TROPICO 2: PIRATE COVE CAMPAIGN WALKTHROUGH Version 1.0 By: fawkes66 email: fawkes66@yahoo.com ******************************************************************************** ********************************Copyright Notice******************************** This FAQ/Guide is published on GameFAQs and written by me. Copyright 2003 fawkes66. All rights reserved. Nothing that appears in this FAQ/guide may be reproduced under any circumstances without the express written permission of the author/copyright owner (in other words - me). This document may be used for your own personal private use, but it may not be placed on any other website or publicly distributed without advance written permission. Public use of this guide, including displaying it on any other web sites is strictly prohibited and a copyright violation. ******************************************************************************** ******************************************************************************** Notes: ~You need to actually read your game manual. If you don't know how to build a corn farm, read your manuel because I'm not going to retype it here. ******************************************************************************** Table of Contents ******************************************************************************** 1. Tips 2. Version History 3. Building Types 4. Ship Types 5. Pirate ranks 6. Campaigns 7. Single Games 8. Codes ******************************************************************************** Tips ******************************************************************************** Here are some tips: ~The first thing I usually build is a Sea Rations Factory so I can my ships out there bringing me captives. ~The second thing I usually build is a second Sawmill, sometimes a third depending on how much building I'll be doing or how many ships I'll need. Keep moving your timber camps when they run out of trees, but don't bulldoze them until all of the wood has been hauled away. You can just fire the workers by holding shift when you click on them and then x out their slot so they'll go to the new timber camp. ~Make sure your pirates have enough anarchy & defense and build accordingly. Try and build all pirate facilities (docks, entertainment & housing) close together so the pirates don't have to walk through the orderly captive areas. You can check the pirate overlay for anarchy and defense so you know where to build. (note: fear doesn't effect pirates, but order has a bad effect) ~If you don't have the gold or the captives to build the higher quality entertainment places your high level pirates need, then just raise the rank on a couple of your low quality dives until you get the gold to build. ~Make sure your captives have enough fear & order and build accordingly. Try and build all captive facilities (farms, chuck tents, bunkhouses, etc...) close together and away from the pirates. You can check the captive overlay for fear and order so you know where to build. (note: defense does not effect captives, but anarchy has a bad effect) ~You can add decor along roads that have a lot of traffic, but no buildings to keep the anarchy, fear, defense or order can be maintained. ~Kidnap a priest and build a church to get your captives inline quick. Religion calms them down & makes them resigned. ~Make sure your captives don't starve. Have lots of corn farms & chuck tents. ~Try and place buildings that are dependent on other things close together. Your blastfurnace & blacksmithy should be close to your mine, but not too far away from your docks since the weapons will need to be hauled there and your brewery should be close to both the corn & the bars. ~When you are victorious you'll be awarded either a gold, silver or bronze medal. The quicker you accomplish your objectives the better your chance of earning a gold medal. ~Sometimes pirates can work and earn wages at places like sawmill, banana farm, blast furnace, etc... The wages are from 1-12 gold per month depending on the priority settings. ~If you build a graveyard before you start cruising, then you can raise any pirates who die from the dead. They come back as skeletons. Put them to work because they work hard, don't escape, and are best used in low fear or low order areas. ~Running low on pirates, just press-gang some of your captives. ~Make sure you don't build on top of the green areas when building farms or mines. Build on the side of it so that the green area is available for farming or mining. ~Send your ships out in packs to avoid being sunk. If they leave the dock together then they'll work together to bring back lots of plunder. Also try and educate your crews to improve their skills. ~Don't ransom your wealthy captives right away. The longer they stay on your island the more money you'll get for ransom. It starts out at $100, but the longer they stay the higher the ransom. Just build a hotel or an inn (which serves both wealthy captives & high level pirates). ~If you have a problem pirate, use the Assassinate edict and whack him before he can really become a threat. ******************************************************************************** Version History ******************************************************************************** Version 1.0 ~Tips, building types, ship types, pirate ranks, campaigns, single games and codes. I plan on expanding the single games in the next version and maybe some sandbox strategies. ******************************************************************************** Building Types ******************************************************************************** ************** Infrastructure ************** ~Road (0 gold, 0 lumber) connects buildings, docks, etc... ~Construction Tent (0 gold, 0 lumber) costs 0 per month employs 5 builders, 1 overseer provides construction, pirate wages ~Bunkhouse (0 gold, 2 lumber) costs 1 gold per month serves 5 captives provides rest ~Chuck Tent (0 gold, 2 lumber) costs 2 gold per month employs 1 cook, 1 hauler, serves 7 captives hauls corn produces feasting ~Pirate Housing Plot (0 gold, 6 lumber) Satisfies level 1 pirates provides stashing, resting & anarchy As pirate level increases this plot will upgrade accordingly Pirate Tent - (20 gold) Level 2 pirate, stashes 5 coins per visit Pirate Hovel - (40 gold) Level 3 pirate, stashes 10 coins per visit Pirate Shack - (60 gold) Level 4 pirate, stashes 20 coins per visit Pirate Adobe - (80 gold) Level 5 pirate, stashes 30 coins per visit Pirate Dwelling - (100 gold) Level 6 pirate, stashes 40 coins per visit Pirate House - (120 gold) Level 7 pirate, stashes 50 coins per visit Pirate Estate - (140 gold) Level 8 pirate, stashes 60 coins per visit Pirate Mansion - (160 gold) Level 9 pirate, stashes 70 coins per visit ~Smuggler's Cove (100 gold, 20 lumber) costs 2 gold per month **requires skilled trader employs 2 traders, 1 overseer, 1 trader hauls rum, beer, cigars, pastries, and weapons provides money from the sale of goods, pirate wages ~Pirate Cave (150 gold, 15 lumber) costs 5 gold per month provides a place for you to stash your hoard ~Black Market (100 gold, 20 lumber) costs 5 gold per month employs 2 Traders, 1 overseer provides pirate wages, defense ******** Resource ******** ~Corn Farm (0 gold, 3 lumber) costs 1 gold per month employs 4 farmers, 1 overseer produces corn, pirate wages ~Banana Farm (0 gold, 3 lumber) costs 1 gold per month ** requires a skilled farmer employs 2 farmers, 1 overseer produces bananas, pirate wages ~Papaya Farm (0 gold, 3 lumber) costs 1 gold per month **requires skilled farmer employs 2 farmers, 1 overseer produces papayas, pirate wages ~Sugarcane Farm (0 gold, 3 lumber) costs 1 gold per month **requires skilled farmer employs 4 farmers, 1 overseer produces sugar cane, pirate wages ~Tobacco Farm (0 gold, 3 lumber) costs 1 gold per month **requires skilled farmer employs 4 farmers, 1 overseer produces tobacco ~Iron Mine (0 gold, 10 lumber) costs 1 gold per month employs 3 miners, 1 overseer produces ore, pirate wages ~Timber Camp (costs 0 gold, 0 lumber) costs 1 gold per month employs 3 lumberjacks, 1 overseer provides wood, pirate wages ********** Production ********** ~Blast Furnace (0 gold, 20 lumber) costs 1 gold per month employs 3 blacksmiths, 1 overseer, 1 hauler hauls ore makes pig iron, defense ~Blacksmithy (0 gold, 15 lumber) costs 1 gold per month employs 2 blacksmiths, 1 hauler hauls pig iron makes cutlasses, defense ~Gunsmithy (0 gold, 20 lumber) costs 2 gold per month **requires gunsmith employs 2 gunsmiths, 1 hauler hauls pig iron produces muskets, defense ~Cannon Foundry (0 gold, 25 lumber) costs 2 gold per month **requires engineer employs 2 engineers, 1 hauler hauls pig iron & wood makes cannons, defense ~Sawmill (0 gold, 20 lumber) costs 1 gold per month employs 2 lumberjacks, 1 overseer, 1 hauler hauls wood produces lumber, pirate wages ~Brewery (0 gold, 10 timber) costs 2 gold per month employs 2 cooks, 1 hauler hauls corn makes beer ~Rum Distillery (0 gold, 25 lumber) costs 2 gold per month **requires distiller employs 2 distillers, 1 hauler hauls sugar cane produces rum ~Bakery (0 gold, 20 lumber) costs 2 gold per month **requires a skilled cook, and a skilled farmer employs 2 cooks, 1 hauler hauls papayas & bananas makes pastries ~Cigar Factory (0 gold, 20 lumber) costs 2 gold per month **requires tobacconist employs 2 tobacconist, 1 hauler hauls tobacco produces cigars ************* Entertainment ************* ~Smuggler's Dive (0 gold, 8 lumber) costs 1 gold per month employs 2 servers, 1 cook, 1 hauler, serves 6 customers Level 1-5 pirates, charges 0-10 gold hauls beer, bananas, papayas provides drinking, feasting, anarchy ~Animal Pit (0 gold, 10 lumber), costs 1 gold per month employs 1 server, serves 6 customers Level 1-5 pirates, charges 0-10 gold Provides gambling & anarchy ~Wench & Masseuse (0 gold, 2 lumber) costs 1 gold per month employs 1 wench, serves 1 customer Level 1-5 pirates, charges 0-10 gold provides companionship, anarchy ~Gambling Den (0 gold, 15 lumber) costs 2 gold per month employs 1 server, 1 hauler, serves 5 customers level 3-7 pirates, charges 2-12 gold hauls beer, cigars provides drinking, gambling, anarchy ~Cheap Eatery (0 gold, 10 lumber) costs 2 gold per month **requires skilled cook employs 2 servers, 1 cook, 1 hauler, serves 6 customers Level 2-6 pirates, charges 2-12 gold hauls beer & pastries provides drinking, feasting, anarchy ~Brothel & Salon (0 gold, 30 lumber) costs 2 gold per month **requires skilled wench employs 5 wenches, 1 hauler, serves 5 customers Level 3-7 pirates, charges 5-20 gold hauls cigars provides companionship, anarchy ~Tavern (0 gold, 12 lumber) costs 2 gold per month **requires skilled server employs 3 servers, 1 hauler, serves 9 customers level 4-8 pirates, charges 5-20 gold hauls rum & beer provides drinking, anarchy ~Casino (300 gold, 30 lumber) costs 5 gold per month employs 2 servers, 1 hauler, serves 8 customers level 5-9 pirates, charges 8-30 gold hauls rum & cigars provides drinking, gambling, anarchy ~Courtesan Spa (0 gold, 8 lumber) costs 2 gold per month **requires courtesan employs 1 courtesan, 1 hauler, serves 1 customer level 5-9 pirates, charges 8-30 gold hauls cigars provides companionship, anarchy ~Inn (350 gold, 35 lumber) costs 5 gold per month **requires skilled server, skilled cook employs 3 servers, 1 cook, 1 hauler, 12 customer spaces Level 5-9 pirates, charges 8-30 gold hauls rum & pastries provides drinking, feasting, resting ******** Nautical ******** ~Sea Ration Factory (0 gold, 10 lumber) costs 2 gold per month employs 2 cooks, 1 overseer, 1 hauler hauls corn produces sea rations, pirate wages ~Dock (0 gold, 5 lumber) costs 1 gold per month employs 2 haulers, 1 overseer hauls sea rations, cutlasses, cannon, muskets provides pirate wages, defense ~Boatyard (0 gold, 10 lumber) costs 2 gold per month **requires a shipwright employs 2 shipwrights provides defense builds: snow (5 crew, 20 lumber, 0 gold) schooner (8 crew, 30 lumber, 100 gold) sloop (11 crew, 50 lumber, 250 gold) ~Shipyard (800 gold, 30 lumber) costs 3 gold per month **requires shipwright employs 3 shipwrights provides defense builds: snow (5 crew, 20 lumber, 0 gold) schooner (8 crew, 30 lumber, 100 gold) sloop (11 crew, 50 lumber, 250 gold) brigantine (11 crew, 70 lumber, 500 gold) frigate (18 crew, 125 lumber, 1000 gold) galleon (21 crew, 150 lumber, 1000 gold) *************** Captive Control *************** ~Gallows (0 gold, 20 lumber) costs 1 gold per month provides fear ~Stockade (500 gold, 30 lumber) costs 1 gold per month space for 15 captives provides resting, order, fear ~Church (0 gold, 18 lumber) costs 2 gold per month **requires skilled priest employs 3 priests, serves 9 captives provides religion ~Orderly Shrubs (0 gold, 5 lumber) provides order ~Scary Decor (0 gold, 5 lumber) provides fear ~Very Orderly Decor (0 gold, 10 lumber) provides order ~Very Scary Decor (0 gold, 10 lumber) provides fear ~Apothecary (0 gold, 12 lumber) costs 2 gold per month **requires a skilled surgeon employs 2 surgeons keeps workers from getting sick and causes order ~Hotel (500 gold, 50 lumber) costs 5 gold per month **requires wealthy captive 8 customer spaces, 10 gold customer fee provides resting for wealthy captives, order ~Interrogation Chamber (250 gold, 25 lumber) costs 5 gold per month employs 1 overseer provides pirate wages, fear, sometimes information ********* Education ********* ~Swordmanship (600 gold, 40 lumber) costs 5 gold per month 6 customer spaces raises the swordsmanship skill of pirates, provides defense ~Marksmanship (600 gold, 40 lumber) costs 5 gold per month 6 customer spaces raises the marksmanship skill of pirates, provides defense ~Gunnery (600 gold, 40 lumber) costs 5 gold per month 6 customer spaces Raises the gunnery skill of pirates, provides defense ~Navigation (600 gold, 40 lumber) costs 5 gold per month 6 customer spaces raises the navigation skill of pirates, provides defense ~Seamanship (600 gold, 40 lumber) costs 5 gold per month 6 customer spaces raises the seamanship skill of pirates, provides defense ******* Defense ******* ~Watch Tower (0 gold, 8 lumber) costs 2 gold per month employs 2 guards provides defense, fear, pirate wages ~Observatory (0 gold, 20 lumber) provides defense ~Safe Harbor Anchor (0 gold, 5 lumber) provides defense ~Protective Cannon (0 gold, 10 lumber) provides defense ~Anarchy Shrubs (0 gold, 5 lumber) causes a little anarchy ~Anarchy Decor (0 gold, 10 lumber) radiates anarchy ~Fort (1000 gold, 60 lumber) costs 5 gold per month **requires engineer employs 4 guards provides pirate wages, defense, fear ~Sugery (0 gold, 12 lumber) costs 2 gold per month **requires skilled surgeon employs 2 surgeons provides anarchy, pirate wages ************ Accoutrement ************ ~Graveyard (0 gold, 20 lumber) costs 2 gold per month provides fear, use to raise the dead pirates ~Parrot Aviary (100 gold, 20 lumber) costs 5 gold per month **requires bird handler employs 2 bird handlers produces parrots ~Hat Shop (100 gold, 20 lumber) costs 5 gold per month **requires hatter employs 2 hatters produces hats, order ~Carpenter (100 gold, 20 lumber) costs 5 gold per month **requires carpenter employs 2 carpenters produces peg legs, fear ******************************************************************************** Ship Types ******************************************************************************** Snow (0 gold, 20 lumber) Speed - 28 Cannon - 4 Supplies - 5 Muskets - 4 Swords - 4 Crew - 3 Officers - 1 Captains - 1 Schooner (100 gold, 30 lumber) Speed - 32 Cannon - 8 Supplies - 8 Muskets - 7 Swords - 7 Crew - 5 Officers - 2 Captains - 1 Sloop (250 gold, 50 lumber) Speed - 28 Cannon - 16 Supplies - 10 Muskets - 10 Swords - 10 Crew - 8 Officers - 2 Captains - 1 Brigantine (500 gold, 70 lumber) Speed - 26 Cannon - 12 Supplies - 30 Muskets - 10 Swords - 10 Crew - 8 Officers - 2 Captains - 1 Frigate (1000 gold, 125 lumber) Speed - 22 Cannon - 26 Supplies - 40 Muskets - 17 Swords - 17 Crew - 13 Officers - 4 Captains - 1 Galleon (1000 gold, 150 lumber) Speed - 15 Cannon - 40 Supplies - 60 Muskets - 20 Swords - 20 Crew - 15 Officers - 5 Captains - 1 ******************************************************************************** Pirate Ranks ******************************************************************************** A pirate's total earnings determine their rank: Rank 2 = 75 gold Rank 3 = 200 gold Rank 4 = 350 gold Rank 5 = 550 gold Rank 6 = 800 gold Rank 7 = 1100 gold Rank 8 = 1500 gold Rank 9 = 2000 gold ******************************************************************************** Campaigns ******************************************************************************** ******************* Beer for Buccaneers ******************* Objective: You have one year to build a Brewery & a Smuggler's Dive. Start out by building a Timber Camp next to the Sawmill. This will get some captives working to provide more lumber. Since you start out with a little bit of lumber you can build your Brewery right away. Of course, you'll need to put a Construction Tent next to your Brewery so your captives can begin building. As soon your Sawmill has 8 lumber you can build your Smuggler's Dive. *************** Pirate Industry *************** Objective: You have 18 months to build a Sea Ration Factory, Iron Mine, Blast Furnace, Blacksmithy, and a Dock. Start out by building a Timber Camp next to the Sawmill. Next you'll want to get your Sea Ration Factory (10 lumber) built so they can begin turning corn into "seafood". Now you have a choice to make, build an Iron Mine (20 lumber) or a Dock (5 lumber) you need them both, but if you build the Dock first then it gives your haulers a chance to start hauling rations and if you build the Iron Mine first it gives your miners a chance to get started mining ore. The Dock needs to be built in the water with its ramp joining onto the road. When you build the Iron Mine, look for the green spot that indicates an area rich in ore. Don't build on the top of the green spot, build on the side of it. Build the Blast Furnace (20 lumber) next, between the Iron Mine and the Dock. Lastly build the Blacksmithy (15 lumber) between the Blast Furnace and the Dock. Your haulers will be picking up the cutlasses from the Blacksmithy and taking them to the dock. The shorter the distance the quicker your dock is supplied. ************************ Raiders of the Caribbean ************************ Objective: You have 4 years to get your treasury to $3000 gold and to build a Boatyard. Start out by building your timber camp and maybe even a second Sawmill. You already have the Iron Mine, Sea Ration Factory & Blacksmithy to outfit the schooner so the next thing to build is the Boatyard. Boatyards can only be built on the beach and they need a road. Once your Boatyard is built you can concentrate on getting $3000 gold. You'll probably need to press gang some of your captives to make a pirate crew. Now start Cruising. If for some reason your ship sinks, build another one. You can ransom any wealthy captives that you kidnap, the longer they stay on your island the more you can ransom them for. The ransom starts at $100. You will also want to build places to entertain your pirates. Build lots of Wench & Masseuse houses (2 lumber) at least 4 or 5, a Smuggler's Dive and an Animal Pit for gambling. I put all of my settings on gouge em to get $$$ quicker. You'll need captives to work so you may have to raid instead of cruise to build up your workforce. *********************** Privateers, Not Pirates *********************** Objectives: Build a Sloop, a Gambling Den and a Smuggler's Dive and get Pirate happiness over the halfway point. Ok, by now you should know that you'll need lumber. This is the last time I'll mention building a Timber Camp & maybe an extra Sawmill (if you don't know this by now then you haven't been playing the game). Since the need 50 lumber to build the sloop you'll want the extra Sawmill this time. First kidnap a Shipwright. Once you have the Shipwright you can begin building the Boatyard, you'll also need another Dock for the Sloop. Since money really isn't the object you don't NEED to cruise this time. You'll need to build the Smuggler's Dive & Gambling Den, but your pirates will want Wench & Masseuse houses to make them happy. You can also issue the Pirate Festival edict for $1000 to throw a party for your pirates and make them happy. ************ Jamaican Rum ************ Objectives: Build a Skull Cave and hoard at least $1000 gold in 8 years (you will have to play through all 8 years even if you reach the $1000 gold goal early, but your hoard amount carries over to the next campaign so try and earn as much as you can). First build your Sea Rations Factory, Iron Mine, Blast Furnace, and Blacksmithy so you can start cruising. Once your ready to sail for bounty then build your Skull Cave and set it to stash maximum. You may want to build a Boatyard in case your ship sinks or build another dock so you can have to ships out there stealing treasure. Build lots of entertainment for your pirates. I started out setting stuff at "gouge em" but my pirates got pretty mad so I decided to set some at the middle rates. When you get to the end of your 8 years you can also change your cruise settings to miserly so you get more of the treasure. Also when you ransom the wealthy captives, you get to keep ALL of the ransom, it's not split with your pirates. ***************** Diplomacy and War ***************** Objectives: By April 1669 build up your hoard to $1500 gold and achieve loyalty to France or Spain by using the Prohibit Victims edict and the Declare Peace edict. You can also release captives from the nation you choose to be loyal to, but I wouldn't do this until LATE in the game. I declared loyalty to France since I needed to raid the Spanish settlement for captives. Start right out declaring your loyalty to either Spain or France. If you have lots of gold in your treasury (at least $3000-$4000) then you can spy on the English trade routes for $1500 gold. Build your island up like usual and make sure you're prepared to build another ship with a Boatyard in case one sinks. As long as you remember to release the captives from your "loyal" nation before April 1669 you should have no problem with this campaign. ***************** A Turncoat Pirate ***************** Objectives: Build two pirate schools, an interrogation chamber and have at least 4 ships by the time Henry Morgan arrives (which you'll find out the date by interrogating English prisoners). Start out by raiding settlements because you'll want lots of captives and also building up your island. Once you've got the Sea Rations & Weapons you can start cruising - make sure to set your Skull Cave settings, I like mine at maximum because your hoard carries over to your next campaign treasury. I would build the Interrogation Chamber before the Pirate Schools. The campaign will end as soon as you have everything built that you need. If you know when Henry Morgan will arrive you can wait to build your last school so that you'll earn more hoard money. Also keep your ships in port during the last few months, it's not fun to lose one just before Henry Morgan arrives with no time to build a replacement ship. ************************* Frigates and Shipbuilding ************************* Objectives: By 1682 build a Shipyard, build 2 Frigates, get your hoard to 2000 gold. Start out the same as usual. You'll want to kidnap a shipwright, maybe even two. Hopefully you've got a big treasury to start with from your last hoard. Get at least two Sawmills going as soon as possible since each Frigate takes 125 lumber on top of the $1000 gold and you may even want a skilled lumberjack to get more lumber quicker. I don't know whether you want to risk your Frigate on cruising. It will bring you lots of gold, but if it sinks, it will cost you BIG TIME. You want your hoard to be as big as possible since it will carry over to your next treasury so I'd wait to build the last Frigate until the end of 1680, or the very beginning of 1681 - but if you wait this long make sure you have 3 shipwrights. ***************** A Smuggler's Cove ***************** Objectives: By the end of 1689 build a Cigar Factory, Rum Distillery, Bakery, Brewery, and a Smuggler's Cove and get your hoard to 5000 gold. You are allied with France in this campaign which means not only will France give you lots of captives but you'll also get a one time gift of $5000 gold. Make sure you're Pirate Cave is set to maximum stash before you accept the gift to ensure a quick $1250 goes right into your hoard. After setting up your Pirate Cave settings, issue the Emergency Funding edict under International Diplomacy and petition France for money. I would also build a Smuggler's Cove as soon as possible too. Open it to France and let the gold roll in. After that it's pretty easy. As soon as all the objectives are met the campaign ends so I would wait and build up your hoard. You'll want your Rum & Grog, but maybe hold off on building the Bakery. Either that or the Cigar Factory, it really doesn't make that much difference which one so long as you can keep hoarding the gold until the last possible moment. ******* Tortuga ******* Objectives: By the end of 1697 get your hoard to 10,000 gold and your treasury to 20,000 gold. I hope you hoarded lots of extras from the last campaign. This campaign is a GIANT headache. Again, build your Smuggler's Cove as soon as possible and open it up to France. You can get the $5000 emergency money again, make sure you're stashing the maximum when you do it. Your island is big so you can set up a couple of mines to supply your ships with weapons. Make sure you have lots of lumber for building stuff - you'll need to in order to keep your pirates happy. The biggest problem is your pirates. They start out easy to please and become a big pain in the butt. Be prepared to pause often as you try and figure out exactly what they need now. Build more ships and send them out in packs. They'll work together and sort of protect one another. Set your biggest crew to Board Em and your other ship to Pound Em then while they're being bombarded with cannons your other ship can take them out with their swords. Just don't stay too long in one area or you'll lose your ships anyway. There really is no tried and true way with this campaign. You need to watch your pirate's happiness, make sure you have enough entertainment, and keep the resources growing and there always seems to be a problem somewhere. ****************** The Treasure Fleet ****************** Objectives: Get your hoard to 10,000 gold by the end of 1700. Sounds easy after the last one right? Well it's a little easier. You don't have to worry about your treasury so you can set your Pirate Cave to stash maximum. A Smuggler's Cove will help you a little, but you're going to have to cruise. And in this level you need to focus on winning your sea battles. Send your ships out in packs, train your crews so the ones who'll Board Em are good at Swordsmanship and the ones who'll Pound Em are good at Gunnery and the ones who'll Harass Em are good at Marksmanship. Make sure that your ships all depart at the same time so they can cruise together. A single ship will probably be lost, so even if all your crew isn't on board, hit the sail button and get them out at the same time. *************** The Jolly Roger *************** Objectives: By the end of 1707 recruit 50 pirates, have 5000 gold in your hoard and get your pirate happiness above the 2/3 mark. Well this one isn't too bad. You shouldn't cruise as much because you want your pirates on the island enjoying themselves, not out cruising. But they will need some money to spend. Make sure that all of your pirate levels have the right entertainment. You can also spend money on Pirate Festival editcs to boost their happiness. ********* A New War ********* Objectives: By the end of 1716 get friendly with either France, England, or Spain, have at least 4 Frigates or Galleons and get your hoard to at least 5000 gold. You won't want England as your patron because they have too many merchant ships to attack. Check your Strategic Map and see which one has the settlement because you definately don't want to cozy up with them, you're going to need the captives. Issue your Prohibit Victims & Declare Peace edicts right away. There are two islands. I used my smaller one for mostly farming. Make sure you have plenty of scary & orderly stuff to keep your captives in line. There are two places on the bigger island for mining, you might want to get them both running. You'll want to get started on building the Frigates or Galleons right away too, and you may want more than one shipwright. You'll definately need lots of lumber so keep an eye on that situation. ************** Pirate Defense ************** Objectives: In 10 years get your hoard to 10000 gold and get your island set up with the maximum possible defense. Well you can either court the Spanish or fortify your island. Since I'm sick of kissing up to Spain, I went with defending the island. Besides that leaves you free to attack Spanish ships or settlements to build up your hoard. Build up your island like normal only make sure you place several forts and maybe an observatory or two for the defense, some protective cannons too. Now work on getting your 10000 gold. ******************* The Last Golden Age ******************* Objectives: By 1729 have 6 Pirate Ships, 6 Captains and keep them happy. Since recruiting captains costs $5000 gold each I'll tell you right now you're going to need lots of gold. Get started building your ships right away, but build small ships - don't waste your gold on building big ones because if they sink you're going to be out a lot of gold. Make sure you keep your captains happy too. *********************** The War of Jenkins' Ear *********************** Objectives: In 10 years get your hoard to 7500 gold. Get your Smuggler's Cove set up & some big ships built. Since the English Navy is ready to pounce on you, don't send out single ships because they won't make it back. Send out your ships in packs for the best chances. Get some schools set up so you can have your crews trained for Board Em, Harass Em, etc... ******************************************************************************** Single Games ******************************************************************************** ****************** Tools of the Trade ****************** This is basically a tutorial *************** Pirate Paradise *************** Objectives: Stay in power for 20 years. Your hoard size determines your medal. Set your hoard to maximum stash and then go to town. Just try and keep everyone happy. ****************** Home Isle Security ****************** Objectives: You have 10 years to prepare for a Spanish Invasion. Forts, forts and more forts. Plus try and boost your pirate ranks. Also if you issue the Spanish peace edicts it will weaken them a little bit. **************** Peace or Plunder **************** Objectives: Build a shipyard in 6 years. You need 800 gold and 30 lumber. Your choice, you can either plunder by cruising for your gold or build a Smuggler's Cove and try earning your gold. It's fun to do either way. ************* The Anarchist ************* Objectives: You have 15 years to get at least 150 captives and keep them happy (if not happy, then at least resigned). Make sure your captives have plenty of corn farms, chuck tents, bunkhouses and don't forget the priest & church. ************** Local Troubles ************** Objectives: You have 20 years to get 12000 gold in your hoard. Build at least 2 big ships so they can cruise together, don't even think about sending them out alone or they won't come back. **************** The Happy Pirate **************** Objectives: You need to get a 75% overall happiness for 30 pirates in 10 years. Try and keep the number of pirates at just over 30. More pirates means more problems. Make sure they have beer, rum and cigars, maybe even pastries. Build pirate houses & make sure they have enough defense & anarchy. Lastly if you're nearing 75% with lots of money in your treasury then use the Pirate Festival Edict or Free Beer. It's also helpful if you don't let your pirates move up in rank (the higher the rank the harder to please). So be Selfish or Miserly and then donate money if they need it. ********************** Spanish Treasure Fleet ********************** Objectives: You have 20 years to get 10000 gold in your hoard. You need big ships for this one, but you need to keep an eye on your hoard as well. Again send them out in packs. ********* Tiny Isle ********* Objectives: You have 18 years to build 2 frigates or 2 galleons and hoard 5000 gold. Since you have a tiny island you need to use every resource wisely. Don't waste wood because you're going to need every last splinter. ******************* Spanish Inquisition ******************* Objectives: You have 20 years to get 15000 gold in your personal hoard to get a bronze medal. The Inquistion & the church both have a BIG problem with your lifestyle. They're going to tell you to change your evil ways. Try and keep all those priests happy or prepare for a Spanish invasion. Note this scene has to be downloaded when you register your game. ******************************************************************************** Codes ******************************************************************************** The following is a list of codes. To use, hold down on the Control Key (ctrl) and Shift Key, type in the code, then release the ctrl & shift keys. BOOTY Adds $2500 to your treasury each time you use the code TIMBER Adds 100 lumber each time you use the code WINIT You automatically win the game with a gold medal LOSEIT You automatically lose the game BRITINV Triggers an English invasion SPAININV Triggers a Spanish invasion FRENCHINV Triggers a French invasion FREEBUILD Buildings are build instantly, you can place buildings anywhere (even in the middle of the ocean) NORMBUILD Buildings go back to being build normally (next to roads, docks in the water, etc...)