Corsairs to each their own smugglers governor. Corsairs - GPK Description of typical (automatically generated) quests of the game. Dutch West India Company

A pirate, a free privateer, even an officer in the service of His Majesty is always thinking about how to sell something. I don’t know if this actually happened (it is doubtful that the captains of the royal ships carried goods for their own benefit), but I can say with confidence that the most profitable business in the Corsairs was trade. You can sink hundreds of ships, but you will not earn even a tenth of one successful transaction of a true merchant. About speculation in exotic (and not so exotic) goods in the open spaces Caribbean Sea we'll talk.

From sloop to galleon and warship

Choosing a ship (or ships) for trading operations is a very responsible matter. In fact, the style of the entire game depends on it. You can choose a small ship and win due to speed, or you can equip a whole squadron. Of course, the difference in net profit will be very significant, but there is another side to the coin. It’s easier to evade pirates on a small ship, but a “heavy” squadron is clumsy and vulnerable. The impact of cargo on huge ships, such as the Manovar, is especially felt. It’s impossible to escape pursuit on a loaded trough to capacity, and a tactical maneuver is unlikely to succeed. And a pirate on a light corvette (brig, sloop, frigate) will have time to change sides ten times.

How to solve these problems? First, you need to choose a route. Secondly, estimate the budget and figure out what style games will do the best thing. Decide in advance whether you will fight or run away when meeting ill-wishers. The fact is that there is no point in equipping one, but a heavy ship. You will take up precious space in the hold with cannonballs, gunpowder, provisions and other goods. On the other hand, many small pelvises will be able to escape prosecution, and sometimes the price will be lower. And thirdly, you should select a product group. Some are cheaper, some are more expensive, but only you will lose money from rats, not buyers (and sellers).

On a note: There's a whole bunch of "Rat Gods" to be found in Tenochtitlan. If you are going to get serious about trading, it makes sense to complete this task first.

Depending on the strategy, you need to choose ships. In this chapter, we will look at each vehicle in turn, assessing their effectiveness in relation to cost and other parameters. Money is the main thing you need to pay attention to. How well this or that ship behaves in battle is of secondary importance, because for military raids a successful merchant can easily form a separate squadron.

Let's divide the ships into three groups: small, large and huge. Everything below third grade will go to the first. In the second - third and second grade. Huge ships - all first class.

So, after purchasing a ship of any group, the first thing you should do is decide on equipment and tactics.

It is important: Equipment tips apply to all ships within the group.

With all my might

If you decide to cut through the sea with great speed (and maneuverability) on a small boat, the first thing you need to do is sell the guns. Yes, you won’t be able to do anything against the pirates, but you don’t need that! The main thing is to leave, to break away, and for this you need to lighten the ship. In addition, guns take up space for cargo. The guns are great for dropping in battle, but they cost so much that it’s better to sell them anyway.

This is interesting: In Corsairs Online, dropping cannons is a common occurrence for merchants. True, the guns there are restored on their own, and there is no need to buy them again.

The next category is people. This includes the team itself (and its salary), its provisions (provisions) and rum (for morale). Since you will not participate in battles, you can immediately forget about weapons and medicine. Weapons are needed during boarding, and medicines are needed after. If there is no cause, then there will be no consequences.

Sell ​​cannonballs, buckshot, nipples and bombs after the cannons (or throw them away, they are still cheap). Gunpowder goes there - all this is not needed. True, it doesn’t take up much space, so you can, in principle, leave the grips and just a few guns to fire at the pursuers, and then make your legs.

To summarize: a strategy with light ships requires maximum speed movement, which means you need to provide the best captain (with maximum navigation) and full team so that the ship does not drag along like a lame turtle.

Better not come near

This strategy is valid for any variant of ships. However, its trading efficiency is slightly lower than that of all the others. The point is this: you equip the ship to its fullest extent (except perhaps without boarding materials) and give battle to anyone who decides to attack you. For ships of the first group (small ones), this strategy is only useful if you are only afraid of pirates. Otherwise, the very first punitive squadron will send you to the bottom. No options.

Owners of large and huge ships will feel somewhat more confident. Heavy warships almost always have the best hold volume. Therefore, the fact that you are carrying cargo imposes only one limitation - mobility. It is much more difficult for a galleon loaded with the most “I don’t want to” to pick up speed, turn around, and trim. Please note that you will have nowhere to put loot from other ships, so you don’t have to take anyone on board.

Combat merchant squadron in all its glory.

This strategy reaches its maximum effectiveness (in terms of defense) when controlling manovars (and ships of similar class). We buy the heaviest guns and bombs, and if someone attacks, it’s worse for him. But there is one very serious nuance - you will have to look for captains with maximum navigation skills. Otherwise, instead of fighting vehicles, you will get useless piles of wood and metal. As you know, the level of a mercenary depends on yours, and jacks of all trades are found only at the highest (fortieth and beyond) levels. Another argument against is the volume of cargo transported.

Let's calculate how much is needed for the combat capability of the ship. First, of course, the guns. A set of 32 pound guns for the royal manowar (112 guns) weighs 1,700 units. Five thousand bombs - another 300. Provisions - about a thousand, no less. Don’t forget gunpowder - at least 250. Rum is optional, but 500 barrels will weigh 500. In other words, goods for combat require two and a half, or even three thousand volumes. With a total carrying capacity of seven thousand (sometimes a little more), this is almost half. That is, you can earn half as much. In addition, do not forget about the costs of repairs, and the team needs to be paid and maintain its morale. Officers also regularly demand wages, and the higher the level of the mercenary, the more money you will have to pay.

Despite all the disadvantages of the strategy, it has one advantage - you can follow the plot and make trades along the way to maintain the budget. You won’t really earn money, but the costs of maintaining the squadron will not be so noticeable (which is no less important).

This is interesting: maintaining a thousand people costs almost two hundred thousand every month. Calculate how much money is needed to maintain a full squadron.

Classic scheme

Being a Rogue Trader is, of course, good and romantic. Here you have a chase, and responsibility only for yourself and your actions, and real money in your hands. Besides, you can do whatever you want at any time, no one will force you to do it. But the profit in this case is not so impressive. A large merchant, managing an entire squadron, turns millions, and in some cases - tens of millions. He can sell (and buy) the entire Caribbean, but the level of preparation (and costs) are completely different. The highest level in the trade business, in my opinion, is occupied by a warrior-merchant.

This is what a trade screen should look like for a self-respecting merchant. Information about the quantity of goods in all stores in the archipelago is purchased from the bartender.

What does this mean? It's simple - you don't run from the enemy, but drown him, but you don't spend half your cargo on weapons. Key moment- specialization. Each ship must perform a specific function. Only those who are suitable for this should fight. Naturally, the role of an escort should be played by the player, since the allies, although not stupid as traffic jams, cannot boast of complete adequacy. Practice shows that one single manovar with maximum caliber guns and full equipment can easily cope with a serious squadron.

In addition, do not forget that you have a huge advantage in the form of critical shots, skills that improve reloading and other goodies. And if you manage to fire from both sides at once, there is no doubt about victory. I remember that when I ran into a punitive squadron of five Spaniards, I sank their manovar in three salvos. Two of them, however, were critical, but even without them fifty guns cause significant damage.

Do not forget that the squadrons of other powers never consist of only manovars. Yes, only first class ships can meet, but so what? Warships and warships are no match for you. As for pirates, everything is even easier with them. You will rarely see even the simplest battleship among them (they are not in this category), and no matter how maneuverable corvettes, frigates and others are, several powerful salvos will still send them to the bottom.

The rest of the ships with this style are completely unnecessary in battle. They can simply be turned into “trucks”. Fire the entire crew, hire the cheapest officers, remove the guns and throw shells, provisions, weapons and medicine overboard. This way you can achieve maximum efficiency when trading. Count for yourself: four completely empty ships (from 6500 to 8000 holds) and no payments to the team, because there is none at all! The huge total size of the hold will allow you to extract tangible benefits even from relatively cheap goods. In addition, you will be able to earn fabulous money from smuggling, and to accumulate starting capital, complete tasks from merchants in cities. Don't forget that any merchant wants to fill out All space available on your ships. And the more goods, the greater the reward.

Advice: merchants offer different goods for transportation, but try to choose ones that are not chewed by rats. For example, cannonballs, nipples, buckshot and bombs. Try not to take expensive goods, unless you have Rat Gods. Rats can easily eat all the fat. Because of these rodents, I have had to pay a fine out of my own pocket more than once.

Ships

Until now, there has not been a single intelligible analysis of the ships. There are several reasons for this: ships of the same type (frigates, for example) can differ significantly from each other. The caliber of the guns, the volume of the hold, the thickness of the armor - everything is different, but the ships were not built on machines, and each had its own characteristics. Naturally, all this affects the price (sometimes quite significantly). In this chapter we will analyze the ships in order and in detail. Because the different strategies imply a fundamentally different style of play, a comprehensive assessment of the characteristics will be very helpful.

Ship characteristics

Not all ship parameters in Corsairs have a designation. Eg, number of permissible team measured by “seats”, and gun caliber- pounds. However, nothing is said about speed, maneuverability, or hold volume. In fact, everything is very simple. The developers most likely decided not to overload the player with unnecessary data (nodes, degrees and rolls), so they introduced abstract values ​​for some indicators. Hold capacity, for example, is measured in units of "net load". “Net cargo” is the multiplied weight and volume, expressed in abstract game units. So the fruit basket occupies the “1” positions, and the ebony package occupies the “5” positions. The remaining characteristics are calculated using the same principle. Hull strength- these are the same virtual hits. If the mark reaches zero, you drown. Speed created to compare ships with each other, because you can only sail to another island by global map. In the heat of battle, the one with the higher indicator will be faster. Maneuverability is calculated according to the same scheme. Whoever has a higher score is better. Only close-hauled calculated differently. The higher the number, the steeper you can go into the wind.

"Small" class

Tartan (grade 7)

Tartan first appeared in the Mediterranean Sea. Initially, it was a small fishing boat with a triangular sail, but its good performance made it a very popular ship for coastal voyages and trade between neighboring settlements.

A Tartana is essentially an ordinary boat, but with a sail. Its size does not allow it to travel long distances (although this is possible in the game), and general indicators say that if you sail on it, things are very bad for you. Fishing is not allowed in the game, and the tartan is only suitable for this. It is not suitable for anything and is only present in the game for decoration.

Average parameters
frame95
speed6,5
maneuverability46
close-hauled8,2
hold50
team10
gunsNo
price, gold350

Longboat (class 7)

A longboat is a large boat on which small cannons are mounted. It will never become a serious ship, but it is used for pirate or smuggling operations all over the world.

This is the same tartan, but slightly larger in size. The hold is usually three times larger, but the guns take up the lion's share of its volume. “Dead” armor and general uselessness are compensated by maneuverability and speed. An experienced captain will be saved on this vessel from any persecution. Just save something?

Average parameters
frame200
speed13,5
maneuverability72
close-hauled7,5
hold200
team17
guns (caliber 12 pounds)8
price, gold2500

Lugger (Class 6)

Lugger - small ship, created for transporting goods and guarding small convoys. Although the lugger is poorly armed and has a small crew, it is specially designed for both trade and battle. Many captains value the lugger for its speed and maneuverability, and its small size allows it to make long sea voyages.

The first more or less serious ship, which, in principle, is perfect for a free trader. With this you can sink a pirate and transport something. Another thing is that the lugger is a small ship and not very strong, and only 12 guns are not at all impressive. Besides combat equipment occupies almost half of the hold. The only undeniable advantage is that oblique sails allow you to sail steeply into the wind.

Average parameters
frame700
speed14,5
maneuverability62
close-hauled9,5
hold550
team57
guns (caliber 12 pounds)12
price, gold14500

Sloop (class 6)

With a shallow draft and excellent sailing performance, the sloop is a highly effective reconnaissance ship suitable for coastal patrol and trade.

However, the hold is too small, and at a comparable price the sloop is completely inferior to the lugger in terms of performance. Improved weapons do not change the situation. In my opinion, additional guns only take up precious space in the hold. It’s not worth buying a sloop; it’s better to wait for the next ship - a schooner.

Average parameters
frame1000
speed13,5
maneuverability36
close-hauled7,85
hold750
team66
guns (caliber 12 pounds)16
price, gold18000

Schooner (class 5)

The good performance of this ship, coupled with a spacious hold, made the schooner one of the most attractive ships as a merchant vessel for merchants mediocre who can't afford something better.

The schooner is the first worthy ship for trade. Its hold is usually twice as large as that of a sloop, and its performance is almost identical. The schooner's armament, like its armor, is also at an appropriate level - twenty guns will allow it to fight off small pirates. The only complaint is the price.

Average parameters
frame1400
speed12,5
maneuverability32
close-hauled7,5
hold1400
team105
guns (caliber 16 pounds)20
price, gold32500

Bark (class 5)

A bark is essentially a converted longboat. The bark is better suited for long voyages. With a spacious hold and sufficient firepower, the barque is considered one of the best ships in its class. However, the design does not allow it to reach high speeds, and maneuverability fails. In terms of performance, the barque is losing. On the other hand, a small crew and a spacious hold will allow you to transport goods with little cost. In addition, a barque is somewhat cheaper than a schooner.

Average parameters
frame1500
speed9,5
maneuverability26
close-hauled3,5
hold1900
team80
guns (caliber 12 pounds)16
price, gold30500

Caravel (class 5)

The unusual formula of the caravel's deck makes it easy to identify this ship from a great distance by its outline. It is advantageous to use caravels for transporting large loads, especially since they have proven to be unimportant as warships.

Excellent hold and weak combat characteristics. This is due to low speed and poor maneuverability. On the other hand, there are thirty guns (13 per side and two each at the front and rear), and the caliber is not bad - up to twenty-four pounds. One of the disadvantages is the poor close-hauled sail, since all the sails of the caravel are straight. The caravel works well as a “truck”, but military cover is required. Another plus is that a caravel is only slightly more expensive than a barque, and the hold is almost one and a half times larger.

Average parameters
frame2300
speed9,5
maneuverability28
close-hauled3,5
hold3000
team175
guns (caliber 24 pounds)30
price, gold38500

Barquentine (class 4)

When Spanish merchants realized that they were becoming easy prey for pirates in the Caribbean, they began to massively convert their galleons into barquentines. Thanks to the mixed sailing rig, the barquentine can move quite quickly in any direction. And although the transatlantic journey lasts a little longer, the Barquentine will certainly escape the pirates.

Excellent running characteristics and good hold. An excellent ship for the “all-out” scheme. The hold, however, is not as spacious as that of a caravel, but the barquentine sails well against the wind. Among the shortcomings, only weak weapons can be noted, but the price does not bite. The maximum crew reaches two hundred people, which means that you can safely board an impudent pirate.

Average parameters
frame2300
speed10,5
maneuverability38
close-hauled9,5
hold2500
team195
guns (caliber 12 pounds)16
price, gold33500

Brigantine (class 4)

Legendary type of sailing ships. Fast and maneuverable, like a swallow, the brigantine soars over the endless expanses of seas and oceans.

The brigantine has excellent driving characteristics, although the price is only slightly more expensive than the barquentine. The hold, however, is very small, so the brigantine is hardly suitable for trading operations. The choice of a pirate or privateer, not a merchant.

Average parameters
frame2100
speed16,5
maneuverability52
close-hauled8,5
hold1200
team105
guns (caliber 16 pounds)20
price, gold32500

Flute (class 4)

Flute is a fairly strong and large ship. It is excellent for long-distance voyages, but it is unwise to use it for military purposes. The flute is good as a merchant ship, since in terms of the size of the hold and the strength of the hull it is very difficult to find a rival to the flute in its class. The flute first appeared in Holland. They were built from soft wood to make the ship as cheap as possible.

The first ship for large merchants. Excellent hold capacity and good performance characteristics, a fairly strong hull and a large crew. Yes, it is difficult for him to find a rival in the class (only a galleon), but, as you remember, flutes were built from the cheapest types of wood. They were originally conceived as workhorses, and guns were installed on them more for show. Flute is a true merchant ship, but it is also suitable for the “all-out” scheme, although it works best in guarded merchant squadrons.

Average parameters
frame3100
speed12,5
maneuverability36
close-hauled4,5
hold3200
team165
guns (caliber 24 pounds)18
price, gold50000

Brig (class 4)

The brig is often used as a merchant ship, but even more often as a warship. High speed and excellent maneuverability make it one of the most harmonious ships. However, the straight sail rig limits its close-hauled capabilities.

The brig is good for the “all-out” scheme. Still, it is rather weak in battle (only 16 guns). On the other hand, even a small number of guns can pay off due to maneuverability and speed, but there are pitfalls here too. The fact is that the straight sail rig does not allow the brig to sail steeply into the wind. The only reasonable use is to load up and run.

Average parameters
frame2700
speed14,05
maneuverability44
close-hauled3,5
hold2000
team177
guns (caliber 24 pounds)16
price, gold41500

Galleon (class 4)

This is undoubtedly the most famous type of ship in history. A close relative of the caravel, the galleon is a clumsy but reliable ship that has served sailors for two hundred years. Easy prey for a real pirate.

Everyone used them, but most often the Spaniards. It was on galleons that gold (as well as other goods) was exported from the colonies. The galleon is an excellent merchant ship, but unimportant in battle. It's all about poor maneuverability and low speed. With such indicators, only the battle line is suitable for battle, but the relatively thin armor puts an end to this idea. The galleon is perfect for the merchant, and if he has a ship (or ships) for protection, the legendary ship will pay for itself in one voyage.

Average parameters
frame3500
speed10,5
maneuverability31
close-hauled3,2
hold3600
team366
guns (caliber 12 pounds)20
price, gold53500

"Big" class

Corvette (Class 3)

The corvette was designed to be powerfully armed, but at the same time as fast and light as possible. As a result, corvettes have a weak hull, but are able to catch up with lighter ships and conduct successful battles with heavier ones. Typically, the corvette was used as a patrol vessel and also as an auxiliary warship.

The corvette has the thinnest armor in its class, but in terms of speed only a frigate can compare with it, and in terms of maneuverability it has no equal at all. However, a corvette is not at all suitable for trade, because a loaded ship is not so fast, and this is its main advantage. Each ship must be used in accordance with its specialization. A corvette is a fast, nimble and relatively powerful ship. You can’t take a fort on it, but on the open sea it has no equal.

Average parameters
frame3200
speed15,5
maneuverability58
close-hauled4,6
hold2600
team202
guns (caliber 32 pounds)32
price, gold73500

Heavy Galleon (Class 3)

A heavy galleon is a powerful warship. Large caliber guns, a durable hull and a large crew provide reliable protection for any cargo. Unfortunately, the strong armor resulted in an even greater reduction in performance.

Heavy galleons eventually replace flutes (due to the hold) and regular galleons. Yes, in terms of performance, heavy galleons lag behind (quite noticeably) other ships in their class, but the huge hold more than makes up for all the shortcomings. Due to its low top speed, a heavy galleon is not suitable for a full-on strategy. The ideal application is “better stay away” or “classic scheme”. The armor is strong, and there are fifteen cannons on each side, and the caliber is decent. Verdict - a heavy galleon is excellent for armed squadrons, but only opens up under escort.

Average parameters
frame5500
speed7,5
maneuverability23
close-hauled2,6
hold5000
team448
guns (caliber 32 pounds)36
price, gold100000

Pinas (class 3)

This ship is large and strong enough for long sea voyages. The capacity of its hold allows it to transport a large amount of cargo, and its weapons allow it to ward off pirates. However, in combat it sorely lacks the maneuverability and speed of a real warship.

A pinas is simply an improved version of a flute. Its hold is spacious, there are few guns, but it is cheap and fast. Cheapness makes pinas workhorse, but there is no point in buying it - it’s better to save up for a galleon.

Average parameters
frame3600
speed12,5
maneuverability32
close-hauled5,7
hold3600
team241
guns (caliber 16 pounds)18
price, gold62500

Frigate (class 2)

Fast and maneuverable frigates are very popular with many captains for their good performance and firepower. A squadron of frigates may well destroy the fort and plunder the city.

In fact, a frigate is the first heavily armed ship (twenty guns on board), and anything heavier plays the role of a floating fort. Meanwhile, a frigate’s hold is not as small as a corvette’s, so you can both protect the squadron and carry additional cargo. Keep in mind that frigates have straight sails, so you won’t be able to sail steeply into the wind.

Average parameters
frame5000
speed15,5
maneuverability37
close-hauled3,9
hold3200
team323
guns (caliber 32 pounds)46
price, gold150000

Warship (Class 2)

A warship, although superior in number of guns to a frigate, is inferior to it in speed and maneuverability. However, by strengthening the hull and increasing the size, some warships can be equipped with the heaviest guns.

A warship is simply a weighted frigate. To tell the truth, the armor and additional guns backfired on him - his maneuverability and speed dropped significantly. There is no point in using a warship as a “truck,” since there is a heavy galleon one class lower, which is equal in armor, and you can carry more cargo. In addition, a galleon is much cheaper, and speed is not so important in the presence of a military escort.

Average parameters
frame5200
speed13
maneuverability36
close-hauled1,8
hold4200
team435
guns (caliber 24 pounds)56
price, gold170000

"Huge" class

Ship of the line (class 1)

A battleship is a formidable force. Armed with the most powerful and long-range guns, with a very strong hull, it is capable of successfully confronting any ship at sea and destroying coastal fortifications.

An excellent ship for the “better stay away” scheme. Lots of guns, a strong hull, a large crew and a spacious hold. Unfortunately, it is hardly suitable for other schemes - it is too expensive, and in terms of the volume of the hold it is not far from a heavy galleon. On the other side, good speed allows you to apply the scheme “from all angles”.

Average parameters
frame7600
speed12,5
maneuverability32
close-hauled1,4
hold5000
team571
guns (caliber 32 pounds)66
price, gold250000

Gunship (Class 1)

Warship - development of a warship (essentially a frigate) by increasing the size and strengthening the hull. Huge and unwieldy, it carries several batteries of heavy guns and is served by a large crew.

Only good for combat. Its hold is not much larger than that of a battleship or a heavy galleon, but the armor is much thicker, and there are as many as thirty-six guns on each side. Suitable for the “better stay away” scheme, but that’s all. “At full speed” will not work, since the warship does not shine with speed, and the “classical scheme” is of no use. Why guard an expensive ship if you can buy three heavy galleons for the same money?

Average parameters
frame7700
speed11,5
maneuverability29
close-hauled1
hold5300
team523
guns (caliber 32 pounds)80
price, gold345000

Manowar (class 1)

Man-of-war is the most powerful ship in history. It carries up to a hundred cannons on three gun decks, and its hull is practically impenetrable for cannonballs. Unfortunately, the ship's enormous size and displacement limit its use to naval battles and sieges of forts.

The largest ship of the line is perfect for a merchant. Surprised? The manovar has the most voluminous hold, and the level of armor allows you to wait until the military escort deals with the enemy. Also great for the “don’t come near” scheme. There is nothing more terrible than five manovars. I remember how the Spanish punitive squadron ran into me at sea... With the first salvo we sent the Spanish flagship to the bottom. Two and a half hundred cores are no joke. Especially when the caliber is forty-two pounds.

Average parameters
frame10000
speed10,5
maneuverability25
close-hauled0,7
hold7300
team850
guns (caliber 32-42 pounds)102
price, gold525000

Royal Manowar (Class 1)

Royal first class ship of the line. Terrifying firepower is combined with exquisite hull finish and impressive performance. This is the greatest ship of all time.

Only suitable for war. To be honest, its usual modification has a much more spacious hold, and additional guns are not as important as the cargo. Ideally, you can make the royal manovar the flagship, and let the “trucks” be ordinary ones. The same squadron configuration is also suitable for the “better stay away” scheme.

The Royal Manowar is the pinnacle of shipbuilding. However, it is only suitable as a flagship warship. For trading, it is better to use ordinary manovars, they are cheaper.

Trade routes

In the Return of the Legend guide, we have compiled a table of export and import of goods for all stores in the archipelago. Since then, the economic system has been slightly modified, and some goods have changed status. The new version takes into account all the changes since “Return of the Legend” and the latest patches. Based on the table nearby, we will look at the optimal trade routes.

Types of trade

Of course, the economic system in the Corsairs is far from ideal; it lacks changes in prices, demand, supply, and much more. The economy is simple and just begs to be made money. The game is kind to the player who can evaluate his strength. Let's look at a few trading techniques that have been common to the Corsairs (since time immemorial).

This is interesting: in fact prices change. If you buy a lot of a certain type of product, its price rises (scarcity), and if you sell a lot, it falls (supply). But if something is exported somewhere, even the end of the world will not force the merchant to import this product.

Direct flight

By direct flight we mean a regular trip from point A to point B and back. We buy the product we need, sell it and come back for the next portion. For direct flights, goods from the highest price category (black and mahogany, silk, gold) are best suited. Why? It's simple: you make a huge profit, and the faster you transport all the goods, the sooner it runs out and the sooner you can switch to another product. During this time, stores will be restocked. Distinctive feature- this method is only suitable if you have money for an expensive product. This is true, for example, for a squadron of manovars. You need to invest an unimaginable amount of money, but the return exceeds all expectations. The best use of the scheme is smuggling.

Chain

The essence of the chain is to select a group of goods that you will trade. For example, you buy ebony at the lowest price and take it to where they buy it the most. At this port you buy another export product and take it to the next port. And so on. The scheme is difficult to implement as you need to be aware of quotes in all stores Use the table and plan the best route.

Circular flight

This method is essentially a mixture of the first two. You choose a starting port and transport the best goods to another city. There you buy another product and take it somewhere else. Eventually you should return to the first port you selected. This scheme is the most difficult to implement, but it is also the most profitable - your ships will not be idle. Pure profit, complete confidence and accuracy. The point of the scheme is that when you return to the starting city, there will already be enough goods there. In addition, you can change the round trip as much as you like, simply by choosing a different product.

Caribbean Products
Cores - - - - - E E - - - - AND AND AND
Buckshot - - E - - AND - - AND - - AND AND -
Knippel - - - - E - - E - - E - - E
Bombs - - - - - - - E - - - - - -
Powder TO - E E - E - - - AND - - - -
Provisions E - TO AND E - - TO AND - E E E -
Weapon AND - AND E - - E - TO AND - AND AND AND
Medicines - TO AND - AND TO AND E E - AND AND AND AND
Canvas AND E - TO - - - AND AND AND - AND AND -
Boards - AND - AND TO AND - - E E TO - - -
Cocoa AND AND AND TO AND TO - - E - AND E E -
Coffee - E - E - - TO - - E - - - E
Tobacco TO - E - E - - AND TO AND E AND AND AND
Sugar AND - - E E - AND AND TO E E - - -
Wheat - E E - E - TO AND AND TO E - - E
Wine TO AND E - E - AND TO TO AND E E E -
Rum - AND - - AND - E E - - AND E E -
El E - TO AND - - E E - E - E E E
Cotton E - E - E - TO AND - TO E - - -
Canvas E E - TO AND - E - E E AND - - E
Leather - - AND - AND TO AND - E E AND - - E
Silk - TO TO - - E - AND - TO - - - AND
Cloth - - - TO AND AND - - AND - AND - - -
Ebony - E - - TO AND AND TO - - TO TO TO TO
Red tree E - TO - TO AND - - E - TO - - AND
Sandalwood E E E E - AND - TO - - - E E -
Cinnamon TO TO AND AND - E - - - E - E E -
Copra - - AND AND - TO AND - AND TO - TO TO TO
Paprika AND AND - E - E - E - - - - - E
Fruits AND TO - AND TO - AND AND - AND TO AND AND -
Oil E E - E - AND TO - E - - TO TO TO
Bricks AND - AND AND - E - E AND AND - TO TO TO
Slaves TO TO TO TO TO TO TO TO TO TO TO TO TO TO
Gold - AND - - AND - E - - - AND - - -
Silver - AND - - - E E - - - - - - AND
Cores - AND AND - - - - E AND - - AND -
Buckshot TO AND AND AND - - - E - E - AND -
Knippel - - - - - - - E - - - AND -
Bombs E - - - - - - E - - - AND E
Powder AND TO TO TO - E E E - - TO AND AND
Provisions E - - E - - - - - - TO - -
Weapon - TO TO TO AND TO TO E - - TO AND -
Medicines AND - - E - AND AND - E AND AND AND -
Canvas - AND AND AND TO AND AND AND AND TO - - AND
Boards - E E - AND TO TO - - E E E -
Cocoa - E E - AND TO TO - - E - - -
Coffee - E E - TO E E - - AND - E -
Tobacco - TO TO TO AND - - AND - AND - TO -
Sugar E - - E - E E - E - E E -
Wheat - E E - E - - - - E AND - -
Wine E - - E E - - E E - AND TO -
Rum E - - - E E E - AND AND AND TO E
El - - - - - E E - E - - E AND
Cotton AND TO TO TO E - - AND - E - E -
Canvas E E E - AND - - - E - - - -
Leather - - - E TO AND AND TO AND AND TO TO -
Silk AND - - AND - - - AND AND TO - - -
Cloth E - - - - E E AND TO AND AND E -
Ebony TO AND AND - E AND AND - - E E - -
Red tree - - - E - AND AND - - - E - -
Sandalwood - E E - AND AND AND TO AND - E - -
Cinnamon - - - - E - - - E - - - -
Copra TO - - AND - - - TO TO - - E -
Paprika - - - E AND - - TO AND TO - - -
Fruits AND E E - - - - - TO AND AND - -
Oil TO AND AND AND TO TO TO - E E - - -
Bricks TO AND AND AND - E E - TO TO AND - -
Slaves TO TO TO TO TO TO TO TO TO TO TO TO AND
Gold AND AND AND - - AND AND AND - - E - AND
Silver - - - AND E - - AND - - E - AND

* K - smuggling, E - export, I - import, dash - regular price.

Destinations

In the final chapter, we'll look at goods and ports, as well as some illustrative examples of trade routes.

First, keep in mind that cities that are nearby have almost the same trade policies. In other words, if Havana imports canvas, Puerto Principe imports it too. There are no short but profitable routes in Corsairs. Or rather, they were, but with the release of the patches, the easy life ended. Let's consider several routes for each type of trade.

Direct flight

The simplest and most expensive at the same time. For direct flights it is better to choose the most expensive goods: gold, silver, silk, ebony, mahogany and sandalwood. For a time, smuggling was one of the most profitable voyages, but recently a smuggler went missing in a pirate town near Curacao (Mahogany). Although store data indicates that the goods are smuggled, no one will buy it from you. And for the better. To be honest, having found one single route with enormous profitability, I abandoned all the others. Why waste time when you can earn phenomenal amounts in just a few flights?

Direct trade scheme for mahogany. The final destination is Fort-de-France.

Let's look at expensive products one by one. Mahogany is sold at reasonable prices only in four colonies: Havana, Maracaibo, Marigot and Willemstad. The noble type of wood is considered smuggled only in Port of Spain and Fort-de-France. There are only two cities, and they belong to the French and the British. The shortest route for mahogany is from Curaçao to Martinique. Just remember to settle relations with other nations and take the appropriate flag in your skills. Unfortunately, you cannot do without trade patents (unless you play for Holland). The second good route is from Marigot to Martinique. Use it if the mahogany stock in Willemstad runs out. Havana is unsuitable for profitable trade. There are no ports nearby with sufficiently high purchase prices, and the nearest “smuggling” cities Very far.

Another viable option is a flight from Maracaibo to Martinique. This option is also suitable for starting a “half chain”. Let's say you have a squadron of five manovars and you can easily buy up the entire stock of goods in the store. It turns out that you are wasting your time because you are leaving the hold empty. To make the most of it, you need to start in Maracaibo, then look at Curacao and only then sail to Martinique. If things don't work out with the smugglers, you can simply sell the goods at a high price. Mahogany is imported, for example, to Basse-Terre. However, the difference in profit is very significant.

Let's do the math. With a store stock of 10,000, you can buy mahogany for an average of 250 gold. You can sell it to a store marked “import” for a price of 400 gold. If you don’t have “Rat Gods”, we’ll write off another 10% for losses from rodents. We multiply 150 by 10,000, and subtract 10% of the average losses from rats from the final profit. In total you will receive 1,350,000 net profit. Not bad? Now let’s do the math for smuggling. A unit of mahogany in Fort-de-France costs 700 gold. We multiply 450 by 10,000, subtract the losses from rats, for a total of 4,005,000 gold. The difference is obvious.

On a note:"Corsairs" - partly role-playing game. Try to play the role to the end. In particular, you can play without the save-load link. If something happens, continue the game no matter what. With this style, selling goods to “import” is perhaps the safest option.

Redwood is the best product for a direct flight, especially if you haven't gotten rid of rats. Gray robbers consume silk in obscene quantities. True, they don’t touch the gold, but there is no smuggling of it either. If you choose between gold, silver and ebony, choose wood. Firstly, even with a larger volume, the final profit will be greater. Secondly, only a few colonies are “rich” in gold, and even then there is so little of it that the game is not worth the candle. In a successful situation, ebony can be bought at an average price of 100 coins and sold for 550. Gold, with its ratio of 650-820 (170 income per unit), cannot compete with noble wood. Best routes: Cumana, Maracaibo, Cartagena - Fort-de-France.

We did not consider two products from the upper price range - slaves and sandalwood. It is impossible to make money on the former, because they are sold (and then with “import”) only in Bermuda, and they can only be obtained by boarding (you leave the survivors as slaves). But this income cannot be called permanent, besides, slaves can start a rebellion, and when the rebellion is suppressed, someone will inevitably die.

Sandalwood, on the contrary, a good choice for trade, but only if the supply of wood has completely dried up. Sandalwood is considered smuggled in Charlestown and Santa Catalina. It's a pity, but these cities are too far from the main trade routes, so, in essence, you have two options: take sandalwood from Willemstad to Charlestown, and then stock up on mahogany in Marigot, or not trade sandalwood at all.

Chain

For the chain, the best goods are in the middle and low price categories, since the “export-import-smuggling” schemes for them are much more diverse. Judge for yourself, for example, we transport mahogany to Martinique (or St. John's), since there the best prices. Ebony - right there. But you can sell and buy bricks, wheat, rum, ale and other inexpensive goods wherever you want, since the ratio of the purchase price of one unit of goods to the selling price is not so high. The benefit here is achieved by the large quantity, and not by the cost of a single bag of wheat.

Chain starting in Cartagena. The final destination is Fort-de-France.

This is interesting: the difference in purchase and sale prices for goods of the lowest category is no more than ten doubloons and rarely reaches at least two times the excess.

The first thing to do is to create a good route. For a novice trader, purchasing trade licenses is a very burdensome matter, so you need to trade only with those ports where they don’t dream of letting you go to the bottom. The Spaniards and the Dutch have the easiest life. Many ports are open to them, which means you can trade anything. The question "where?" does not matter, except that the distance between cities can somehow affect the choice of product (route). Otherwise everything is the same. Unfortunately, in Corsairs there are no NPCs tied to any specific islands, ports or areas of the sea. You can, deep in the rear of the Spaniards, on the Maine, meet a huge punitive squadron of, say, the British. This is unfortunate, since the chance of evading pursuit depends only on the course relative to the wind. Blowing in the back? Have a blast. No? So they will catch up.

It is important: Don't rely too much on the Skilled Sailor ability. Yes, it allows you to escape from a meeting on the high seas, but this does not mean that you will hide from any pursuers. In the worst cases, the menu will pop up every split second. In other words, after refusing, you will immediately be offered to enter the battle - and so on until you agree. Or don't load the nearest save.

Let's consider an illustrative diagram using the example of the main character from Spain. The choice is not accidental. Spanish traders have the easiest life. Let's say you start a chain in Cartagena. The nearest city is Maracaibo. We take a load of wheat, and in Maracaibo we buy a shipment of sugar to bring it to Curacao. In addition, we fill the holds with gold and silver. Having sold sugar in Willemstad, we fill the hold with mahogany and sail to Cumana. There we will sell gold and silver, and fill the empty space with ebony, which can be sold to smugglers in Fort-de-France. Starting with simple goods, at the finish line you will trade the most expensive ones. The chain should be replenished exactly by the time you return to the starting point. If upon return the goods have not yet appeared, extend the chain.

In the resource-rich Caribbean, there are many different trade chains, because the route is determined only by the opportunity to buy or sell a certain product.

Circular flight

Round trip starting in Cartagena. Please note that our beloved Fort-de-France is not included in the circle.

Any merchant should have good map- as well as a whole bunch of more detailed ones. For dark things, you know...

The example of a round trip is simple. Let's take the route given in the “Chain” chapter as a basis and modify it a little. The last city in the chain is Fort-de-France. To get a round trip we need to change Fort de France to Basse Terre. Of course, you will have to buy a trade license, but the profits are worth it. Looking at the table "Products of the Caribbean", we see that the French in Basse-Terre import ebony and mahogany, and export silk. Now you have a choice: either sail to Porto Bello and sell the silk you bought honestly, or hand it over to smugglers in Cartagena. To be honest, the second option is much preferable. Using this principle, you can build a chain of such size that you will literally buy and sell the entire Caribbean Sea.



So, we figured out the trade. Of course, no article is enough for a comparative analysis of profits from the sale of different products, but we have “built a foundation” on which you can create schemes yourself. Whether they are profitable or not - only a test flight will tell. I wish you successful voyages and profitable transactions. You will especially need luck!

Open the map and navigate to the shores of Guadeloupe. Having dropped anchor, go to Fadey’s house, which will be indicated by a sign of the same name. Chat with the man you find inside and tell him that Michel sent you. However, he will not have any money and will reward you with a saber. Don’t forget to ask him about any questions that interest you. Then go to the prison and talk to the commandant. You need to get permission to visit the Indian.

Continue through the game Corsairs: To Each His Own and go inside the cell to talk with the prisoner. Afterwards, return to the commandant and find out from him what is needed to release him. It turns out that it was simply the consent of a certain Fadey. You can go to him and chat. At the end of the conversation he will demand 150 gold. But you shouldn’t immediately agree to this amount, because he will later reduce it to 100. You can go to the moneylender and buy several precious stones from him. But you won’t have enough of a couple, so go on the ship and start traveling to the island of Martinique to get two more missing doubloons there.

But you don’t have to try too hard, because you won’t be able to free the prisoner yet, so after landing on the island, you can find Michel and talk to him. It turns out that Fadey did not give you the original ancient saber. He also notes that you need to take a task from him. Now in the Corsairs walkthrough: To each his own, go to the tavern and talk to the innkeeper so that he can help you select a new team. Then return to Guadeloupe and find the cunning Fadey to return 100 gold to him.

Afterwards you can give the receipt to the commandant and release the red-skinned Tichingita from captivity. Chat with him and persuade him to join your team. Head to the church and talk to the priest, it turns out that he was robbed. You can offer your services. Now, in the walkthrough of the game Corsairs: To Each His Own, you have to complete the quest. So head to the tavern and ask the owner about the church robbery. He doesn't know anything.

Go to the table and chat with a fairly drunk man. It turns out that this was done by a local gang of thieves who are hiding in the jungle. Move there. As soon as you find yourself at the fork, turn first left and then right. Be careful, because you will meet three people in the thickets. Approach them and chat. They will offer you to purchase the loot for a small amount.

Caribbean customs

As soon as dawn comes, go to the shop and talk to Gerard Lecroix. After that, visit the tavern and get some sleep. Go back to the store and talk to Gerard to receive a task from him, which is to transport the cargo to the port of Port-au-Prince, located on the island of Hispaniola. Open the map and start sailing.

After landing, head into the jungle. When you reach the fork, turn right and then head towards the fort. There you will meet the commandant, go up and talk to him. As soon as you earn 5000 gold, you can take on the next task. It consists of transporting 15 cannons to Porto Belo, where the frigate owned by Florian Choquet is located. It's worth noting that this is located near South Main Island.

Be careful, because along the way you will be attacked by one of the Spanish interceptors. Let it sink and continue swimming. Since the port you are heading to belongs to the French, you need to move a little west of it. After things have calmed down, slowly approach the Warlike One. After talking with his captain, agree to help him in the reconnaissance operation. Now you can head to Mosquitos. Once you arrive, expect darkness to fall. Make your way into the city and move towards the shipyard.

When in the passage of Corsairs: To Each His Own you find yourself near the bridge leading to the shipyard, then look into the tavern. Find someone here willing to buy you a drink. Then find out from him about latest news that occurred in the area. It turns out that a spy was recently caught here. Then he will ask you to find a beggar. Wait until morning and go into the city to look for him. Having found a beggar, offer to earn a little extra money by finding out something for you. Then head to the pier and wait for it to find out the information obtained.

After listening to him, return to the ship and set course for the Inspired ship to tell Captain Shoka about everything. Also take the next task from him, which is to board the ship "Pueblo", which is transporting gunpowder to the shores of Alacantara.

I advise you to take a course along the shore of the Main, where you will meet him. In the further passage of the game Corsairs: To Each His Own, you should intercept the ship, and then head to Guadeloupe. Go ashore and go to the local shop. Find a merchant in it from whom you can get honestly earned money. Then you can start transporting goods that need to be taken from the owners of local shops.

Dishonest competitor

After you enter the store, go to the merchant and take the task from him, which is to bring Robe Dumas from the tavern. Agree and go to the entertainment establishment. There you will find a man wearing a mask and hat. After talking with him, return to the shop and convey the essence of the conversation. After you deliver the letter to the address, you will receive a small reward.

As soon as he offers you to find Lara’s competitor and force him to close the shop in which he sells contraband. Continue through the game Corsairs: To Each His Own and return to the tavern to tell it that you are looking for cheap products. You will immediately receive a proposal for a meeting, agree and head to the indicated building. Wait for him and move into the building. Afterwards, you definitely need to inform him that a detachment of soldiers is already waiting outside the door. In order to escape, he will offer you a bribe of 10,000 gold. Take it.

When the smuggler disappears, head to the shop and tell the merchant that the competitor is no longer there, for which you will receive another reward in the amount of 15,000 pesos.

Girl in the jungle

You can meet this character in Guadeloupe. She will run away from three bandits and ask you for help. After you take the girl home to Basse-Tere Island. It turns out that her father, the owner of one of the local shops, wants to marry her to a moneylender. However, her heart belongs to someone else. It is worth noting that if you deliver the girl to the address, her father will reward you in the amount of 7,500 gold.

The Gascon's Burden. Continuation

Now you should return to the island of Martinique to visit Michel, who is still in prison. After you talk to him, he will offer you to choose from several options for the development of events:
- become a member of the West India Company located on the island of Curacao;
- become a member of the British Navy;
- become a member of an unknown organization located in Barbados.

Dutch West India Company

Start passing this storyline in the walkthrough of the game Corsairs: To Each His Own by going to Curacao. Anchor offshore and make your way to the location where the GVIK headquarters are located. You can recognize them by a rectangular sign with the corresponding inscription. Be sure to let them know that you want to work for them. Then climb to the second floor and find Lucas Rodenburg there. After you talk to him, you will be the first to receive a task to complete.

First task. Escorting Balthazar

Having received the installations, head to the port office of Willemstad, where you need to find and chat with Ridderbock Baltazar. Then you can go out to the open sea again, but very carefully, because the Fierce One will now begin to overtake you. Since he controls a fairly powerful ship, it is almost impossible to escape.

I advise you to go through this battle in the game Corsairs: To each his own, get to the fort and sit there, because this is the most best position of all. After you have repelled the enemy attack, head to the island of Sant Martin and find Balthazar in the city. Afterwards you will be rewarded and can safely return to Curacao. Disembark and go to the GVIK residence and report on the completion of the task to Rodenburg.

Second task. Acevedo's secret letter

Now you will have to visit Cuba and find Don Simono in Santiago to give him some documents. By the way, this person holds an important position in the bank. Start your trip to Cuba and try to avoid being seen by the Spaniards. I advise you to anchor on the right side of the cape, and then gradually move towards the bay called Anna Maria.

Once on the shore, continue the passage of the game Corsairs: To each his own and go to the city gates. It is worth noting that you do not need to go through them around 00:00, because there is security there. As soon as morning comes, go to the bank, located in the alley opposite the residence. Find Simon there and talk to him. Then he will ask you to come back tomorrow. Now be prepared for the fact that as soon as you cross the threshold of the bank, you will immediately be stunned.

When you open your eyes, you will see your opponents, but you shouldn’t tell them everything right away. Wait for the leader to leave. You are now under guard. As soon as one of them leaves his post, quickly run up to the chest and take out the harpoon from it. Then use it on the enemy and get out of the room.

After taking a few steps, you will stumble upon Veron, also use a harpoon on him, and then go down below. Once on the first floor, find a chest there and take all the things that were taken from you earlier. You can get out of the building and head to the bank.

Find Simon there and pick up the reply message. He will tell you that some person must certainly die. You can get out of the city and climb aboard the ship. Once on the ship, head to the island of Curacao.

Third task. Fleetwood

After you once again find yourself at Rodenburg’s in the passage of the game Corsairs: To Each His Own, you will be puzzled by the fact that he will let you go for a week. In the meantime, you can deliver goods to stores or the port. After your rest, go to Rodenburg again and take on the next task. Then head to the port office and deposit your ship. It is worth noting that this will be completely free.

All information about the quests that appear endlessly throughout the archipelago

Governors Quests


Find an enemy infiltrator

Spoiler

We go out into the city and start a dialogue with the first citizen we come across, if the dialogue contains the line “I am looking for an enemy spy” and “Who can confirm your words,” then we approach each citizen and ask him about the spy, the one who hesitates and cannot confirm in fact, he is his own words - we take him to the governor and close the quest.
If in the city, when addressing citizens, there is no above line of dialogue, then the spy hides in one of the houses or other premises. We go into each house in turn, inspect the first and second floors - the person who will not automatically start a dialogue when you appear in the location is the spy - we talk to him, kill him in dialogue and go report this to the governor.
If the spy is not on the streets or in the houses, then the governor has given you more than 1 day to complete this quest... sleep for a day


Sink Pirates' ship

Spoiler

After receiving the task, we go out to sea and call the command “Swim to”, we swim in turn to all the ships that are in the field of view of this command. Swimming up to the ship, if within a few seconds it has not changed the flag to a pirate one, call the command “Send a boat” and disembark on the ship, there we begin a dialogue with the captain, select the line “I’m looking for a pirate ship in these waters, haven’t you heard anything?” if the ship is not a pirate, then the captain will answer that no, if this is the ship you are looking for, then the captain will surrender himself and set his boarders on you, killing them, we return to our ship and either destroy or board the ship that has become a pirate. If the ship is not a pirate, then we swim to all the other ships in sight until we come across the one we are looking for. If you still haven’t found the ship you’re looking for, then sail for a couple of days on the global map.


Destroy a gang of bandits in the jungle

Spoiler

Having received the quest, we head into the jungle and go around all the locations in turn, including bays and locations near caves, the bandit or bandits will most likely run up when they see you, after the conversation we kill them and go report to the governor about the completion of the task.


Sneak into an enemy city to meet with an informant

Spoiler

There are two options to infiltrate an enemy city, the first is to buy a trade license (which will cost much more than the reward for successful completion) and, after hanging the flag of the corresponding nation, enter the city through the port, and the second is to enter the city after midnight from the side of the jungle, once in the city we go to the tavern without catching the eye of the guards, we spend the night there, and in the morning we go to to the right person, you can still try your luck (if you have a lot of secrecy) and hang out the appropriate flag and get into the city by ship, deceiving the fort, but it’s better at night, otherwise you’ll run into the guards near the port. You cannot raise the alarm, otherwise you will scare off the informant. After talking with the informant, we return to the governor and report on the completion of the quest.


Deal with the smugglers

Spoiler

After receiving the task, we go to the tavern, there we talk with the smuggler at one of the tables, if we have contraband cargo in the hold, then there will be a dialogue with a proposal to meet outside the city and push it at a higher price, if not, then we go to the store and buy at least one a unit of smuggled goods (highlighted in red), then we return and make an appointment, the smuggler says in which bay they will wait for us, we go to the meeting place, enter into dialogue with the smugglers, select the line about the governor, kill them, go to the governor for a reward!



Fool