(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.   Installation

A.    Unzipping AGE OF PIRACY:

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.

B.     Installing the scenario (BE SURE YOU HAVE INSTALLED THE PATCH BEFORE INSTALLING THE SCENARIO!!):

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. 

C.     Game Settings:

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.

D.    Uninstalling AGE OF PIRACY:

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.

2.   Game Play

A.    Solo or Multiplayer games:

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.

B.     Sound during Multiplayer games:

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.

3.   Combat and Movement

A.    Naval artillery:

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!

B.     Naval engagements:

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.

C.     Graphic Conventions:

1.     Vessels with any type of offensive capability are show facing right.  Purely defensive vessels are shown facing left.

D.    Attacking Port Cities:

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.

E.     Spotting Enemy Ships:

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.

F.      Spotting Ground Units from the Sea:

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!

4.   Getting Help

A.    The Civilopedia:

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.

5.   Playing the "Pillage and Plunder" scenario

A.    Historical background:

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).

B.     The Pirates:

1.     The Buccaneers :

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.

C.     The "civilized" nations:

1.     Spain :

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.

2.     England :

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.

3.     France :

a)     Louis XIV.  Owner of a third-rate navy, but possesses vast new ground holdings in Canada and down the Mississippi.

4.     Portugal :

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.

D.    The "Barbarians":

1.     Those crafty devils :

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.

2.     Types of Savages:

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.

E.     The "civ with no name":

1.     The Wizard of Oz:

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".

F.      Politics

1.     Pirate enemies:

a)     The Spanish, your main source of income.  And of course, the Savages, with whom you can never negotiate.

2.     Pirate friends:

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.

3.     Negotiations:

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.

G.    The map

1.     Your stomping ground:

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.

2.     The Dead Zone:

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.

H.    Treasure for the taking

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, 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.

4.     Treasures of the earth:

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.

I.       Ships for the taking

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.

J.      Natural hazards

1.     Coral reefs:

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.)

2.     Sandbars:

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.)

3.     Hurricanes:

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.

K.     Special events

1.     Reinforcements:

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.

2.     Entrance of famous Captains:

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.

3.     Political:

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.

4.     Mother Nature:

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).

L.     Scoring:

1.     Judgment day:

a)     When 1750 AD. rolls around, count up your gold.

(1)    00,000-02,499: Prepare to be keelhauled!
(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!

M.    What if I don't want to play a pirate?:

1.     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 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.

N.    Game Dynamics:

1.     Time Frame:

a)     The scenario runs from 1665-1750 AD.

2.     Duration:

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.

3.     Level of Difficulty:

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.)

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 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.

6.     Science Rate:

a)     Science progresses very slowly for all civilizations, and even more slowly for pirates (due to their form of government).

O.    Known problems

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.

P.     Tips and Tricks

1.     Your Captains:

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!)

4.     Politics:

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.

5.     The hunt:

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.

6.     Defense:

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.

7.     Reinforcements:

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.

8.     Appearance of Captains:

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.

9.     Alternative sources of income:

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.

10. Guard your treasury:

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.

Q.    SECRETS

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).

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.

6.   Playing the "High Sea Conquest" scenario

A.    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.

B.     The Pirate Captains:

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".

C.     The Pirate States:

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.

D.    The "civilized" nations:

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.

E.     The Natives:

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.

F.      The "Ultimate Weapon":

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.

G.    Politics

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.

H.    Treasure for the taking

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).

I.       Ships for the taking

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.

J.      Natural hazards

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.

K.     Special events

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).

L.      Scoring:

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".

M.    What if I don't want to play a pirate?:

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.

N.    Game Dynamics:

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.

O.    Tips and Tricks

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.

P.     SECRETS

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.

7.   Playing the "High Sea Conquest 2" scenario

A.    Overview:

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.

8.   Contact Info

A.    The AGE OF PIRACY Website:

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.

B.     AGE OF PIRACY Updates:

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.

C.     Technical Support:

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!

D.    Troubleshooting:

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).

9.   Legal Stuff:

A.    Disclaimer:

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.