get a lot of leftover goods on your convoys and warehouses. A good trade route should always account for the cities you visit needs and never take too much of anything. Let's say you go Lubeck>Rostock>Stettin>Gdansk, you should check the weekly needs of fish for all these cities and never load too much in your convoys. In any case, sometimes buildbups will just happen. Just sell everything, goods you don't need just sit in your warehouse and cost money, it's better to sell at a loss if it will enable you to run with more efficiency your trade routes. Also, you could set all of your routes to drop everything they have in your main city warehouse, and have them start by taking what you want to redistribute elsewhere as the first step.
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>>1684797
no pottery? seems like a reasonable choice to counter timber overproduction to me
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>>1684611
yea i think you bought too much. might want to set limits.
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>creating a new town
yay or nay?
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>>1684860
Iirc pottery it's something needed by middle class citizens, but you are not gonna have them if your poors aren't happy before, so the request would not be terribly high. I mean, it's not a bad idea to make some, but in my games pottery is that one resource that always accumulates on my boats and warehouses.
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>>1685707
You may want to save before doing it. It's a bit of a debated issue, but tldr while the new city should be able to produce the goods which have the greatest supply shortage in the Hanseatic League, the settlement will actually always produce something else due to some programming error (I heard that the game will look for the goods in the german alphabetical order but in the files the order is another one, I don't know if it's true). So i.e. a beer shortage will lead tothe new city producing iron goods, and so on. Also, it's really hard to influence what goods are in shortage in the whole League, so it's basically rng.
What we do know is that:
- a new city will almost always have 3 effective production, but no ineffective one;
- if the city produces oil, then it will have ineffective fish, but that's all;
- it's not possible to produce skins, only to import them (they will magically appear in the warehouses of the city);
- if one of the missing resources in the League is spices, then your city will only have 2 productions, and not 3.
I honestly can't be bothered with all of this, so I'll always just wait until something interesting came up and I'll be content with that. It would be good to have wine in the baltic, but then again, it wouldn't be really realistic to have wine production in 1300 Lithuania.
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>>1685763
I would be honestly interest to know how it's decided where they launch the new town. There are a few location that are clearly preferred. Some that are rare. A few that I only saw appearing once. And some that are marked as possible locations in the editor but never actually appeared as a new settlement.
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>>1685768
Yeah, I usually get either Newcastle or Windau. Also, I believe you have no control of where the new city will be, and what the city map will be.
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>>1684860
I've found raw products to be... At least easier to make money from than finished. Finished products, if set up right, look like they can compound income after a point... But never do. Better to build houses and farms.
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>>1686315
To me the most profitable business have always been beer and iron goods, situationally wine. What seems to never be a good investment to me is meat and leather, and skins can be a pain to set up too.
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>>1687208
Making a load of pig iron in Oslo and shipping it back to a giant iron goods Lubeck can work but if something goes wrong SHTF so badly your career is over. The payoff? Population and an okay profit margin, maybe 25% on your IG product.

Better to make a huge consumer base by making farms is my thinking. Beer profits flow from that.
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>>1687208
this is good advice. generally the more expesive inputs you need to provide, the faster it goes south. everybody likes beer. make beer. skip the luxury goods until you have large cash reserves
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>>1687208
At the risk of displeasing all the Beer Guild acolytes itt, beer is the literally babby's first business good. It's 20 years ago when I player this game for the first time. I sucked at it, it took me like hours to get to the point where I could even build anything and yet I still know that the brewery was my very first production facility. It's cheap, it's handy. You don't have to fear to go bankrupt and the output is easy to get rid off.
But beer as a trading good has a higher reputation than it deserves when you actually look closer at it.
Best example is when you try to sell beer on expeditions. Even with a good deal you get like a margin of maybe 25 per unit. Say you can sell 2000 units: makes a nice profit of 50000. Or does it? When you count the costs of a convoy that capacity with a capacity of 2000 tons and calculate the costs for 20-30 days plus ca. 15 days that the convoy will travel throught the Hanse first (because let's be honest: nobody is stupid enough to forego the opportunity to set up your trading centre in the Baltics). Means this will keep the entire convoy occupied for about 35-40 days. Then, you will inevitably have to repair the ships, which at this scale can also sum up to a big amount of money. Not to mention if the convoy gets attacked by pirates or sails in a storm. Those repair costs alone can sum up to 20000.
But wait there is more: repairing costs time. Time that you could use the ships for something different. Also you think that you don't need to pay you sailors during that time. But actually when you fire the crew and then try to hire new people once the repairs are done, you won't find them all in one city, so you have to travel just to get your crew back, meaning that there's more costs to it. Adding all the micro you have to put into it, I can say that it's simply easier to let the entire crew on hire even when repairing.
So, yeah, in the end there will be not much if any left of that 50000 "profit".
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>>1688496
I was more part of the Iron Goods Guild to be honest. I added beer too because if you start in Lubeck you are gonna exchange your iron goods for beer in Stettin and Gdansk and make good money while you go back home passing through Malmo or when you go to Oslo to take pig iron. If you start in Cologne or the North Sea in general, you will get your beer in Hamburg (Bremen just never works for me for some reason). The last time I played I took a big liking to Cologne so I ended up playing there. In any case I also think beer is more profitable later on, like here in my screen >>1683950 where Cologne has just 18k inhabitants but they drink 550+ barrels of beer every of week. Now imagine this multiplied for every city you visit, and the more inhabitants you have in those city the harder it became to satisfy them. Usually their needs became so big I don't have the luxury of exporting beer in the Mediterranean.
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>>1688108
Cannot agree with this. Luxury goods are the money makers in the very early game. Especially skins you can buy for 700, 800 a piece and sell them for 1000-1400. You can make 400 profit on a single unit and sell up to 10 pieces at once. Considering that you can trade other goods as well, this helps you to build up your cash reserves very quickly in the game. Similar but not to that extend goes for wine or cloth.
The problem with luxury goods is that there is very few request for it when the town people are lacking basic stuff, especially nutrition like beer, grain and fish. But in the early game those are far less of an issue.

>>1684350
>trying to trade stuff like meat and wool at start date is a noob trap
Not really. Meat and Wool can be easily sold in those forward contracts. They are usually 7 units and a very high fixed priece. Especially if you're trading in the Danzig/Thorne area you can basically at all time by 7 units of either wool or flesh even if you have to pay up to 1200 per piece, then you can sell it in Stettin, Visby or Riga for a fixed price of around 2000 per piece. Gives you a nice profit of at least 5000 for easy work.
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why is it called pig iron? what does that even mean? I thought it was pit iron, like it's coming straight from a pit, a mine. But, nope, pig iron.
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>>1689162
>pig iron.
Here's the low-down:
Pig iron, also known as crude iron, is an intermediate good used by the iron industry in the production of steel. It is developed by smelting iron ore in a blast furnace. Pig iron has a high carbon content, typically 3.8–4.7%,[1] along with silica and other constituents of dross, which makes it brittle and not useful directly as a material except for limited applications.[2]

Traditionally, pig iron was worked into wrought iron in finery forges, later puddling furnaces, and more recently, into steel.[9] In these processes, pig iron is melted and a strong current of air is directed over it while it is stirred or agitated. This causes the dissolved impurities (such as silicon) to be thoroughly oxidized. An intermediate product of puddling is known as refined pig iron, finers metal, or refined iron.[10
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>>1689144
>Luxury goods are the money makers in the very early game.
It depends on how much money you have at start, if you don't have enough money you will actually lose money going there since 700-800 per barrel is 7000-8000 gold for just 10 barrels. You will gain a lot of money but if you get unlucky with pirates or if a noob spends all of his money on this and then get unlucky and an IA merchant sells the skin in the cities just a little before he will pass from there, he will lose money.
Then again, my opinion is probably more due to my way of playing. I prefer to set up a stable economic base before taking risk with big amount of goods.
>Similar but not to that extend goes for wine or cloth.
Wine and clothes are really cheap and especially wine can be viable at start (especially if you start from Cologne like I like to), but clothes in my opinion are never rewarding. I always always end up with too much clothes on me.
>forward contracts
Yeah, that's the point. Noobs will not take the forward contracts and try to buy meat and wool and then sell it around the world, when the demand isn't really that high. I like to take those quest as side jobs too, as the money and reputation reward is high, but I usually do it with a special fleet I keep around just to do stuff like that, or move specific goods between offices (like weapons) or random quest from the taverns when I feel like it.
>>1689201
I think he's asking why thae crude iron is called "pig", what have pigs to do with the quality of iron.
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>>1689277
>I think he's asking why thae crude iron is called "pig", what have pigs to do with the quality of iron.
Not him, but it has something to do with how the process looks. Something about the chunks of iron looking like pigs suckling at their mother's tits.
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>>1656284
>>1656589
I played some Port Royale as a kid, but was not good at it desu.
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>>1660337
>are there nude ladies in the bath
You're a member of the hansa there is no time for nude ladies. When you are not trading raw materials to the west and finished goods back to the east you should be in church.
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>>1692619
You unironically should both bath amd go to church to avoid fines. The small details that I love.
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>>1692664
I never pray in church. I heard somewhere that you need to stay there for the whole prays for it to have an effect. It's simply not worth it. Bathing is just one click, but church is a fucking waste of time.

>>1692619
how come? you also have time to marry a 14yo waifu who will start to pop out children when you are abroad.
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>>1694565
praying in church "for the family" & keeping your home city supplied both increase the chances your spouse will birth you an heir. not a huge buff, but your dynasty must carry on somehow
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>>1694565
You don't need to wait I believe. Just hit prayer and go for your way.
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>>1656284
anons, I tried playing the game but there's a bug where I buy goods to trade and when I reach my trade destination the goods aren't in my ship, so I can't trade. Any help?
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>>1700830
inb4 you are buying the goods for your warehouse and not for your ships
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>AI always beats me in selling a lucrative good in a city
>Always

I'm a little new to the game but this always pisses me off, those little boxes showing what good is needed in the city seem utterly useless unless you just happen to have the good it needs. I usually just store the good in a warehouse in the cities I have an office and then waiting for it to run out to make money either that or I make a mental note of what goods are running low in X city then hoping they have run out by the time i get there.

Also I get certain messages asking me to 'Donate some money to our Art guild' or 'Pay the fine for thinking the world is round' but I see no way to actually pay it. When I was offered marriage it had a 'accept marriage' button at the bottom but these other messages don't seem to have anything like it. What am I missing? Its probably obvious and I admit I'm stupid but I really don't know where to answer

This game is fun and a lot deeper than I thought it was, there are so many things I'm still finding out.
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>>1700830
nvm, I reinstalled it and it seems fine, now.
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Again on the topic on which location a possible new settlement will be founded: I heard somewhere that you cannot found a new settlement in places where a active pirate hideout is located.
As you probably know there is 4 possible missions of destroying a pirate hideout that you can accept at the Ealdorman's office. Each of the missions has a increasing level of difficulty to it, and as mentioned above there's a total of them.
As far as I know, and I used to experiment with this a lot, there's no possibility to change any of the pirate hideout locations or even the order in which they appear. This brings me to think that those pirate hideouts are assigned at the start of every new game, same as the trading posts in the mediterranean.
As soon as you destroy a hideout though, this place will be able to the possible locations from which an algorithm picks one when you accept target mission in the Ealdorman's office.

Now here's the kicker: Like said, there's only 4 missions. But after this pirates will still exist and they will be using a hideout where they repair their ships and unload stolen goods. As far as I know there is no way to attack those "stealth" hideouts though. This means that those places will be blocked forever as a possible location for a new settlement.
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>>1700921
Donate should have an option to accept. If not, it means that the message is old and not relevant anymore.
Any due payments, either fines or extra taxes for the town wall, can be paid at the loan guy.
The icons of the most urgently needed goods are updated at the beginning of a new day. this means that if it's late, those good may have already been supplied but the icon hasn't been updated yet.
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>>1700930
Ok thanks for the info, I thought I had a few more days with the art guild donation but I guess not.
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>>1700924
yeah, the pirates just come back in like a (year?) of gameplay time, even if you beat them at their hideouts. it's a permanent grind aspect of the game that not so fun after the novelty wears off.
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>>1700924
>Each of the missions has a increasing level of difficulty to it
Iirc it's just a "the more time elapses since the start of the hideout the more stacked with ships and stuff it will be".
> there's only 4 missions. But after this pirates will still exist and they will be using a hideout where they repair their ships and unload stolen goods. As far as I know there is no way to attack those "stealth" hideouts though. This means that those places will be blocked forever as a possible location for a new settlement.
Honestly, I don't remember it worked like this. What I do know is that the missions to destroy the hideout are not limited to 4, with time you will be assigned other missions. The pirate hideouts are hidden until you find them. Also if you destroy a hideout and even just a ship of the pirate manages to flee, they will found a new hideout right away and you will have to destroy it again.
>>1704450
I agree, but they needed something to avoid you snowballing too fast or letting your guard down once you become too rich, I believe. Also, this game is 20+ years old, these are that kind of limits game had back then.
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>>1685763
Just successfully managed to manipulate the goods distribution for a new town.

Have to add a few things that aren't written nowhere and I had to find out the hard way:

good news: creating an artificial shortage of specific goods does indeed result in the desired effect.

bad news: it's a very tedious and tiresome process. You have to uphold the shortage sometimes for up to two weeks. You need to have at least one ship in every town, better two. You need to interrupt all trading routes that handle those goods.
Playing on very slow speed, setting up the scenario takes you at least 3 hours and roughly 1000000 gold to invest. Qnd yet there's still no guarantee that the attempt will be successful. At the very worst you need to replay parts or all of that tedious process.

semi good/bad news: the manipulation only applies to newly "created" missions. What this means is: for example right now you can create two different towns, Stavanger and Newcastle. Those don't produce the desired goods. You start the artificial shortage process. Save and create a new town, you will see that those will produce the exact same goods as before. Seems like the entire process failed, but the "creation" of a new mission hasn't taken place yet.
When a different town location appears that hasn't been available before, the list on producing goods will be created according to the manipulated shortage.

The shortage is surprisingly persistent though. Sometimes I fast-forwareded two months after stopping to buy all goods of one sort and a newly created town still produced the desired goods.
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>>1705578
Feel like I have to add one more thing to make things clear: creating a new mission does not necessarily equal to this mission also being available in the Alderman's office. Same as a certain mission disappearing and later re-appearing does not mean this mission was newly created. It only became accessbile. This may lead to further frustration thinking the manipulation didn't take effect when in fact it did, only that the newly appeared mission isn't newly created but loaded from memory, therefore having the old information for the producing goods.
Does that mean that once created the produced goods are tied to a specific location infinitely? No! Mission get deleted and newly created. The number of locations for a new town is limited. This is the reason why it does indeed happen that the same town has a different selection of producing goods. It simply does not happen that often like the available missions toggle in the Alderman's office.

Usually, I would say this takes a few months. Combined with the fact how annoying the set up to manipulate the town's production is, this can be very tedious when you don't know when the game will create a new mission.

Unfortunately, without looking in the game's code it may be next to impossible to determine the exact triggers to cause the game to create and store a new mission in the memory.
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>>1656927
>Georg Stromberg
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How similar is this to Fugger II?
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Does anyone else the bug where the ai completely loses it and starts scheduling 30+ buildings in a very short period of time? It literally happened that I placed a house and it said something along those line that the construction process hasn't started yet and that was 27th in queue.

It completely messes things up because it takes way over a year until a building you place is ready.
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>>1710317
Mmh are you sure AI isn't just building walls? If AI is building walls the workers will do that iirc. All you can do in that case is being all the bricks, wood and tools you can. The city will eat then all giving you a little money, and it will free the builders. Also, it's a good way to make some money as you will have to pay for the walls anyway when they are done.
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>>1711507
bruh, I see all the constructions popping up on the map. It's only that most of them aren't serviced because only 5 or 6 can be built at a time.

>All you can do in that case is being all the bricks, wood and tools you can.
btw the AI "players" don't care about this stuff when building. The city does with walls and towers, the AI merchants don't. Neither with houses nor with production facilities.
The AI is ordered to prioritize those materials that are stocked in the market hall, but it never stops them if there is not enough supply. They simply get what's missing from their own "stock".
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>>1710317
there's some funky .NET code on the backend of patrician. math errors make for all sorts of bizarre game world excitement. like when your tiny trading outpost decides to build the largest cathedral in the game.
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Is there a chart/list that tells you which city to pick as your home town? I used to pick Cologne because it has a decent growth rate and you can easy sell lots of stuff. But late it becomes quite a mess.
I need something that lists pros and cons as well as tells me hwo to expand when picking a certain home town.
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>>1718932
I always played out of Stockholm since you could shit out tools and make nice circles around the Baltic. And find that captain hiding in Russia.
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>>1718932
they made a cities chart for IV, it's mostly the same. a few goods changed names, but have the same production inputs
>https://patrician4.fandom.com/wiki/Cities
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>>1722629
Never player 4. Is raw metal the same as pig iron?
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Regarding the best starting city: only thing that is really worthy to consider is that you have an effective production of wheat in your home town

Everything else is just a matter of playstyle. If your home town produces only crappy goods, it means you can sell lots of stuff there. If it produces the good stuff instead, it means its easier to develop it and make it grow.

And just a friendly reminder to the casuals that intend to call me out on this: yes, it's not always the best for your city to grow too fast compared to the rest. If you don't play on the bqbby difficulty people get pissed off really fast when some crucial goods aren't in stock for like 3 weeks in advance. Obviously more people means more demand. So if you struggle to supply the needed goods, better the people in some place else be pissed off rather than your home town.

>Why wheat and not wood?
At first it may seem rational to prefer having a domestic wood production over wheat (if you can't have both) because wood is only half the price of wheat per unit. So in order to not having to transport it, you save more in transport costs. However, the main difference is that cities can run out of wheat even during the very first winter, while wood running short tales much more time. Not having to care about the basic supply that barely (if any) gives you profit, is very important in the early game.

Another thing is, that wood is much more important for production. This means that later (although the people's demand also increases) most of the wood supply will be determined by your production facilities which are far easier to calculate and thus transporting efficiently.
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can any expert here tell me how many brickworks you need?
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>>1718932
Some of the most used cities are:
Lubeck, the tutorial town. It's in the dead center of the map so it's not impossible to trade with both the seas. Pros are that it produces everything you will ever need to build anything, also two staple foods (fish and grains), and iron goods are one of the best trade goods in the game. Con: you will need to import pig iron I guess? What you do lack, most of the near cities produce in abundance.
Stockholm: best place to produce iron goods, and in a good position to access skins, but the port will freeze over in winter and I find it a royal pain in the ass.
Bremen: beer, iron goods, bricks, wool, grain, pig iron, very near to the mediterranean if you are into exploration and right next to Groningen and Cologne for wine access. I don't really like it because you need to import wood and it's a pain in the ass as it's one of the bulky goods.
Reval: skins and iron goods is a really good combination, but you have to deal with both winter and lack of bricks and wood production. I don't find it worth it, but people do seems to like it.
Cologne: yeah, you literally said you don't like it, but I really really like it. Wine and cereal production is kino, also i find the ship limitation interesting. But yeah, if you need to move a lot of stuff it will became a pain. Still, having huge crayers fleets is good, pirates are never ever gonna reach them and in the end you only need the flag ship to be armed, the rest can (and will) just flee.
>>1722697
>So if you struggle to supply the needed goods, better the people in some place else be pissed off rather than your home town.
Or you just keep your warehouses full of tens of thousands of barrel of shit and just enjoy your free money. :^)
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Best home town? Stettin. And it's not even up for debate.

Grain
Timber
Weed
Timber -> Salt
Timber + Grain -> Beer
Salt + Weed -> Fish

Town is localized in the centre and harbour doesn't freeze; also can be accessed with Hulks
>>
>>1723127
Interesting. I literally never played in Stettin. Gonna try it soon or later, when I have time to play P3 again.
>>
Will pirates have crappy vessels for all eternity? Building a hulk takes like forever and thinking I have to build like 50 of them to replace my fleet makes me feel I'll be like 70 before it's done.
>>
>>1729430
Pirates will eventually get hulks too, but their hulks are shitty. The ones you can make in a full exp shipyard are way better. Ideally you want to always keep making crayers or hulks non-stop, as your economic empire grows, so you will get to best quality ship relatively early.
>>
>>1729430
build some, acquire some. the former pirate ship handicap is that it will have to repair slightly more often. not a huge debuff. if you have 50 ships to replace, keeping the all the shipyards queues filled for years ahead is probably not realistic.
>>
>>1729723
You have to build crayers regardless because you want to have them lil niggas the max capacity. And literally every pirate ship has at least state 1 armament.

>>1729723
>>1729798
Hulk is entirely different topic. I could live with using former pirate ships because, first, I don't believe what >>1662943 wrote since I never experienced it and, second, I wouldn't care all that much about repair time.
What actually matters is that there's a difference of 200 tons of storage in a single ship.

So my question is: will the pirates get better ships at some point? Because hustlin' up those ships from them sea niggas seems like a far easier option to me.
>>
>>1729977
pirates always had the same tech i did, with a little lag to clear out the current stock. you can also sandbag the research on the advanced ships to keep your sea battles easier to win. hulks and caravels are neat, but you can field a whole bunch of cogs in a convoy for the price of 1 advanced ship, and end up with the same or better cargo capacity.
>>
>>1730800
You shouldn't be using cogs unless you:

1) need one to seize a pirate hulk in the early game

2) get one for free by marriage or garnishment

3) urgently ned one to destroy harbour fortification manually

Cogs are the slowest ship class, even slower than hulks (10% to 15%). Replacing cogs with hulks is one of the eas8est way to reduce transport costs, considering higher speed and capacity.
Don't ever think about parking your cogs in convoys unless time efficiency really doesn't matter. Cogs slow every convoy down dramatically
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>>1656985
ty this https://steamcommunity.com/sharedfiles/filedetails/?id=1714732243
the original DLLs are fucked.
>>
>>1659094
top center is BOGGED af
>>
>>1735402
top right has a fake tan



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