
(a
Civ II MGE scenario pack by Shay Yates Roberts)
Run up the jolly roger and set sail for a life of
infamy! You are about to enter the Golden
Age of Piracy. A king's ransom awaits
you on the high seas, if you're bold enough to claim it.
AGE OF PIRACY (ver. 2.0) is unlike any scenario you have
experienced. It contains 82 new units,
39 new technologies, 10 new city improvements and 5 new wonders. It can be played solo or multiplayer. Numerous random events insure that no two
games are ever the same! Here's a
sampling of the adventures that await...
Defeat
enemy treasure ships with new naval artillery designed to fire at long
range, or opt to close in and carry out a boarding action.
Capture
enemy vessels and add them to your pirate fleet.
Search
the shoreline for hidden treasure,
or comb the coral reefs and sandbars to retrieve the riches of shipwrecks.
Raid
cities and loot their treasuries (without having to occupy the towns).
Hijack
mule trains hauling gold and silver from the mines of the new world.
Lead
shore parties into jungles to pillage the wealth of ancient, lost
cities.
As you embark on these treasure quests, be prepared for the
many special events that will
suddenly occur. Some events are random,
some historically scheduled, and all are certain to create a dynamic challenge.
AGE OF PIRACY offers two distinct scenarios. Play the "Pillage and Plunder"
scenario for a short, historically-based game.
In "Pillage and Plunder", your aim is to become as rich as
possible and retire into a life of leisure.
For those who prefer a long, traditional game of conquest, AGE OF PIRACY
offers "High Sea Conquest".
With considerably more technologies and units, "High Sea
Conquest" lets your forge your own Pirate Empire on a world map optimized
for naval conflict.
The life of a pirate is harsh and dangerous. Many perils lurk. Steer your ships clear of the coral reefs and sandbars. Avoid naval warships looking to snare you in
their patrols. Beware of sudden hurricanes that will ravage your
vessels and cities.
Don't expect this to be easy. You are outlawed and outgunned.
Every unit you have is a precious commodity. Historically, the most successful pirates were the smartest, not
the fiercest. You must be a strategist
to excel at this sport.
If your courage still holds, read on! The following is critical to your success....
TABLE OF
CONTENTS
1. Installation. 3
A. Unzipping
AGE OF PIRACY: 3
B. Installing
the scenario (BE SURE YOU HAVE INSTALLED THE PATCH BEFORE INSTALLING THE
SCENARIO!!): 3
C. Game
Settings: 5
D. Uninstalling
AGE OF PIRACY: 5
2. Game Play. 5
A. Solo
or Multiplayer games: 5
B. Sound
during Multiplayer games: 6
3. Combat and Movement. 6
A. Naval
artillery: 6
B. Naval
engagements: 7
C. Graphic
Conventions: 8
D. Attacking
Port Cities: 8
E. Spotting
Enemy Ships: 9
F. Spotting
Ground Units from the Sea: 9
4. Getting Help. 9
A. The
Civilopedia: 9
5. Playing the "Pillage and Plunder" scenario. 10
A. Historical
background: 10
B. The
Pirates: 11
C. The
"civilized" nations: 12
D. The
"Barbarians": 12
E. The
"civ with no name": 13
F. Politics. 13
G. The
map. 14
H. Treasure
for the taking. 14
I. Ships
for the taking. 15
J. Natural
hazards. 15
K. Special
events. 16
L. Scoring: 17
M. What if I don't want to play a pirate?: 18
N. Game
Dynamics: 20
O. Known
problems. 20
P. Tips
and Tricks. 21
Q. SECRETS. 24
6. Playing the "High Sea Conquest" scenario. 26
A. The
Map: 26
B. The
Pirate Captains: 26
C. The
Pirate States: 27
D. The
"civilized" nations: 28
E. The
Natives: 28
F. The
"Ultimate Weapon": 29
G. Politics. 29
H. Treasure
for the taking. 29
I. Ships
for the taking. 30
J. Natural
hazards. 30
K. Special
events. 31
L. Scoring: 32
M. What
if I don't want to play a pirate?: 32
N. Game
Dynamics: 34
O. Tips and Tricks. 35
P. SECRETS. 37
7. Playing the "High Sea Conquest 2" scenario. 39
A. Overview: 39
8. Contact Info. 39
A. The
AGE OF PIRACY Website: 39
B. AGE
OF PIRACY Updates: 39
C. Technical
Support: 39
D. Troubleshooting: 39
9. Legal Stuff: 40
1.
BEFORE YOU BEGIN:
check to make sure you've got the Civilization II Multiplayer Gold Edition,
version 1.1. To find out your version,
start a normal game; from the Game
menu, choose Game Options; the top
of the options screen should read: "Civilization II Multiplayer Gold 5.4
Of Multiplayer 26-March-99 Patch 3".
AGE OF PIRACY will not run on an older version of
Civilization! DO NOT PROCEED UNLESS YOU
HAVE THE CORRECT VERSION AND MOST UP TO DATE PATCH! You can get the patch through the AGE OF PIRACY
Download Page. Civ II Gold can be purchased
online at: Microprose.
a) Note: Civ II Gold requires Win 95, 98, or ME.
2. The AGE OF PIRACY scenario will take up 40M of space
on your hard disk. Note: you can reduce
that 40M down to 18M by deleting the AOP2.zip and Piracy2.zip files after
you've completed the full installation.
3. (DO NOT CONTINUE INSTALLING THE SCENARIO
UNLESS THE PATCH HAS ALREADY BEEN INSTALLED!) If you are
reading this file, you have most likely unzipped the AOP2.zip file, which
results in the !!_Read_This_First_.doc and Piracy2.zip files. Place the Piracy2.zip file in your Scenario
folder (a subfolder of Civ2Gold) and unzip the file. You will now have an
"Age of Piracy (ver. 2.0)" subfolder.
1. Go into your main Civ2 folder and make backup copies
of the following files: Game.txt, Intro.dll, mk.dll, Scredits.gif, and
Tiles.dll. You will find new versions
of these same five files in your Age of Piracy (ver. 2.0)\New Civ2 Files
folder; copy these new files into your main Civ2 folder (NOT the scenario
folder; put these files in the same folder with the civ2.exe file). BE CERTAIN THAT YOU
DO NOT PLACE THE GAME.TXT FILE IN THE SCENARIO FOLDER WITH THE REST OF THE GAME
FILES. (THIS IS DIFFERENT THAN MOST OTHER SCENARIO INSTALLATIONS!)
2. To begin solo play, start Civ II Gold and
select "Play AGE OF PIRACY
Solo" from the main menu.
Select either the "pillage.scn" file from your
"Scenario\Age of Piracy (ver. 2.0)\Pillage" folder, or the
"conquest.scn" file from your "Scenario\Age of Piracy (ver.
2.0)\Conquest" folder, or "conquest2.scn" from the
"Scenario\Age of Piracy (ver. 2.0)\Conquest2" folder. The scenarios are large and will take a
minute to load. Once you've read the
opening instructions, select the Civ you wish to play, the level of difficulty,
a gender, a name, and the game will begin.
3. IF THE GAME CRASHES, LOOK FOR ONE OF THE FOLLOWING
THREE MOST LIKELY PROBLEMS:
a) Verify that you have the correct version of
Civilization.
b) Be certain you installed the patch BEFORE the
scenario. If you installed the scenario
first, you need to uninstall Civilization and start all over with a new
installation of the game.
c)
There have been
reports of the game crashing when the path to the game files is too long. This seems to be a problem inherent in the
core Civilization code. The solution is
to rearrange your folders to shorten your path. For example, try changing
c:\programs\games\mps\CivMGE\scenarios\historical\naval\Age of Piracy (ver.
2.0) to c:\CivMGE\scenarios\Age of Piracy (ver. 2.0).
4.
NOTE: All the players participating in a
multiplayer game must have the same subfolders branching off their main
CivGold folder! For example, if the
host is using "c:\mps\civ2gold\Scenarios\Age of Piracy (ver. 2.0)\Pillage",
then an opponent could be using "d:\civ2gold\Scenarios\Age of Piracy (ver. 2.0)\Pillage",
but NOT "d:\civ2gold\Scenarios\Piracy\Pillage"
or "d:\civ2gold\Scenario\Age of Piracy (ver. 2.0)\Pillage".
5. To begin a multiplayer game, start Civ II
Gold and select "Multiplayer AGE OF PIRACY (new or saved game)" from
the main menu. Indicate if this is
going to be a Hotseat, Internet, or Network game.
a) If you selected "Internet Game" and you
wish to host the game, choose "Begin Scenario". Note: do NOT select "Start a New
Multiplayer Game"!
(1)
Select either the
"pillage.scn" file from your "Scenario\Age of Piracy (ver.
2.0)\Pillage" folder, or the "conquest.scn" file from your
"Scenario\Age of Piracy (ver. 2.0)\Conquest" folder. The scenarios are large and will take a
minute to load. Once you've read the
opening instructions, select the level of difficulty, the multiplayer features,
time per turn, your Net Name, and your Game Name. Now you will be presented with your IP address. Copy this to the clipboard using Ctrl-C (or
write it down), then click on OK. You
must now paste this IP number (using Ctrl-V) into an email message or Instant
Message and send it to the other players.
Once all the players have joined, click on Start Game.
b)
If you selected
"Internet Game" and you wish to join a game hosted by someone
else, choose "Join a Multiplayer Game". Enter your Net Name, and the IP number sent to you by the
host. There may be a significant delay
before the game begins. If you receive
an error message about your path, refer to section 1.B.4. above.
6. Once your game has begun, be sure to check out the scrolling AGE OF PIRACY credits by going to the
main Civ menu and selecting Civilopedia, About Civilization II, AGE OF
PIRACY.
1. Required Game Settings:
a)
Under the Game
menu, Game Options: Music
should be OFF, and Sound Effects ON. Under the Game menu, Graphic
Options: Diplomacy Screen should be ON.
2. Recommended Game Settings:
a)
Under the Game menu,
Game Options: AutoSave ON. Under the Game menu, Graphic Options: Throne
Room, Animated Heralds, High Council, and Wonder Movies all OFF. Under the Game menu, City Report Options: all ON.
1. Before you play a normal game of Civ2 or some other
scenario, it is important to uninstall Age of Piracy.
2. Find the backups you made of your Game.txt,
Intro.dll, mk.dll, Scredits.gif, and Tiles.dll files. Copy these backup files into your main Civ2 folder (allowing them
to overwrite what is there).
3. You may now play another scenario or a normal game
if Civ2. If you wish to play Age of
Piracy again, simply repeat step 1.B. above.
1.
Players are encouraged
to familiarize themselves with "Pillage and Plunder" before going on
to play the more complex "High Sea Conquest".
2.
AOP 2.0 has been
designed to support both solo and multiplayer games. If you wish to play solo, you will typically choose to the
Buccaneers or Privateers. Because there
are two pirate states, two players can battle each other without arguing about
who gets to be the pirates! Another fun
approach is a two-player cooperative game where both pirate states work
together against the English and Spanish.
AOP supports up to six players
so long as only two players want to be pirates.
3.
Multiplayer games are
only recommended for players with high-speed Internet access or over a
network. "Pillage and
Plunder" has a large number of units so transmission of game information
is slow over a 56K connection.
"High Sea Conquest" will be playable over a 56K connection
only during the early to mid-game, by late game there will be enough units on
the map to require a high-speed Internet or Network connection in order to
continue play.
1.
All players will hear
the sounds associated with battles, but only the host will hear the sounds
associated with events. However, all
players will still see the text messages associated with all events.
1.
These are essentially
cannons that fire from fixed platforms, mounts, or carriages. Instead of building the cannon, you build
the ammunition. The cannons themselves
are already figured into the cost of the ships that employ them. All cities automatically become equipped
with fixed cannons once Metallurgy is achieved. Fixed artillery rounds can be fired from cities or Ships of the
Line. They are essentially an aerial
attack unit. Like a missile, they
are only good for one use, but their cheapness makes them
cost-effective. Most naval artillery
rounds have a range of 1, but some will go 2 squares. Fixed artillery is not to be confused with Field Artillery or
Horse Artillery, which are mobile ground units that must engage the enemy
directly.
2.
Specifications: There are five basic types of naval
artillery rounds (iron, incendiary (heated iron), chain, precision, and
patarero). All rounds have different
costs and abilities. It can be confusing
trying to decide which to build and use in particular combats. Here are some guidelines…
a)
Iron Shot is the
weakest, most basic naval artillery round.
It will become obsolete when you acquire the ability to build Incendiary
Shot (heated iron).
b)
Incendiary Shot has a
slightly bigger punch than Iron Shot, but at the same cost.
c)
The next step up is
Chain and Precision Shot. Chain packs a
much bigger punch than Precision Shot, but Precision Shot has higher accuracy
and a range of two squares. Precision
Shot is best used as support fire for inland operations. Precision Shot has a range of two squares,
and if you aren't taking advantage of that, you may be wasting the round. Generally speaking, if you only have a few
rounds available for firing, it's best to go with the high firepower rounds
(Chain) because although not as accurate, you have the best chance of
debilitating or killing the opponent with one shot.
d)
Patarero is superior
to all other naval artillery rounds, but because of the high production cost, it's
best reserved for hard targets.
e)
Hardened Artillery
rounds (available only in "High Sea Conquest") are superior to their
more primitive predecessors, and automatically make all forms of the old
artillery rounds obsolete.
3.
Storage: Once you have built a naval
artillery round, consider putting it into "fortify" mode until it can
be picked up by a ship (then put it into "sleep" mode for ship
transport). If you leave your rounds in
"sleep" mode while sitting in your city, you will quickly become
annoyed when they all pop up for movement every time an enemy passes.
4.
Transport: Naval artillery rounds can not be transported over
land. However, like missiles on a
submarine, they can be loaded on to Ships of the Line. If moved, they must end their turn in a friendly
city or on a Ship of the Line. Be
careful about building artillery rounds in inland cities because of the
difficulty in transporting them to ships.
5.
Coastal Fortresses: When a
city has a coastal fortress, all units inside the city receive a double defensive
bonus against naval artillery. Coastal
fortress can be built in inland cities (because some naval artillery has a
range of two squares).
a)
When your ships are
caught in port, they are especially vulnerable to attack. They are usually the first to be struck by
an attack, and their defenses are halved.
Having a coastal fortress can help balance out this vulnerability. Be very wary of porting your best ships in
cities without coastal fortresses!
1.
Ranged combat:
a)
If your ship of the line
carries naval artillery rounds, it is advisable to use them before engaging the
enemy directly. Doing so will pose no
threat to your vessel (although it will result in the loss of the naval round). Depending on the type and number of rounds
used, it is very possible to sink a vessel without direct engagement.
2.
Boarding an enemy vessel:
a)
This is a total
commitment of your vessel. Only one
ship can sail away after a boarding action.
You may have to resort to this if you're out of fixed artillery rounds. Boarding an enemy results in a mixed
conflict employing deck guns, muskets, and hand-to-hand combat with cutlasses (you
will hear all of these sounds when attacking). To board an enemy vessel, simply steer your ship into them. Note: boarding is completely unnecessary if
your naval artillery rounds sink the opponent.
(1) You will note that most of the larger vessels have a
defense rating that is significantly higher than their attack rating. Don't be deceived. The game engine actually halves all the defensive capabilities of
a deep draft vessel when it defends in combat.
The high defensive strengths of deep draft vessels is designed to
counter this game quirk.
b)
Using your ship to
directly attack a city or ground unit is not possible with large vessels
because of their deep drafts. They can
not approach the shore without running aground.
c)
If you have Excel, you
should definitely check out the "Naval Combat.xls"
file included with the scenarios. It
includes two worksheets: the battle odds for boarding actions, and the
number of artillery rounds needed to sink various ships.
(1) The cost of various ships has been carefully
calculated based on their performance in battle.
(2) Each vessel
has a calculated offensive and defensive rating. For example, a ship with a 100% offensive rating would be the
most powerful attack vessel in the game.
A ship with a 50% defensive bonus would have half the defensive power of
the most powerful defensive vessel in the game. It is far more useful and accurate to use these numbers than the
actual attack and defense strengths assigned to the ships.
1.
Vessels with any type
of offensive capability are show facing right.
Purely defensive vessels are shown facing left.
1.
Normally, if you
attack a city with a ground unit, and that city has no city wall, its
population will be reduced every time you destroy a defender. This is not true if you bombard from the
sea, or if you're using an amphibious assault unit (the Raider).
2.
Deep draft (large)
vessels can not approach close enough to attack a city directly (perform a
"boarding" action). However,
they can use naval artillery to bombard from offshore. Building a "Coastal Fortress"
improvement gives double defense against bombardment.
3.
Cities that contain
City Treasuries ("Pillage and Plunder" scenario only) can be sacked
without actually occupying the city.
City Treasuries are essentially defenseless units inside the city that
can easily be destroyed. If you want to
sack a city without occupying it, keep attacking the city until its city flag
disappears, then cease fire. Remember,
only important cities have treasuries to sack.
1.
All ground units have
the ability to spot vessels along the shoreline. However, deep draft vessels can not be seen by ground units that
are "sleeping" (awaiting ship transport) or fortified. Therefore, leave at least one active
(unfortified) unit in each city to serve as a ship spotter. Vessels in port can also serve as ship
spotters so long as they are not fortified or in sleep mode.
2.
Move all your inland
units or ported vessels before moving your ships at sea! Units acting as spotters only
"spot" enemy ships during their movement phase. By moving spotting units first, you get a
complete spotting report upon which to base your naval movements. If one of your ships at sea comes up for
movement before you've had a chance to move all your inland units, just use the
"w" keyboard shortcut (wait) to stall the movement of your ship until
all your inland units have moved.
3.
If you are hit by
enemy naval artillery, it's possible you may never see the vessel that shot
you, even if you have a spotter in place.
Some naval artillery rounds have a range of two squares; spotter units
can only see the terrain directly adjacent to themselves. Also, it's possible that an enemy ship may
move after firing, so when your spotter's movement turn comes up, the vessel
has already departed.
1.
Deep draft vessels
(Frigates, Men-of-War etc.) can NOT approach the shoreline closely enough to
spot stationary ground units. (They
can, however, see moving troops, terrain features and cities.) Use a shallow draft vessel (Barque,
Sloop, Bilander, Scouting Vessel) to patrol shorelines or you will may not see
enemy troops or Native Temples!
1.
New units and
technologies will be listed in the regular help menu. There you will find unit pictures and statistics, as well as the
advances leading to them.
2.
When getting info on a
unit, be sure to hit the DESCRIPTION BUTTON
at the bottom of the info window to get additional vital information.
1.
The Era: The Golden Age of Piracy began in 1665 AD, and
lasted until around 1750 AD. Spain was
harvesting enormous wealth from the New World, and at the same time restricting
the trade and exploration of other European powers. Pirates were used as mercenaries to harry Spanish shipping and
narrow their cash flow. When Europe
finally made peace (1697 AD), officially sponsored pirates, known as
Privateers, became unemployed, and freelance piracy picked up
considerably. Eventually, New World
gold reserves began to diminish. At the
same time, the sovereign powers beefed up their naval presence, finally
bringing the piracy epidemic (which they created) under control.
2.
Pirate philosophy: Freedom,
respect, and riches. The average
mariner of the day had none of these things.
Royal naval officers kept their underpaid crews as virtually slaves, heaping
on cruel physical abuse. Pirate
captains, by contrast, were elected by the crew, and could be removed at any
time. Few pirate captains inflicted the
kind of abuse on their crews that we have seen in Hollywood movies. Their job was to keep the men happy and
rich. If they failed, they were voted
out.
3.
The Pirate Republic: The first
official pirate organization was the "Brotherhood of the Sea", also
known as the "Buccaneers".
They had a strict fraternal order which extolled loyalty and democratic
ideals. They were crack marksmen, and
some of the most cunning fighters of their time. During the era, they managed to build a few cities of their own,
but most were decimated by battles and the forces of nature. However, they were able to successfully control
many established cities through raw coercion and bribes to corrupt
officials. Jamaica (the city of Port
Royal) and Santo Domingo were notorious pirate haunts, as were Charleston,
Providence, Nassau (in the Bahamas), and Bermuda.
a)
In this scenario, the
pirates have a form of government called the "Pirate Republic". It is similar to Fundamentalism in that the
citizenry is quite happy and scientific progress is very poor. New technology is best obtained through
conquest. Under a Pirate Republic, cities
support their first 8 units for free.
Naval artillery, Raiders, and Shore Party units are free of support.
(1) The happiness of your citizenry will never be a
problem under the Pirate Republic. Therefore,
you may be tempted to avoid building happiness improvements (Red Light
Districts, Playhouses etc.). However,
don't forget the economic windfall that can result from these improvements
(rather than boosting happiness, they boost your treasury).
a)
The Caribbean pirates,
centered around Port Royal. They are
represented by a black flag and gray shield.
These southern pirates had an early start over their northern counterparts. The Buccaneers have both of their two famous
captains at the start of the game. This
pirate state has more gold and ships than the Privateers, but their cities are
not as developed. The Buccaneers are
closer to the Spanish and enjoy quicker access to their riches, but are also
more vulnerable to the patrolling Spanish Men-of-War. And being located in the south, the Buccaneers are further away
from the English, an important source of captured vessels.
b)
The Buccaneer
Captains:
(1)
Francis
Lolonois: One of the tougher
pirates. He hated the Spanish with a
vengeance after they left him for dead.
A second tier pirate. More of a
defensive than offensive captain.
(2)
Henry
Morgan: The most politically savvy pirate.
Managed to get the English to make him Governor of Jamaica. He routinely tortured people for treasure
and information. Second tier. More of an offensive than defensive captain.
2.
The Privateers
:
a)
The Atlantic pirates,
centered around Charleston. They are
represented by a white flag and white shield.
Once charged with destroying the Buccaneers, they eventually became
pirates themselves. Their cunning and
wealth brought them tremendous local political influence in some English
cities, and for a time they controlled both Charleston and Providence. The Privateers got a late start in
piracy. They have fewer ships than the
Buccaneers and the three Privateer captains don't appear until mid-game. However, the Privateer cities are more
developed and are located closer to the English so there are many ships to
capture.
b)
The Privateer
Captains:
(1)
William
Kidd: Sent out by England to attack
pirates and ended up turning into one.
Fast and slippery. Third tier. More of an offensive than defensive captain.
(2)
Edward
Teach: Known as
"Blackbeard". One of the
toughest pirates of them all. He placed
lit fuses in his hair before battle.
Over six feet tall and nearly unstoppable in battle. First tier.
More of a defensive than offensive captain.
(3)
Bartholomew
Roberts: Also known as "Black Bart", or "The Dread Pirate
Roberts". The most successful
pirate of all time. This well educated,
polite, Welsh-born legend captured over 400 ships in a period of only two
years! First tier. More of an offensive than defensive captain.
a)
Philip V. Controls the most formidable military force
in the world. Also has the deepest
pockets. They are virtually unbeatable
on the ground in Central and South America.
a)
Charles II. An emerging naval superpower firmly in
control of North America's Atlantic Seaboard.
Their captured ships and crews can be readily converted to piracy.
a)
Louis XIV. Owner of a third-rate navy, but possesses
vast new ground holdings in Canada and down the Mississippi.
a)
John V. This once-great power had taken a serious
fall by this era. Fields a fourth-rate
navy. Weak on the ground. Some holdings in the Caribbean and NE
Atlantic.
a)
A brown shield is
carried by a collective of indigenous people known at the time to the
"civilized" world as Savages. Beware of them, they fight more
strategically than your average barbarian, and they move like the wind through
heavy terrain.
a)
Carib. The weakest of the bunch. No gunpowder. Found mainly in the Caribbean.
b)
Aztec. The scattered remains of a once-great
power. No gunpowder, but they can
easily destroy weaker units.
c)
Native Americans. The most dangerous. Although they don't have gunpowder, they
have obtained muskets from the French and English. They also have their own settlements.
a)
In order to make this
scenario function, a "ghost" civilization runs things from
"behind the curtain". Do not
choose to play the "civ with no name". They are not a civilization in the standard sense. Playing them is no fun, and you can never
"win".
a)
The Spanish, your main
source of income. And of course, the
Savages, with whom you can never negotiate.
a)
Everyone else. In the early days of this era, most of the
powers (other than Spain) covertly supported Piracy. Keep them your friends as long as possible.
(1) In 1697, the major European powers made the Treaty of Ryswick. Everyone agreed to stop issuing letters of marque (a license to pirate
in return for sharing the profits with the motherland). This was good for the pirates, as their
ranks began to swell with unemployed privateers. But this is was also bad for the pirates, who suddenly found
themselves hunted by ALL the superpowers.
a)
You have already
established contact with all the civilized nations, although you have no
embassies.
b)
Diplomats can not
be built. All diplomacy takes place
behind the scenes, on the European mainland.
c)
You can not
establish contact with, or negotiate with the Savages. They prefer to eat you.
4.
Governments:
a)
Government types can
not be changed.
a)
The pirates have
mapped most of the Atlantic, the Caribbean, the eastern shorelines of North and
Central America, and the northern shores of South America. The map does not extend into Europe or
Africa. This map does not wrap around.
a)
A vertical strip along
the extreme eastern edge of the map is used by the scenario for
"bookkeeping" purposes. You
may occasionally see enemy units prowling the area, but the land is worthless
for building cities. It's best to avoid
this area. Poking around in the Dead
Zone can be VERY hazardous to your health.
2.
Only Spanish vessels
will yield treasure.
3.
Sources of gold on the
high seas:
a)
Booty from Spanish
merchant vessels:
(1)
Barques. 100 gold.
Must be taken in combat to collect the gold.
(2)
Galleons. 500 gold.
Galleons tend to sail from city to city, often escorted by
Men-of-War. Must be taken in combat.
(3)
Shipwrecks. 200 gold.
To collect the treasure, simply move your vessel into the square
containing the shipwreck (as if you were boarding it). It is possible to find more than one
shipwreck in the same area at different points in the same game.
(4)
Special
Galleons. The San de Oro, operating in the North
Pacific, is worth a whopping 1500 gold.
There is also a chance in any given game that the Señora de Atocha will make
an appearance in the Caribbean (this vessel is also worth 1500 gold). Neither of these vessels are easy to defeat.
a)
Buried treasure. 100
gold. To collect the gold, simply move
your unit into the square containing the buried treasure (this is treated as an
attack, although you will never receive damage). Buried treasure is invisible, you can't see it until you try to
move into the square. Because buried
treasure is a "unit", it exerts a zone of control to all other ground
units. If your ground unit is suddenly
unable to move in the desired direction, you may be blocked by the invisible
treasure's zone of control (a strong hint to look nearby for the booty). Note: you cannot disembark a unit into a
square containing buried treasure (you must first "attack" the square
from land or sea).
b)
Mule
trains. 200 gold. Must be defeated in combat.
c)
Lost cities. 400 gold. To collect the treasure, simply move your
unit into the square containing the Lost City (as if you were attacking).
d)
City
treasuries. 200 gold.
A number of English, Spanish, and Native American cities have City
Treasuries. Some have multiple treasury
units. These units must be taken in
combat. Note: French and Portuguese
cities do not collect City Treasuries.
1.
Only the Pirate States
can capture vessels.
2.
Only English ships
of the line can be converted to piracy
a)
When one of the pirate
states defeats an English Brigantine, Frigate, or Man-of-War, that
vessel and her crew can be converted to piracy. After being defeated, the freshly repaired support-free veteran
vessel will appear in one of your main port cities for your use.
a)
Found mainly in warm
waters. Certain death if you steer a
ship into one. (Note: the game
interprets this as an unsuccessful boarding action so you will hear that
associated battle sound.)
a)
Found along
shorelines throughout the map. Your
vessel is destroyed if you run aground on one.
(Note: the game interprets this as an unsuccessful boarding action so
you will hear that associated battle sound.)
a)
Occasionally strike
the cities of Bermuda and Charleston (both are positioned in the path of
recurring storm systems). Will always
destroy one unit in or near the city before disappearing.
a)
Reinforcements are
units that suddenly appear without actually having to be built. Some appear at random, some at scheduled
times. Both you and your enemies will
benefit from these special events.
a)
Occasionally, a
"unique" unit will appear for use by you or your enemies. These are historical figures that appear at
scheduled times. These one-of-a-kind
reinforcements are invaluable because they cannot be built and will never
reappear once defeated.
a)
Scheduled historical
events, such as the signing of treaties, can have a major impact on the
appearance of reinforcements and the entrance of Captains.
a)
Hurricanes: These nasty events will occasionally strike
Charleston and Bermuda. They can't be
avoided, but they can be planned for.
b)
Shipwrecks:
Many merchant ships go down on the coral reefs. Their wreckage will appear at random
throughout the game and can be salvaged for treasure. (Historically, salvage operations were common).
a)
When 1750 AD. rolls
around, count up your gold.
(2)
02,500-04,999:
40 lashes with the cat-o-nines.
(3)
05,000-07,499:
Stay in port next time.
(4)
07,500-09,999:
Don't spend it all in one place.
(5)
10,000-19,999:
Well done, you've won a fine booty.
(6)
20,000-29,999:
Spectacular performance. You're rich!
(7)
30,000+ : Stunning! You were a pirate in a
former life.
b)
Note: the game can't count above 30,000 gold. Once you reach that mark, the counter will
stop at 30,000 and you will have to keep track of the gold yourself.
2. What if I suck?
a)
This scenario isn't
easy. Getting into the 30,000+ range at
"Terror of the High Seas" (Deity) level is a real accomplishment!
b)
It is entirely
possible to score in the 30,000+ range.
Many have done it. When the game
begins, there is over 30,000 in gold already on the map, and another 24,000 is
generated by random events over the course of the game.
c)
Remember that
multiplayer games are more difficult because you have a sneaky human opponent
grabbing up half your loot. The scoring
table shown above is for solo games.
Deduct 10,000 for multiplayer games.
d)
If you aren't scoring
in the 10,000+ range after playing four or five solo games, try a different
strategy (there are many ways to win!).
Just remember, your goal is to bolster your treasury, not conquer other
civs.
e)
The strategies for
gathering gold are very different than those in a typical game of
Civilization. If you become frustrated
by this, consider playing the "Pillage and Plunder" scenario as a
traditional game of global conquest.
You can continue to play past the time limit. Don't stop until your bloodlust is satisfied!
a)
Playing civs other
than the pirates is entirely possible and presents some intriguing
possibilities. However, be aware that all
the message screens are oriented towards the pirates as they are the designated
player civs. If you play another civ,
you will still be informed every time the pirates collect booty. Also, you will be unable to capture treasure
and ships if you don't play a pirate state.
Hidden treasure, city treasuries, shipwrecks, lost cities, and captured
vessels can only profit the pirate civs.
b)
Playing other civs may
reveal some geographical secrets that make playing the pirates much less
fun. So hold off until you're bored
with playing the regular game.
c)
However, when you're
tired of collecting gold and want to play a more traditional game of conquest,
consider these options:
(1) The English
. It can be great fun to play the
English. Your goal can be to wipe out both
pirate states and take North America from the French and Native Americans. After all, the sun never sets on the English
Empire! An intense multiplayer scenario
would be to have both pirate civs run by humans, joining together to fight the
English player! You can even have a
fourth player run the French.
(a) 
The English
player benefits from support-free resupply of Frigates and some naval artillery
rounds (courtesy of the King in London).
Woodes Rogers and Chaloner Ogle, two outstanding captains, join the
English in 1710 and 1723.
(2) The Spanish
. For the
player who enjoys unadulterated carnage.
The great Spanish empire, the most powerful of its time, starts the game
with a presence of over 400 units in the new world! The Spanish player should settle for nothing less than total
conquest of the New World. A possible
four player scenario would be to have humans running the English and both
pirate states, banding together against the Spanish. A fifth player can even be added to run the French.
(a) 
The Spanish
player benefits from support-free resupply of Galleons, Men-of-War, Mule
Trains, and some fixed artillery rounds (courtesy of the King in Madrid). Alvaro de Bazan, an excellent Captain, is
available from the start of the game, as is the powerful conquistador Alonso de
Leon.
(3) The French
. For the
player who wants to fulfill the dream of the famous King Louis XIV. Your goal is to take total control of North
America by defeating the English, Privateers, and Native Americans (usually in
that order).
(a)
The French
player receives no resupply from The Continent. You're on your own!
However, Jean-Baptiste du Casse, a captain with truly formidable
defensive skills, joins the French ranks in 1680.
(4) The Portuguese
. For the
player who enjoys getting killed. The
waning Portuguese Empire has only a small presence left in the New World. One possible scenario would be to drive the
Spanish out of South America. Another
would be to conquer all the island cities and establish control of the
seas. Both scenarios are difficult to
win.
(a) The Portuguese player has no
resupply and no heroic captains. This
position is best attempted only by players with god-like powers.
d)
If you play any
civilization other than the pirate states, you will enjoy a unique relationship
with the "civ with no name"
. The "civ with no name" can also be
thought of as Mother Earth. She
controls the sandbars, coral reefs, and Native Americans. Mother Earth hates the pirates and that will
never change. However, Mother Earth
loves the civilized nations. You
are at peace with her. Native American
units will never attack you. When you
accidentally run into a sandbar or coral reef, you will be politely asked if
you wish to "break your treaty" with her. Don't do it until you're ready to conquer the Native American
cities in North America. The
"buried treasure" units that are occasionally encountered along the
shoreline are also controlled by the "civ with no name" and
unfortunately will exert a zone of control that you must work around until you
choose to break your treaty (after which those units can easily be killed).
e)
All the civilized
nations have a capital city on the other side of the "dead
zone". The city is placed there
for bookkeeping purposes. It isn't
possible to do much from this city other than to raise money and build wonders.
a)
The scenario runs from
1665-1750 AD.
a)
The scenario will take
from 2-6 hours to complete, depending on your style of play. It can be saved and reloaded at any point.
a)
The scenario defaults
to Emperor level ("Ship Master").
Playing at lower levels will make the other civs less aggressive, but it
will still be just as hard to collect treasure. Playing at Emperor level should not create a problem with unhappy
citizens. (Most pirates were blissfully
intoxicated when they weren't fighting.)
a)
Population grows at
half the normal rate due to the harsh, colonial atmosphere.
5.
Production:
a)
Production rates are
doubled due to intense competitive pressures and support from Europe. Monarchy supports six units instead of
three. Settlers can perform mining and
irrigation faster than normal.
Improvements are cheaper to maintain due to European support.
a)
Science progresses
very slowly for all civilizations, and even more slowly for pirates (due to
their form of government).
1.
The game can't count
above 30,000 gold. Once you reach that
point, the counter will be stuck at 30,000 and you will have to keep track of
the gold yourself. This problem is
inherent in the Civ2 code.
2.
On rare occasions, the
numbers in your status box (population, gold, year) may become jumbled and
unreadable. This is also a problem
inherent in the Civ2 code and is most likely brought on by a low memory
state. It is usually self correcting.
3.
On rare occasions, the
year counter may go haywire. For
example, it may suddenly shift from 1700 AD to 400 BC. This is also a problem inherent in the Civ2
code and is most likely brought on by a low memory state. Unfortunately, this problem is not
self correcting and will persist throughout the game. However, the problem will have no actual affect on play. Internally, the game counter is still
correct, this is just a display error.
If the counter should fail and you need to find out what turn you're on,
go into the Cheat menu and select Toggle Cheat Mode (in solo play only). Once cheat mode is activated, go into the
Cheat menu again and select Set Game Year (don't actually change the turn
number, just note it and then hit Cancel).
"Pillage and Plunder" is a 85 turn scenario.
a)
Be aware that the
pirate captains are not the same. Each
is a unique unit with its own strengths.
Be aware of the differences and use the units accordingly.
2.
Your Ships:
a)
Each of the naval
units has been carefully designed for a specific tactical purpose. They are
all useful in their own unique ways.
Learn the differences between your ships!
3.
Natural hazards:
a)
Look before you
leap. When moving a unit off the edge
of a screen, you often cannot see your destination hex. If it contains a coral reef or sandbar,
you're screwed. In these situations,
scroll the screen will the mouse so you can clearly see your destination before
moving the unit. Whenever possible,
make use of the shift-click or goto command rather than moving your ships
manually (the computer is smart enough to stop before running onto a coral
reef!)
a)
Check in with your
Foreign Minister frequently. Try to
improve your standings with the other civs without giving away your gold.
b)
Try to keep the
French, Portuguese, and the other pirate state as your allies. They are of little value as prey. Even after the Treaty of Ryswick, they can usually
be brought back into the fold.
a)
Always be looking for
gold. Forget about conquering other
nations and researching tech. There
isn't time in the game for anything but plunder!
b)
Don't go after the
well protected Galleons right away.
Spend some time building the infrastructure you need to implement your
long-term strategy. You will make most
of your money in the last quarter of the game.
c)
Don't ignore the
inland riches. Shore Party units can be
very helpful here. Use a balanced
approach to treasure seeking.
d)
Avoid battles that
don't produce wealth or captured vessels.
Don't respond emotionally.
e)
Use Sloops to collect
buried treasure, surprise Mule Trains along the shore, and pillage
shipwrecks. Sloops are cheap and these
types of prey are undefended.
f)
Don't underestimate
the importance of Scouting Vessels for reconnaissance! They are cheap and effective. In a pinch, Barques can make ultra-cheap
recon vessels.
g)
Leave your unique and
expensive attack ships in friendly cities or just off the main sea-lanes. This way they won't be attacked on your off
turn. Move them in for the kill once
your cheaper and faster vessels have established a target.
h)
If you can't think of
anything good to build in a city, build naval artillery rounds. Support for them is free, so it makes a nice
unit to stockpile.
a)
Charleston can be a
difficult city to hold. Shore up your
defenses there.
b)
Whatever you do, DON'T
let any of the Savages take one of your cities. They will become very obnoxious if they get gunpowder.
a)
New Spanish Mule
Trains will appear throughout the game, but Lost Cities will not.
b)
Spanish Galleons will
be resupplied over the game, and so will the Men-of-War guarding them.
c)
Spanish Barques are
never resupplied.
d)
English Frigates are
resupplied.
e)
Both the English and
Spanish enjoy a resupply of some types of naval artillery rounds. This can be disrupted if you capture the
cities receiving the resupply.
f)
Due to the presence of
dangerous natural obstacles (like coral reefs), shipwrecks will tend to
reappear in the same areas. Regularly
patrol these spots.
g)
Buried treasure never
reappears. This is a finite
resource. The same is true of City
Treasuries.
a)
Even if one of your
main cities such as Charleston is taken, it won't affect the appearance of your
Captains. Captains can appear near
ports once owned by you and now controlled by the enemy. Simply sail away from the enemy port and
you're all clear. Likewise, enemy
Captains can suddenly appear near ports once owned by them and now controlled
by you. Captains will not appear,
however, if their civilization has been destroyed. However, in this situation, you will still see a text message
indicating the Captain has appeared, even though this is not so.
a)
Keep the tax rate
high. Get your advances through
conquest.
b)
As the game draws to a
conclusion, you can sell off your city improvements to bolster your treasury.
c)
Don't forget that if
you gain the upper hand on an adversary, you may be able to demand tribute.
a)
Don't let any of your
cities be taken. Because you have so
few, it will drain a huge portion of your treasury. Be especially mindful of this when considering whether to capture
cities in enemy territory (you may not be able to hold them).
b)
Be warned, your large
treasury will make you a target for powerful civs in need of tribute.
11. Winning Strategies:
a)
There are many
different ways to "win". Here
are some possible approaches:
(1) Home Port Patrols.
Keep units secure in your ports and wait for targets of opportunity to
pass close by. Send out regular recon
patrols that return to port the same turn.
When you spot something, kill it and get back to base pronto. This strategy can be especially effective if
you establish a network of small port cities on islands in heavily traveled
areas. If these port cities are close
enough to each other, your recon vessel can depart from one and land safely in
another, all on the same turn.
(2) Sea Ambush. Similar to the Home Port Patrol strategy, except your forces are
grouped in the open seas in a hidden area where enemy ships rarely pass (such
as an isolated cove). This is more
dangerous of course, but it gets you closer to the Galleons.
(3) Sea Net.
Requires a large number of vessels.
Set up an elaborate network of ships stretching across a large body of
water. Have other ships resupply them
from the rear with naval artillery rounds.
Requires some use of fleet tactics (discussed below).
(4) Port Raids.
Have a small group of heavily armed ships launch quick strikes against
smaller coastal cities. Galleons spend
a lot of time in port where they are quite vulnerable to naval artillery
rounds.
(5) Sniper Strategy.
Wipe out all the units in a group of enemy cities located next to one
another (but don't occupy the cities).
Galleons will be diverted to resupply those cities. When they come in you'll be waiting for
them.
(6) Fleet Tactics.
Requires a large number of ships.
This strategy is best employed when both pirate states are working
together in a multi-player game. A
complete discussion of fleet tactics is beyond the scope of this guide, however
here are the basics. A fleet is a mobile
force that hunts for prey on the open seas.
Recon vessels line the perimeter of the fleet and the heavily armed
vessels travel safely in the middle where they can lash out once a target has
been identified. Ideally, fleets have a
number of ports they can stop in to repair damage in Shipyards and resupply
naval artillery rounds.
(7) Don't forget to be a good scavenger. Set up regular patrols to scour the
shoreline for buried treasure, shipwrecks, and vulnerable mule trains.
Explore the Mississippi and St. Lawrence rivers. They are navigable, and their shores contain
buried treasure. You can navigate the
St. Lawrence all the way into the Great Lakes (a place where you may find
shipwrecks).
Buried treasure is found only on
shorelines, in plains or simple grassland terrain.
When your vessel's movement is nearly
expired, be sure to pull out at least 3 hexes from the nearest enemy city,
otherwise you could take a naval artillery round on your off turn.
When one of your Ships of the Line passes through another
of your vessels, the moving ship will take naval artillery rounds off of the
stationary ship (until it reaches its carrying capacity of 20 rounds). Normally thought of as a nuisance, this game
behavior can be used to your advantage.
If you create a "supply line" of ships, it's possible to
transport naval artillery any distance in only one turn.
New Spanish Mule Trains have a 1/7
chance of appearing each turn. They prefer
to pop into Cartagena, but have to ability to spawn in many alternate cities.
Keep an eye out for newly established
Spanish coastal towns. They tend to
attract Galleons. These underdefended
settlements can be excellent targets for port raids.
Shipwrecks have a 1/40 chance each turn
of appearing in eleven specific locations.
When you find a shipwreck, you may want to return there later in case
another appears in the same spot.
If you play the English or Spanish, you
may think your City Treasury and Mule Train units are useless. Think again! When disbanded in one of your cities they yield a healthy
production bonus.
There is a 50% chance that the Senora de
Atocha will appear sometime during the game.
It will appear in Porto Bello.
If Porto Bello has fallen, the Atocha will not appear.
There are at least three ways to capture the San de Oro, a
rich Spanish galleon located in the North Pacific. If you capture a Spanish port city like Panama City or Acapulco,
you can build ships there or fire naval artillery from the city if the San de
Oro stops nearby. You can also build a
new city along the North Pacific shore.
However, another solution may be quicker and easier. There's a hill you should look for. If you build a city on it you will have
yourself a little Panama Canal through which you can sail your vessels into the
North Pacific. However, that new city
will be very hard to hold on to with the numerous Spanish ground forces lurking
nearby.
The Spanish city of Porto Bello has the largest number of
City Treasury units. You can also find
them in Havana and Cartagena. The
English cities of Philadelphia and New York also contain treasuries. The Erie, Huron, and Cherokee tribes have
collected gold from raids on English settlements. The Creek, Shawnee, Wichita, and Osage tribes have collected
treasuries from their trade with the French.
The English and Spanish enjoy support-free resupply of Iron
Shot in the cities of Boston and Havana.
They receive Incendiary Shot in New York and Porto Bello. If any of these cities are taken, their free
resupply there comes to an end.
Spanish naval power is strong at the
beginning of the game but weakens considerably over time. Large, aggressive naval campaigns against
the Spanish in the early game can have disastrous consequences.
Starting locations of enemy heroes:
Alvaro
de Bazan. Spanish. Present at start of game in Havana.
Jean-Baptiste
du Casse. French. Appears 1680 in Biloxi.
Woodes
Rogers. English. Appears 1708 in New York.
Chaloner
Ogle. English. Appears 1721 in Porto Antigua.
Flying Dutchman. Has a 50% chance of appearing sometime
during the game. Controlled by the
"civ with no name". Appears
in the southeast corner of the map.
1. This large map is optimized for naval conflict. Nearly every city is located along the
shoreline of this primarily marine world.
To make exploration more enjoyable, terrain features and the placement
of the civilizations do not resemble those of Earth.
2. Much of the terrain is swampy and tropical. However, Settlers do have the ability to
convert that land to a more useful terrain type.
1.
"High
Sea Conquest" introduces an additional Pirate Captain, Anne Bonney. Primarily a third tier defensive captain,
her fast Ship of the Line can be put to excellent use delivering a naval
artillery payload for a rapid strike over a great distance, or delivering a
strike over a short distance and returning to port the same turn.
2. All Pirate Captains (with the notable exception of
Teach and Roberts) can be built by both
Pirate States once they obtain the advancement of "+Maritime
Piracy".
1. The Buccaneers
:
a) The Western pirates, centered around Port
Royal. They are represented by a black
flag and gray shield. This pirate state
has more land power (ground units) and more city development than the
Privateers. The Buccaneers are closer to
the Spanish and are more likely to experience brutal early encounters with them. Being located in the west, the Buccaneers
are further away from the English (an important source of captured vessels).
b) The Buccaneers start with the "Slavery"
advancement. This technology can not be researched (but it can be stolen). This politically incorrect advancement
allows the building of "Slave Quarters" (with an existing Ironworks),
which boosts production in a city.
c)
The Buccaneers also
have the ability to capture enemy Settlers and convert them into support-free
forced labor (slaves). This is a unique
and special ability that is unrelated to the "Slavery"
advancement. "Slave Labor"
units are a defensively weaker form of a Settler.
(1)
This special Buccaneer
advantage allows for rapid expansion and excellent land development.
(2)
Only enemy Settlers
can be captured for slave labor (not Black Robes or Engineers).
2. The Privateers
:
a) The Eastern pirates, centered around
Charleston. The Privateers are a marine
culture. They begin the game with the
advancement of "Naval Warfare", which allows the building of Ships of
the Line. Consequently, they have
explored more of their surrounding area than the Buccaneers. The Privateer cities are less developed and
contain fewer ground units that the Buccaneer cities, but the Privateers have a
bigger fleet. The Privateers are
positioned closer to the English and further away from the Spanish.
b) Only Privateers can build the "Bilander",
a heavy sloop that can be used from the beginning of the game.
c)
Any time throughout
the course of the game, there is a chance that any of the six Pirate Captains
will volunteer to serve the Privateer cause (support-free). Only the Privateers enjoy this
advantage. If they are very lucky,
Edward Teach (Blackbeard), or perhaps even the great Bartholomew Roberts (Black
Bart) will volunteer to serve. This is
especially beneficial because these two Pirate Captains can not be built.
1. Civilized Warfare:
a) None of the "Civilized Nations" are
allowed to build any type of pirate unit.
Even if they steal or trade for an advance such as "+Inland
Piracy" or "+Maritime Piracy", they will not be able to build
the corresponding units.
b) Civilized Nations can not profit from looting Native
temples, nor can they raid Spanish ships for gold or capture English vessels.
2. Spain
:
a) Philip V.
Controls the most formidable military force in the world. If not seriously threatened by mid-game,
Spain will easily become the reigning power in the late-game. Spain can create problems on the Buccaneer
mainland even in the early game.
3. England
:
a) Charles II.
An emerging naval superpower eager to topple Spain. English ships can be captured and readily
converted to piracy. England can create
problems on the Privateer mainland even in the early game.
4. France
:
a) Louis XIV.
Owner of a third-rate navy.
France is the only "civilized" nation that has good relations
with the Natives.
5. Portugal
:
a) John V.
Fields a fourth-rate navy. Weak
on the ground. Few cities. Portugal does however have Magellan's
Expedition, which allows their ships to move two extra squares per turn.
1.
A
brown shield is carried by the indigenous islanders known as the
"Natives". They are
relatively harmless unless they capture a civilized city and steal
technology. They can also be very
dangerous if they happen to go into a cannibalistic frenzy and begin building
longboats and headhunter units. Chances
are that sometime during the game this will happen, but it only poses a real
threat if it happens early on.
1. Toward the late game you will research the
"Naval Superstructures" technology, which allows you to build
"Dreadnoughts". These
fearsome vessels are the equivalent of nuclear weapons in this marine-oriented
world. You will definitely attract the
attention of the other nations if you build one.
1. Pirate enemies:
a) The Spanish, a source of income.
b) The English, a source of captured ships.
c)
The Natives, a source
of income (you can loot their temples).
Natives will never negotiate.
2. Pirate friends:
a) No one. The other
civilizations frown on the Pirate States.
However, a policy of appeasement will buy the Pirates temporary
friendship with almost anyone early in the game (because neither of the Pirate
States poses an early threat).
3. Negotiations:
a) At the start of the game, neither of the Pirate
States has made contact with anyone.
b) Diplomats can not be built.
c)
You can not establish contact with, or negotiate with the
Natives.
4. Governments:
a) Government types can not be changed.
1. Only the Pirate States can take treasure.
2. Only Spanish vessels will yield treasure.
3. Sources of gold on the high seas:
a) Booty from Spanish merchant vessels:
(1)
Barques. 100 gold.
Must be taken in combat to collect the gold.
(2)
Galleons. 500 gold.
Galleons tend to sail from city to city. Must be taken in combat.
4.
Treasures of the
earth:
a)
Native Temples. 200 gold.
To collect the treasure, simply move your unit into the square
containing the Temple (as if you were attacking).
1. Only the Pirate States can capture vessels.
2. Only certain English ships can be converted to
piracy.
a) When one of the Pirate States defeats an English
Barque, Sloop, Scouting Vessel, Galleon, Brigantine, Frigate, or Man-of-War,
that vessel and her crew can be converted to piracy. No other types of ships can be converted to piracy. After being defeated, the freshly repaired, support-free,
veteran vessel will appear in one of your main port cities for your use.
1. Storms:
a) Storms only pose a risk to vessels traveling in
deep, open water. Storms effect a wide
area (so they are not represented by a unit).
Storms are always fatal to ships caught inside them. Ships destroyed in storms will not show up
in your casualty list (because they weren’t killed in battle). Occasionally, you may find a ground unit
drifting helplessly on the debris of their sunken ship. Although storms always kill ships, they do
not always kill the ground units the ships happened to be transporting.
2.
The Kraken:
a)
A semi-mythical sea
monster. A Giant Squid that once
attacked ships. This creature may well
have some basis in reality. Three
credible reports of Giant Squid attacks were logged in the early 1900's (in each
case, the creature was destroyed by the ships' propellers). Giant Squid today can reach up to sixty feet
in length, but may have been even larger in the past. They are aggressive and highly intelligent (they have the largest
brain of all invertebrates). Anyone who
kills the Kraken receives a 1500 gold bounty.
1. Reinforcements:
a) Reinforcements are units that suddenly appear
without actually having to be built.
Both Spain and England receive reinforcements.
2. Entrance of famous Captains:
a) Occasionally, a Pirate Captain will appear to serve
the Privateers. Once these support-free
units have been defeated they will never reappear. Famous Captains may also appear to serve the Civilized Nations.
3. Pirate Kings:
a) On rare occasion, a "Pirate King" will
appear outside the capital city of the one of the Pirate States. Pirate Kings are potential
superleaders. However, half of the
Pirate Kings turn out to be supergood, and the other half turn out to be
superbad (and there is no way to tell them apart)!
b) If you wish to use the services of a Pirate King,
simply take the unit as if attacking it in combat. You will be told instantly if the leader turns out to be good or
bad for your nation. Note: you are
under no obligation to use a Pirate King!
c)
Bad Pirate Kings will drain your treasury and
turn your own people off to piracy, making it impossible to build any pirate
units for the rest of the game.
d) Good Pirate Kings will bolster your treasury and
make it possible to build two unique wonders, the "Palace of the Pirate
King" (boosts production), and the "King's Foreign Service"
(gives you embassies in other countries).
These wonders are made possible by the
"+Pirate Leadership" advancement, which is automatically
bestowed when you use a benevolent Pirate King. Be careful! "+Pirate
Leadership" can be stolen from you or traded away, allowing your enemies
to build your two special wonders (so build the wonders right away by buying
them out with your treasury windfall).
4. Financial Calamities:
a) Both the Pirate States and Civilized Nations will
occasionally suffer a random setback (such as a drought or blight) which will
drain their treasury.
5. Epidemics:
a) Syphilis can strike a nation at any time,
dramatically slowing its growth. And
smallpox can strike the Native population (completely wiping them out).
1. The game ends after 500 turns.
a) DEFEAT: Failure to conquer any civilizations.
b) MARGINAL VICTORY: Conquest of three other
civilizations.
c)
VICTORY: Conquest of
four civilizations.
d) DECISIVE VICTORY: Conquest of the entire world
within 500 turns.
2. What if I suck?
a) This scenario is not easy when played at the "Terror of the
High Seas" (Deity) level.
Destroying all competing nations in only 500 turns is a real
accomplishment! This is especially true
when playing against human opponents.
b) The most common mistake is to get lulled into a settlement
mode and wait too long before beginning your conquests. If you wait too long, your enemies will
build so many cities that it's mathematically impossible for you to take them
all within the time limit, even if you have superior force. Be aggressive. This scenario is very winnable.
c)
The second most common
mistake is an over-reliance on ground tactics.
This is a naval game and you must learn to project naval force. There are many unique ways to do so. "He who rules the sea rules the
world".
1. You certainly can play any of the other positions
(with the exception of the Natives).
How hard is it to win when playing one of the other civilizations? Here are the power rankings. The top civs on the list are the easiest to
win with:
a) Spanish
b) English
c)
French
d) Portuguese
e) Buccaneer
f)
Privateer
2. Alternative scenarios:
a) Playing civs other than the pirates is entirely
possible and presents some intriguing possibilities. However, be aware that all the message screens are oriented
towards the pirates as they are the designated player civs. If you play another civ, you will still be
informed every time the pirates collect slaves or booty. Also, you will be unable to capture treasure
and ships if you don't play a pirate state.
Looted temples, pillaged ships, and captured vessels can only profit the
pirate civs.
b) Playing other civs may reveal some geographical
secrets that make playing the pirates much less fun. So hold off until you're bored with playing the regular game.
c)
However, when you're
tired of the Pirate States, consider these options:
(1)
The English
.
It can be great fun to play the English. They have a decent navy and the ability to
build "Fusiliers", an excellent early-game defensive unit. An intense multiplayer scenario would be to
have both pirate civs run by humans, joining together to fight the English
player! You can even have a fourth
player run the French.
(a)
The
English player benefits from support-free resupply of Frigates and some naval
artillery rounds. Woodes Rogers and
Chaloner Ogle, two outstanding captains, may join the English effort at a
random time.
(2)
The Spanish
.
The great Spanish empire begins the game with
the biggest army and the highest population.
They have the ability to build "Castilian Infantry", a
powerful early-game offensive and defensive unit, one of the most balanced in
the game. A possible four player
scenario would be to have humans running the English and both pirate states,
banding together against the Spanish. A
fifth player can even be added to run the French.
(a)
The
Spanish player benefits from support-free resupply of Frigates, Galleons, and
some fixed artillery rounds. Alvaro de
Bazan, an excellent Captain, may join the Spanish at a random time.
(3)
The French
.
For the
player who enjoys a challenge. Despite
being weaker than the English and Spanish, the French do enjoy an exclusive
friendship with the Natives. The French
can also build Indian Mercenaries, which are useful for inland exploration and
conquest.
(a)
The
French player receives no resupply.
You're on your own! However,
Jean-Baptiste du Casse, a captain with truly formidable defensive skills, may
join the French cause at a random time.
(4)
The Portuguese
. For the player who enjoys a big
challenge. The Portuguese Empire is
small and isolated, but its ships enjoy a movement boost from Magellan's
Expedition.
(a)
The Portuguese
player has no resupply and no heroic captains.
This position is best attempted only by experienced players.
1. Time Frame:
a) The scenario runs 500 turns. Important note: the status box shows the
turns remaining, not the turns passed!
2. Duration:
a) The scenario may take several days to complete,
depending on your style of play. It can
be saved and reloaded at any point.
3. Level of Difficulty:
a) The scenario defaults to Deity level ("Terror
of the High Seas"). Playing at
lower levels will make the other civs less aggressive and slower to build new
cities. Playing at Deity level should
not create a problem with unhappy citizens.
(Most pirates were blissfully intoxicated when they weren't fighting.)
4. Population Growth:
a) Population grows at half the normal rate due to the
harsh, colonial atmosphere.
5. Production:
a) Production rates are doubled due to intense
competitive pressures. Monarchy supports
six units instead of three. Settlers
can perform mining and irrigation faster than normal. Improvements are cheaper to maintain.
6. Wealth:
a) If you play one of the Pirate States, be prepared to
enjoy a robust treasury; particularly if you build happiness improvements (Red
Light Districts, Playhouses, Cathedrals).
In "High Sea Conquest", there is no reason to hoard your
gold. In fact, you should spend it
to speed improvements, because you never know when a random event will
suddenly empty your treasury.
7. Science:
a) Science progresses slowly for all civilizations, and
especially slowly for the pirates (due to their form of government). Progress will seem appallingly slow
in the early game! However, rest
assured you will have most of the technologies by mid to late game. Also, remember, although you can not build
diplomats to steal technology, you can steal technology through conquest.
b) "High Sea Conquest" has a more complex
(and different) tech tree than "Pillage and Plunder". It is strongly recommended that you use the
game's Civilopedia to study the advancements before you begin play.
c)
You can not study
"Future Technologies" in "High Sea Conquest". Remember, your final "score" is
not based on your tech level or population, it's based on how many of the other
civs you conquer. After you have
learned all the technologies available, consider shifting everything into
taxes.
8. Trade:
a) There is no trade in this game.
1. Remember that every ground and sea unit has a
specific strategic use that has been developed and refined by hundreds of hours
of playtesting. It is your challenge to
discover the unique advantages of each unit and use them to achieve
victory. If you dismiss or ignore any
particular unit, you will be playing at a disadvantage.
2. Patrol your home shoreline frequently, especially in
the early game when you have yet to achieve naval superiority. Because of the rapid nature of sea
transport, a nation anywhere on the map can have Settlers on your soil in only
a few turns. Note: don't patrol your
shoreline with deep draft vessels!
3. Get out to sea as soon as possible. Use Sloops or Bilanders to sack as many
Native Temples as possible. This income
is especially vital in the early game when you are building up your
infrastructure. Buccaneers should also
send out Sloops to capture enemy Settlers along foreign shores. Do this as early as possible so that slave
labor can have the maximum affect on your growth and production.
4. You may become frustrated in the early game if you
try to transport ground units over large expanses of unfriendly seas. Your ships will be getting sunk left and
right. If you have yet to achieve naval
superiority, try the "island hopping" strategy. Build a chain of cities stretching toward
the point where you wish to project ground force. Make each city within transport range of the other. That way, during the transport of troops,
you never leave them exposed in the open sea.
However, "island hopping" is generally too slow to allow you
to capture all the cities within the allotted time, so eventually you must
achieve naval superiority and use naval artillery to soften cities so they can
be taken with minimal ground forces.
5. Whenever possible, send Scouting Vessels in advance
of other important ships being used for attack or transport. Know what's facing you before you get there!
6. Never underestimate the importance of building
commercial whaling ports, particularly in large, island cities. They can have a dramatic effect on
production.
7. Don't forget to use your Raiders for quick defensive
strikes. A single Raider in a Sloop can
pick off ground units approaching along a shoreline (using an amphibious
attack). If the enemy is within 5
squares, you can even return to port the same turn! Two raiders in a Barque can create even more damage within four
squares of your port. This is an
excellent way of patrolling your shoreline (provided the patrol vessel can land
in a port by the end of its movement).
8. When contemplating a naval battle, use the online
Civilopedia to compare the opposing units.
Ignore the attack and defense strengths of naval units. Instead, click on the description button,
or refer to the Naval Combat spreadsheet to get the offensive and defensive
ratings of each vessel.
9. Get to know your shortcuts. When moving a ship over a great distance, it
may be easier to hit "x" a few times to zoom out before trying to
move the vessel. Instead of using the
arrow to move, just "shift-click" on the desired destination. The advantage of this movement method is
that you won't accidentally collide with an enemy ship. (However, this method may not work properly
when you cross the vertical dividing line of the wrap-around map). Use the "z" key to zoom back in.
1. Warning:
a) Reading this may spoil your fun. But go ahead if you must. First
you have to decode the text! (Don't ask me how, you're on your own).
When your vessel's movement is nearly
expired, be sure to pull out at least 3 hexes from the nearest enemy city,
otherwise you could take a naval artillery round on your off turn.
When one of your Ships of the Line crosses the path of
another, the moving vessel will take any naval artillery rounds off of the
stationary ship (until it reaches its carrying capacity of 20 rounds). Normally thought of as a nuisance, this game
behavior can be used to your advantage.
If you create a "supply line" of ships, it's possible to
transport naval artillery any distance in only one turn.
Keep an eye out for newly established
Spanish coastal towns. They tend to
attract Galleons. These underdefended
settlements can be excellent targets for port raids if you need to generate
some gold or steal some technology.
The Spanish enjoy support-free resupply of Incendiary Shot
in Valencia. If Valencia is taken, the
shot diverts to Toledo. If Toledo
falls, the shot appears in Cordoba. If
all of these cities have fallen, no resupply of Incendiary Shot can occur.
The Spanish receive support-free resupply of Iron Shot in
Seville. If Seville is taken, the shot
diverts to Valencia. If Valencia falls,
the shot appears in Cordoba. If all of
these cities have fallen, no resupply of Iron Shot can occur.
The English enjoy support-free resupply of Incendiary Shot
in Nottingham. If Nottingham is taken,
the shot diverts to Hastings. If
Hastings falls, the shot appears in York.
If York is captured, the shot goes to Canterbury. If all of these cities have fallen, no
resupply of Incendiary Shot can occur.
The English receive support-free resupply of Iron Shot in
Hastings. If Hastings is taken, the shot
diverts to York. If York falls, the
shot appears in Canterbury. If all of
these cities have fallen, no resupply of Iron Shot can occur.
The Kraken will appear when 375 turns
remain (125 turns have passed). The
creature appears ten squares south of Tunica, between the Buccaneer and
Privateer mainlands.
On average, your nation will be struck
by a syphilis epidemic only once every two games. If this happens to the Buccaneers, they can still use slave labor
to expand and develop. However, the
Privateers and other nations must quickly shift their expansion into the hands
of Black Robes (allowed by Mission Building), or Engineers (allowed by
Explosives).
Calamities that deplete your treasury
(drought, blight etc.) strike your nation very rarely. On average, only once every 1.25 games. Still, it's a good idea to spend all your
gold as soon as you get it.
Smallpox will wipe out the Natives once
every 2 games.
Bad Pirate Kings appear to each of the
Pirate States, on average, once per game.
The same for good Pirate Kings.
Any Pirate King has a 50-50 chance of being good-bad. Good or bad Pirate Kings may appear more
than once per game, or not at all. You
can benefit from the effects of a good Pirate King only once, but recurring bad
Pirate Kings can drain your treasury repeatedly. There is no way in advance to distinguish a good Pirate King from
a bad one.
On average, the Natives will go into a
cannibalistic frenzy around mid-late game.
However, this could happen at any time, or not at all. There is no warning when this happens so
watch for the appearance of Headhunter units.
Strongly consider capturing the Portuguese city
of Lisbon as soon as possible. Control
of Magellan's Expedition gives all your vessels an additional movement of two
squares per turn. On average, that is
the equivalent of getting one free turn of movement every 4-5 turns, a
significant advantage over time.
Researching Hydrodynamics and building the Marine Institute increases
movement by an additional one square per turn.
These two wonders in combination are very powerful.
1.
"High Sea
Conquest 2" is a bonus scenario.
It has the same rules and basic setup as High Sea Conquest, but plays
out on a different map. Although
control of the seas is still a priority, "High Sea Conquest 2" has
more fertile land mass and inland terrain so the ground game becomes more
important on this map and population will grow more quickly.
1.
You can contact me, Shay Yates
Roberts, at the feedback page on my website.
I welcome all of your suggestions for improvements in the game.
1.
Please send me any new
graphic or sound files you feel will improve the game. I will be happy to include them in the next
update. Please attach those files to an
email addressed to aop@shayworld.com.
2.
Registered users
(those who download the game through www.shayworld.com/games/aop) receive automatic notification of game upgrades.
1. In short, there is none. I hope this guide will answer most of your technical
questions. I'd like to be able to
personally assist you in setup and play, but there just isn't enough of me to
go around!
1.
Age of Piracy has been
thoroughly playtested by literally hundreds of players and is guaranteed to
work if installed properly.
Nearly all problems encountered are due to failure to follow the
installation instructions. A few other
errors have been due to files corrupted during the download. Be sure to follow the instructions in the
readme file in excruciating detail, preserving the order of the
instructions. (For example, if you load
the scenario first, then install the patch, you will have a mess on your
hands.) In any case, if the game
doesn't work, you can almost count on it being an installation error. In this case, DO NOT ATTEMPT TO REPAIR THE
DAMAGE. Just delete your entire Civ2
folder (after backing up any saved games), reinstall Civ2Gold, reinstall the
patch, and then reinstall Age of Piracy (in that order).
1. No
one involved in this project has profited, nor will ever profit from AGE OF
PIRACY (in fact, some of them have lost money working on it). Any graphics, artwork, music, and game
elements created by others have been credited wherever possible and used strictly
for educational purposes. The author's
sole intention of creating AGE OF PIRACY was to generate awareness of the rich
history of piracy in the Atlantic and Caribbean. If anyone's contribution has gone uncredited, contact the author
and credit will be immediately published.
If anyone wishes that their works not be used in AGE OF PIRACY, contact
the author, who will immediately remove the offending material.

About the Designer:
Shay
Yates Roberts was raised in Alaska (by wolves, no doubt) and currently
resides in Southern California. In
addition to his game design projects, he writes screenplays and flies
airplanes.