Uncharted Waters: New Horizons      Market/Shipyard FAQ
By FatRatKnight    (Lee Eric Kirwan)
V1.15

This FAQ is Copyright 2011-2013 Lee Eric Kirwan

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 0/\\//\\//\\//\\//\\//\\/     TABLE OF CONTENTS     /\\//\\//\\//\\//\\//\\//\
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 ? | (line)  Section title                  [search]

 0 |  (   8)  TABLE OF CONTENTS (Here)
 1 |  (  44)  INTRODUCTION___________________[IN01]
 2 |  (  69)  PORT LIST                      [QL30]
 3 |  ( 258)  MARKET DATA____________________[MD13]
  .1  { 276}   - Sale table                  <46bt>
  .2  { 413}   - Market types----------------<11pm>
  .3  { 621}   - How prices work             <13hg>
    .1: 638:      > Price Index
    .2: 704:      > Taxes
    .3: 740:      > Haggling
    .4: 773:      > Abusing discount mechanics
 4 |  ( 788)  SHIPYARD DATA__________________[SY25]
  .1  { 817}   - List of ships               <25tk>
  .2  { 922}   - Shipyard types--------------<11st>
  .3  {1102}   - Getting a ship              <31gs>
    .1:1110:      > Build new ship
    .2:1163:      > Buy used ship
    .3:1193:      > Price adjustments
    .4:1238:      > Costs of other services
  .4  {1258}   - Figureheads-----------------<10fh>
  .5  {1293}   - Guns                        <07gn>
 5 |  (1324)  VARIOUS NOTES__________________[VN40]
  .1  {1332}   - Investments                 <30in>
  .2  {1394}   - Ranks-----------------------<10rk>
  .3  {1422}   - Cafe recruits               <05cr>
 6 |  (1492)  CLOSING________________________[ED33]
  .1  {1500}   - Credits                     <02th>
  .2  {1510}   - Contact Info----------------<86so>
  .3  {1529}   - Version History             <03vh>

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 1/\\//\\//\\//\\//\\//\\/        INTRODUCTION       /\\//\\//\\//\\//\\//\\//\
~~\//\\//\\//\\//\\//\\//\~~~~~~~~~~~~~~~~~~~~~~~~~~~\//\\//\\//\\//\\//\[IN01]

A while ago, my message board name was Lee Eric Kirwan. Now,
the GameFAQs Username Reconciliation took place, and it now
matches my contributor name, FatRatKnight. This is for all
those who were familiar with my old board name.
Hello, I hope there will be less confusion in the future.

I had wanted to fool around with this game for a bit.
Mainly, see what's in most of the internal data. I had
shared some of this information on the board already, but
decided a text file would best serve to deliver the
information.

This file in particular shows most of data I was able to
extract from the game itself, relating to ports, as of this
time. A good portion of the lists were machine-generated,
but I still did some minor edits and some lists manually.

There's plenty of numbers in here. If you ever wanted some
exact information, this FAQ is one place to look.


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 2/\\//\\//\\//\\//\\//\\/         PORT LIST         /\\//\\//\\//\\//\\//\\//\
~~\//\\//\\//\\//\\//\\//\~~~~~~~~~~~~~~~~~~~~~~~~~~~\//\\//\\//\\//\\//\[QL30]

A quick list of every port.

#ID - The index number internal to the game to refer to the
port. You will never see this in the actual game, but I
include it to show why I sorted the ports as I did.

Port Name - I sure hope the title is enough to explain it!

Location - The coordinates as translated from the internal
game data.

Specialty - A particular product not normally sold in the
area. There are 67 ports with specialties, 33 without any.
Note, when the Price Index of the type of the Specialty is
140% or more, it's not sold, no matter the Economy. This
Price Index has little to do with the *General* Price Index.

Price - The specialty cost, at 100% price index and without
the 20% taxes applied. Do note that selling the specialty to
the port is worth 50% of this value, instead of the usual
for the market type. Adjust by price index, of course.

Req. - Amount of Economy needed before the specialty becomes
available. Note, there are several ports that begin the game
with enough Economy to already sell it -- I'm merely listing
the requirement as a formality; I mark such products with an
asterisk * to indicate this fact. There are 25 ports that
need investments before they can sell their specialty.

Eco-T - When the game begins, the number is how much Economy
the port has. The lowercase letter indicates what type of
market the port uses. Economy helps by letting the Market
sell more items, allowing you to recruit more crew at a
cafe, and expands on figureheads and cannons.

Ind-T - When the game begins, the number is the Industry of
the port. As well, I include an uppercase letter to indicate
what type of shipyard the port has. Industry helps by
allowing better ships to be built, having ships get built
faster, and has an effect on what cannons are available.

Sprt - Who the port supports and how much, at the beginning
of the game. This changes quite a lot with investments. It
may help to know if you're going to anger a foreign nation
by investing the port's support away from them.
I use these letters to identify which nation:
    P = Portugal     S = Spain        T = Turkey
    E = England      I = Italy        H = Holland


|#ID Port Name     |Location|Specialty    Price Req.:Eco-T|Ind-T|Sprt|
+------------------+--------+-----------------------+-----+-----+----+
|# 0 Lisbon        |39N   9W|Rock Salt       38 *100:780 a|770 A|100P|
|# 1 Seville       |37N   6W|Porcelain      100 *100:770 a|810 A|100S|
|# 2 Istanbul      |41N  28E|Carpet         210 *100:810 e|720 F|100T|
|# 3 Barcelona     |41N   2E|Rock Salt       45 *100:590 a|540 A|100S|
|# 4 Algiers       |37N   3E|-------------- ---  ---:160 d|180 F| 20T|
|# 5 Tunis         |37N  10E|Iron Ore        90  600:130 d|160 F| 15T|
|# 6 Valencia      |39N   0W|Wool Cloth      56 *200:320 a|300 A|100S|
|# 7 Marseille     |44N   5E|Perfume        105 *200:350 c|290 D|  0 |
|# 8 Genoa         |44N   8E|Silver         190 *300:750 c|760 E|100I|
|# 9 Pisa          |43N  10E|Silk Cloth     170 *400:620 c|540 E|100I|
|#10 Naples        |40N  13E|Wool Cloth      68 *200:630 c|640 E|100I|
|#11 Syracuse      |37N  15E|-------------- ---  ---:240 c|220 E|100I|
|#12 Palma         |39N   2E|-------------- ---  ---:290 c|285 A| 98S|
|#13 Venice        |45N  13E|Glassware      180 *300:740 c|730 E|100I|
|#14 Ragusa        |42N  18E|Dye             92  200:150 c|140 E|100I|
|#15 Candia        |35N  25E|-------------- ---  ---:180 c|160 E|  0 |
|#16 Athens        |38N  24E|Art            310 *300:640 c|540 E|  0 |
|#17 Salonika      |41N  22E|-------------- ---  ---:110 e|120 E|  0 |
|#18 Alexandria    |31N  29E|Cotton Cloth    25 *200:720 e|700 F|100T|
|#19 Jaffa         |32N  35E|-------------- ---  ---:140 e|150 F| 95T|
|#20 Beirut        |33N  35E|Carpet         210  300:270 e|250 F|100T|
|#21 Nicosia       |35N  33E|Copper Ore      88  400:150 c|160 F| 98T|
|#22 Tripoli       |32N  13E|-------------- ---  ---:420 d|400 F| 90T|
|#23 Kaffa         |45N  34E|Iron Ore        85  400:340 e|350 F| 35T|
|#24 Azov          |47N  38E|-------------- ---  ---:110 e|115 F| 20T|
|#25 Trebizond     |41N  39E|Cotton Cloth    58 *100:360 e|370 F|100T|
|#26 Ceuta         |35N   5W|-------------- ---  ---: 85 d| 90 A|100P|
|#27 Bordeaux      |45N   1W|Raisins         32 *200:600 b|580 D| 80E|
|#28 Nantes        |48N   2W|-------------- ---  ---:560 b|570 D| 80E|
|#29 London        |53N   0E|Wool            45 *100:720 b|740 B|100E|
|#30 Bristol       |52N   3W|Tin Ore         75  350:320 b|380 B|100E|
|#31 Dublin        |54N   7W|-------------- ---  ---:370 b|350 B| 93E|
|#32 Antwerp       |53N   5E|Wool Cloth      52 *300:660 b|670 C|100H|
|#33 Amsterdam     |55N   6E|Glass Beads      3 *100:700 b|730 C|100H|
|#34 Copenhagen    |57N  12E|Glassware      190 *450:530 b|510 D| 98H|
|#35 Hamburg       |55N  10E|Dye             85 *400:600 b|620 C| 95H|
|#36 Oslo          |63N  10E|Wood            82 *100:190 b|185 D| 80E|
|#37 Stockholm     |62N  19E|Copper Ore      80  500:480 b|470 D| 85E|
|#38 Lubeck        |55N  10E|Silver         170  500:320 b|300 D| 85H|
|#39 Danzig        |56N  18E|-------------- ---  ---:370 b|280 D| 90H|
|#40 Riga          |59N  23E|Wood            80 *100:150 b|160 D| 85H|
|#41 Bergen        |62N   5E|-------------- ---  ---:145 b|150 D| 80H|
|#42 Caracas       | 7N  72W|Vanilla         40 *200:220 h|210 K| 95S|
|#43 Cartegena     | 6N  81W|-------------- ---  ---:190 h|130 K|  0 |
|#44 Havana        |19N  87W|Vanilla         35 *200:210 g|220 K| 93S|
|#45 Margarita     | 7N  69W|-------------- ---  ---: 40 h| 45 K|  0 |
|#46 Panama        | 5N  85W|-------------- ---  ---:160 g|190 K|  0 |
|#47 Porto Velho   | 6N  85W|-------------- ---  ---: 60 g| 75 K| 95S|
|#48 Santo Domingo |14N  74W|Sugar           18  200:150 g|160 K| 98S|
|#49 Veracruz      |15N 100W|Gold           400  400: 80 g| 75 K|  0 |
|#50 Jamaica       |13N  81W|Sugar           18  200: 60 g| 80 K| 90S|
|#51 Guatemala     |10N  95W|Grain           10   90: 70 g| 65 K| 97S|
|#52 Pernambuco    |11S  45W|Dye             35  250:215 h|240 K|100P|
|#53 Rio de Janeiro|25S  50W|Gold           380  450: 45 h| 50 K| 90P|
|#54 Maracaibo     | 7N  77W|-------------- ---  ---:120 h|105 K| 95S|
|#55 Santiago      |16N  81W|-------------- ---  ---: 80 g|105 K|  0 |
|#56 Cayenne       | 0S  57W|Wood            60  100: 70 h| 65 K|  0 |
|#57 Madeira       |33N  17W|Sugar           12 *100:240 f|230 H|100P|
|#58 Santa Cruz    |28N  17W|-------------- ---  ---: 90 f| 80 H|  0 |
|#59 San Jorge     | 6N   2W|Ivory          100 *200:210 f|190 H|100P|
|#60 Bissau        |13N  17W|-------------- ---  ---: 85 f|100 H|  0 |
|#61 Luanda        | 8S  12E|Coral          120  100: 90 f| 75 H| 96P|
|#62 Argin         |20N  18W|-------------- ---  ---:200 f|185 H|100P|
|#63 Bathurst      |14N  17W|-------------- ---  ---: 75 f| 60 H|  0 |
|#64 Timbuktu      |15N   4W|Ivory           60 *100:430 f| 35 H|  0 |
|#65 Abidjan       | 6N   5W|Musk            80  200: 90 f| 75 H|  0 |
|#66 Sofala        |17S  34E|Ivory           90 *100:390 i|400 H| 85P|
|#67 Malindi       | 3S  39E|Musk            70 *150:370 i|360 H| 95P|
|#68 Mogadishu     | 3N  45E|Ivory           85  150: 90 i| 70 H|  0 |
|#69 Mombasa       | 4S  39E|-------------- ---  ---:380 i|390 H| 90P|
|#70 Mozambique    |13S  40E|-------------- ---  ---:180 i|160 H|  0 |
|#71 Quelimane     |15S  36E|Tortoise Shell  45  200: 60 i| 60 H|  0 |
|#72 Aden          |14N  46E|Amber          110  250:210 j|260 G| 90P|
|#73 Hormuz        |26N  56E|Ginger          25  300:100 j| 90 G| 95P|
|#74 Massawa       |15N  41E|Pimento         25  300: 90 j| 85 G|  0 |
|#75 Cairo         |29N  32E|Art            190 *400:510 j|480 F|100T|
|#76 Basra         |30N  48E|Cheese          10 * 50:480 j|500 G|100T|
|#77 Mecca         |21N  39E|Musk            50 *200:500 j| 80 G|100T|
|#78 Quatar        |25N  52E|Tortoise Shell  35  150:130 j|160 G|100T|
|#79 Shiraz        |26N  53E|-------------- ---  ---: 70 j| 80 G|100T|
|#80 Muscat        |24N  58E|-------------- ---  ---:180 j|230 G| 95T|
|#81 Diu           |25N  66E|-------------- ---  ---: 75 k| 80 G| 87P|
|#82 Cochin        |10N  75E|-------------- ---  ---:130 k|120 G| 90P|
|#83 Ceylon        | 8N  80E|Cinnamon         4 * 50:180 k|210 G|  0 |
|#84 Amboa         | 1S 125E|Nutmeg           5   70: 50 l| 50 G|  0 |
|#85 Goa           |14N  73E|Ginger          10 *200:540 k|560 G| 85P|
|#86 Malacca       | 4N 101E|Cinnamon         3 * 50: 90 l| 95 G|  0 |
|#87 Ternate       | 2N 125E|Clove            4 * 80: 80 l| 85 G|  0 |
|#88 Banda         | 2S 128E|Nutmeg           3 * 30: 45 l| 40 G|  0 |
|#89 Dili          | 6S 125E|Clove            4   50: 40 l| 45 G|  0 |
|#90 Pasei         | 5N  96E|-------------- ---  ---: 35 l| 40 G|  0 |
|#91 Sunda         | 3S 106E|-------------- ---  ---: 40 l| 55 G|  0 |
|#92 Calicut       |12N  74E|Nutmeg          15 *250:530 k|560 G|  0 |
|#93 Bankao        | 1N 105E|-------------- ---  ---: 50 l| 45 G|  0 |
|#94 Zeiton        |26N 119E|Silk            25 *300:520 m|570 I|  0 |
|#95 Macao         |23N 113E|-------------- ---  ---:480 m|490 I|  0 |
|#96 Hanoi         |22N 105E|Coral           70 *300:300 m|340 G|  0 |
|#97 Changan       |35N 110E|Silk Cloth      20 *400:580 m|280 I|  0 |
|#98 Sakai         |35N 136E|Silk Cloth      15 *400:420 m|410 J|  0 |
|#99 Nagasaki      |33N 129E|Silver          35 *150:210 m|220 J|  0 |
+------------------+--------+-----------------------+-----+-----+----+

|#ID Port Name     |Location|
+------------------+--------+
|S 0 Hekla         |60N  19W|  Additionally, there are 30
|S 1 Narvik        |73N  16E|  Supply ports. These ports
|S 2 Cape Town     |30S  17E|  are all neutral, and only
|S 3 Belgrade      |46N  18E|  have one structure, the
|S 4 Tamatave      |16S  48E|  Harbor.
|S 5 Dikson        |81N  81E|
|S 6 Lushun        |39N 122E|  As a Supply Port, their use
|S 7 Leveque       |10S 125E|  is simply to let you dock to
|S 8 Mindanao      | 8N 126E|  restock water, food, lumber,
|S 9 Tiksi         |78N 129E|  and gunpowder. Prices are
|S10 Ezo           |42N 140E|  always 100%, so don't worry
|S11 Geelong       |34S 141E|  about ever spending 22 gold
|S12 Guam          |14N 143E|  per barrel of food instead
|S13 Moresby       | 6S 145E|  of 20 gold.
|S14 Korf          |61N 163E|
|S15 Wanganui      |36S 171E|
|S16 Suva          |13S 176E|
|S17 Nome          |67N 166W|
|S18 Naalehu       |19N 156W|
|S19 Tahiti        |12S 154W|
|S20 Juneau        |57N 138W|
|S21 Coppermine    |72N 124W|
|S22 Santa Barbara |26N 120W|
|S23 Churchill     |55N  94W|
|S24 Callao        |11S  84W|
|S25 Valparaiso    |35S  79W|
|S26 Mollendo      |19S  78W|
|S27 Cape Cod      |37N  72W|
|S28 Montevideo    |37S  63W|
|S29 Forel         |63N  39W|
+------------------+--------+

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 3/\\//\\//\\//\\//\\//\\/        MARKET DATA        /\\//\\//\\//\\//\\//\\//\
~~\//\\//\\//\\//\\//\\//\~~~~~~~~~~~~~~~~~~~~~~~~~~~\//\\//\\//\\//\\//\[MD13]

Markets can be found in every port. Not counting the supply
ports, naturally. If you plan on making any wealth, you will
likely visit one of these at some point.

Here are the most profitable options:
 - Buy Goods
   -> You'll be presented with various things to buy!
 - Sell Goods
   -> Drop off your cargo here, hopefully for a profit!
 - Invest
   -> Improve the Economy! Bring support to your country!
 - Market Rate
   -> Read the prices and Price Index of anything you want.
   -> Note, 140% or more of this sort of Price Index, not
      the *General* Price Index, makes Specialties run out.


3.1------------------------------ Sale table ----------------------------<46bt>

Product - Name of goods for exchange at the Market.

Market Types - Which market types sell the product. A
capital letter indicates a specialty at some port in that
type.

BuyPric - 100% Price Index, tax-free, no-discount cost to
purchase this product. It is a range, showing the cheapest
and most expensive found at any port.

Sell Price - 100% Price Index value to sell this product.
It is a range, showing the lowest and greatest amounts you
can sell this product at. Additionally, I identify the
Market Type that would pay the high price indicated. A ? is
used when there is more than one Market Type that sells at
the listed high price. The low price does not count
specialties.

ItmType - Type of product. Buying or selling the product
will use this type's Price Index, as well as affect it
greatly. The other 9 Price Indices may also be affected,
but not to such a great extent, and does not affect the
type of item you're exchanging. A type's Price Index at 140%
or higher stops the related specialty from being sold.


|Product       |Market Types |BuyPric|Sell Price |ItmType|
+--------------+-------------+-------+-----------+-------+ A table with
|Clove         |          kL |  4~ 25|   3~ 160 b|Spice  | condensed info.
|Cinnamon      |          KL |  3~  4|   2~ 150 e|Spice  | This is to give a
|Pepper        |          kl |  3~ 15|   2~ 140 b|Spice  | better idea about
|Nutmeg        |          KL |  3~ 15|   3~ 110 b|Spice  | what you're
|Pimento       |      gh J   | 20~ 25|   2~  70 c|Spice  | buying is worth
|Ginger________|         JKlm|  3~ 25|   2~  70 b|Spice  | and where's the
:Vanilla       :      GH     : 35~ 40:  10~ 320 m:Special: best place to
:Tea           :          k m:     20:   6~ 220 b:Special: sell them.
:Coffee        :         j   :     35:   5~ 340 e:Special:
:Cacao_________:     f       :     50:   5~ 110 b:Special: While the sheer
|Sugar         |     FG      | 12~ 18|  45~  90 m|Food   | data in the below
|Cheese        |ab  e    J   | 10~ 30|  12~  50 h|Food   | sale table and
|Fish          |abcd fg i  lm| 10~ 25|   3~  35 e|Food   | Market Type
|Grain         | bc e Gh  k  | 10~ 25|   4~  55 i|Food   | details will tell
|Olive Oil     |a cd     j   | 10~ 35|   5~  60 f|Food   | you most of this
|Raisins       |aBc          | 32~ 40|  10~  70 m|Food   | stuff, it won't
|Rock Salt_____|A  de g ij   | 18~ 60|   5~  65 ?|Food   | give the overview
:Silk          :            M:     25:  28~ 240 b:Fabric : quite like looking
:Cotton        : bc e    jk  : 15~ 65:   5~  55 i:Fabric : over this table.
:Wool          : Bcde    j   : 30~ 70:   8~  75 a:Fabric :
:Flax__________:   d f  i k  :  8~ 35:   3~  45 b:Fabric :
|Cotton Cloth  |ab  E    j   | 25~ 70|  14~  85 g|Cloth  |
|Silk Cloth    |  C         M| 15~170|  30~ 260 b|Cloth  |
|Wool Cloth    |ABC      j   | 45~ 68|  15~  90 ?|Cloth  |
|Velvet        |a            |     80|  40~ 310 m|Cloth  |
|Linen Cloth___|a cd f    k m| 25~ 50|  15~  70 i|Cloth  |
:Coral         :     Fg i  lM: 50~120:  20~ 300 e:Gem    :
:Amber         :     f   J   :110~220:  90~ 320 c:Gem    :
:Ivory         :     F  I    : 60~100:  40~ 300 m:Gem    :
:Pearl         :            m:     60:  35~ 320 b:Gem    :
:Tortoise Shell:      ghIJ l : 30~ 60:  10~ 130 b:Gem    :
|Gold          |     fGHi    |380~700| 150~1100 b|Jewelry|
|Silver________| BC    h    M| 35~190| 100~ 260 b|Jewelry|
:Copper Ore    : BC e   i k  : 60~100:  30~ 180 a:Ore    :
:Tin Ore       : B         l : 45~ 75:  20~ 110 b:Ore    :
:Iron Ore______: b DE  h     : 85~110:  30~ 190 ?:Ore    :
|Art           |  C      J  m|120~310|  70~ 400 ?|Luxury |
|Carpet        |    E    j   | 75~210|  30~ 350 b|Luxury |
|Musk          |     F  IJ   | 50~ 80|  35~ 140 ?|Luxury |
|Perfume_______|  C      j   | 50~105|  28~ 160 m|Luxury |
:Glass Beads   : Bc          :      3:   2~ 100 i:Other  :
:Dye           :aBC e gHi    : 35~120:  15~ 200 m:Other  :
:Porcelain     :Ab          m: 30~100:  30~ 200 k:Other  :
:Glassware     : BC          :180~190:  35~ 450 m:Other  :
:Arms          :a            :    120:  70~ 240 j:Other  :
:Wood__________: B  e  H     : 60~ 82:  15~ 130 a:Other  :
+--------------+-------------+-------+-----------+-------+


The following table shows the entire list of goods and how
much you get for selling them at all 13 Market types, using
100% prices. This table does NOT include how much you need
to pay to buy them, but it will show whether there exists
any ports that would sell them to you, as noted.

 * means that the market type can sell this item
 ! means that some ports within that type have it as a specialty


Product_______aaaa_bbbb_cccc_dddd_eeee_ffff_gggg_hhhh_iiii_jjjj_kkkk_llll_mmmm_
Clove          140  160  150  145  110   45   55   50   25   30 **12 !!!3   30
Cinnamon       120  130  120  110  150   40   45   50   20   28 !!10 !!!2   40
Pepper          80  140  120  100   75   40   30   35   20   22 ***5 ***2   50
Nutmeg          95  110  100   95   90   45   40   45   25   18 !!13 !!!3   45
Pimento         60   55   70   65   60   45 ***5 ***7   20 !!40   15    2    3
Ginger__________55___70___65___60___65___40___30___25___20_!!35_!!14_***2_**10_
Vanilla        220  250  200  180  280   10 !!70 !!70   10   15   12   12  320
Tea            200  220  200  180  160   20   25   30   16   90 ***8    6 ***8
Coffee           5    5    5  320  340   15   30   20   12 **15    6    5    5
Cacao__________105__110___95___75___85_**10___20___15___10____5____5____5____5_
Sugar           45   49   48   50   50 !!60 !!80   85   65   50   68   70   90
Cheese        **20 **15   40   35 **15   45   45   50   45 !!35   15   12   20
Fish          **10 **10 **10 **10   35 ***5 ***8   10 ***7   20   15 ***5 ***3
Grain           32 ***8 ***8   25 ***7   50 !!35 **15   55   15 ***4    4    5
Olive Oil     **10   38 **15 **12   42   60   30   25   15 ***5    8   10    7
Raisins       **20 !!58 **20   40   15   30   35   30   35   10   45   45   70
Rock Salt_____!!65___65___65_**45_**20___22_**15___50_***6_**12____5____6____5_
Silk           180  240  160  110  140   38   40   37   28  100   75   40 !!50
Cotton          50 **20 **15   40 **40   45   50   52   55 ***5 **10   16   18
Wool            75 !!60 **25 **30 **60   10   15   12    8 **16   20   18   23
Flax____________40___45___42_**10___30_**15___20___25_**10___30_***3___20___14_
Cotton Cloth  **40 **35   65   65 !!60   75   85   82   80 **14   30   38   40
Silk Cloth     220  260 !200  120  180   80   90   88   80  110   85   42 !!30
Wool Cloth    !!70 !!90 !!65   45   90   15   20   18   20 **22   59   42   70
Velvet        **50   90   75   65   95   85   70   68   80  115  220   40  310
Linen Cloth___**25___65_**30_**35___60_**17___65___67___70___65_**18___32_**15_
Coral          280  285  265  270  300 !!80 **70  100 **60   80   70 **20 !!55
Amber          300  305  320  300  300 **90  280  270  120 !310  290  210  250
Ivory          280  290  280  260  290 !!45  120  110 !!40   70   90  120  300
Pearl          310  320  300  270  240   70  105   95   75   60   40   35 **30
Tortoise Shell_120__130__110___80___85___15_**40_**30_!!50_!!65___20_**10___20_
Gold          1000 1100 1000  900 1000 *300 !250 !270 *150  950 1050 1020  900
Silver_________240_!260_!240__240__200__180__140_*100__170__170__180__190_!200_
Copper Ore     180 !170 !175  160 **60   30   40   42 **40   75 **30   70   50
Tin Ore        100 !110   90   95  100   20   22   23   25   60   55 **25   35
Iron Ore_______190_**70__185_!170_!190___35___35_**30___35__120__130___50__140_
Art            400  400 !400  300  400   80  120  130   70 !320  200  100 **80
Carpet         300  350  300  170 !150  110  105  100  120 **30   35   45   52
Musk           120  130  120  100  140 !!60   35   42 !!55 !120  130   65  140
Perfume________110__130_!100__120__120___90___50___60___95_**28__135___55__160_
Glass Beads      2 !!!2 ***2    2    2   50    2    2  100    2    2    2    2
Dye           **50 !130 !125  100 **50   60 **15 !!20 **20  120  140   20  200
Porcelain     !120 **55  130  110  100   40   50   50   30   35  200   40 **12
Glassware      230 !225 !230  230  235   50   50   50  105   35  300   95  450
Arms          *100  100  100  100  100  140  180  170  160  240  230  190   70
Wood___________130_!100__125__100_**40___20___28_!!30___25__120___22___18___15_



3.2----------------------------- Market types ---------------------------<11pm>

In greater detail, I will list out the individual market
types. Which ports and their specialties and Economy are
listed, as well as the basic stuff sold across all such
ports.

Port  # - Name of port. Type of Market is shown in header.

Location - Numbers and letters that represent coordinates.

Specialty - What specialty the port sells, if any.

Price - The tax-free, 100% Price Index cost to buy the
product. Taxes, haggling for a lower price, and Price Index
all affects how much you pay. Specialties can be sold back
to the port at 50% value. Non-specialties have their
specific sale prices which have nothing to do with these
numbers.

Req - Required Economy before the product is available.
I use *** when the specialty is already available from the
beginning of the game, or when the general product has a
requirement of 0.

Eco - Economy of the port when the game begins. It tends to
go up with investments, either from you or other fleets.

Avail - How many products are available from the start of
the game, out of how many the port can ever offer.


|Port    a|Location|SpecialtyPrice Req:Eco Avail| |Market a    |Req|Pri|
+---------+--------+------------------:---------+ +------------+---+---+
|Lisbon   |39N   9W|Rock Salt   38 ***:780 10/10| |Cheese      |***| 30|
|Seville  |37N   6W|Porcelain  100 ***:770 10/10| |Fish        |***| 20|
|Barcelona|41N   2E|Rock Salt   45 ***:590  8/10| |Olive Oil   |***| 28|
|Valencia |39N   0W|Wool Cloth  56 ***:320  7/10| |Raisins     |300| 36|
+---------+--------+------------------:---------+ |Cotton Cloth|***| 70|
                                                  |Velvet      |500| 80|
                                                  |Linen Cloth |***| 50|
                                                  |Dye         |600|120|
                                                  |Arms        |750|120|
                                                  +------------+---+---+


|Port     b|Location|Specialty Price Req:Eco Avail| |Market b    |Req|Pri|
+----------+--------+-------------------:---------+ +------------+---+---+
|Bordeaux  |45N   1W|Raisins      32 200:600  6/ 8| |Cheese      |***| 25|
|Nantes    |48N   2W|----------- --- ---:560  5/ 7| |Fish        |***| 20|
|London    |53N   0E|Wool         45 ***:720  7/ 8| |Grain       |***| 20|
|Bristol   |52N   3W|Tin Ore      75 350:320  4/ 8| |Cotton      |***| 45|
|Dublin    |54N   7W|----------- --- ---:370  4/ 7| |Cotton Cloth|400| 60|
|Antwerp   |53N   5E|Wool Cloth   52 ***:660  6/ 8| |Iron Ore    |700|110|
|Amsterdam |55N   6E|Glass Beads   3 ***:700  7/ 8| |Porcelain   |750| 90|
|Copenhagen|57N  12E|Glassware   190 ***:530  6/ 8| +------------+---+---+
|Hamburg   |55N  10E|Dye          85 ***:600  6/ 8|
|Oslo      |63N  10E|Wood         82 ***:190  5/ 8|
|Stockholm |62N  19E|Copper Ore   80 500:480  5/ 8|
|Lubeck    |55N  10E|Silver      170 500:320  4/ 8|
|Danzig    |56N  18E|----------- --- ---:370  4/ 7|
|Riga      |59N  23E|Wood         80 ***:150  5/ 8|
|Bergen    |62N   5E|----------- --- ---:145  4/ 7|
+----------+--------+-------------------:---------+


|Port    c|Location|SpecialtyPrice Req:Eco Avail| |Market c   |Req|Pri|
+---------+--------+------------------:---------+ +-----------+---+---+
|Marseille|44N   5E|Perfume    105 ***:350  7/ 9| |Fish       |***| 25|
|Genoa    |44N   8E|Silver     190 ***:750  9/ 9| |Grain      |***| 18|
|Pisa     |43N  10E|Silk Cloth 170 ***:620  9/ 9| |Olive Oil  |***| 30|
|Naples   |40N  13E|Wool Cloth  68 ***:630  9/ 9| |Raisins    |300| 40|
|Syracuse |37N  15E|---------- --- ---:240  5/ 8| |Cotton     |***| 38|
|Palma    |39N   2E|---------- --- ---:290  5/ 8| |Wool       |600| 65|
|Venice   |45N  13E|Glassware  180 ***:740  9/ 9| |Linen Cloth|***| 50|
|Ragusa   |42N  18E|Dye         92 200:150  5/ 9| |Glass Beads|400|  3|
|Candia   |35N  25E|---------- --- ---:180  5/ 8| +-----------+---+---+
|Athens   |38N  24E|Art        310 ***:640  9/ 9|
|Nicosia  |35N  33E|Copper Ore  88 400:150  5/ 9|
+---------+--------+------------------:---------+


|Port  d|Location|SpecialPrice Req:Eco Avail| |Market d   |Req|Pri|
+-------+--------+----------------:---------+ +-----------+---+---+
|Algiers|37N   3E|-------- --- ---:160  3/ 6| |Fish       |***| 25|
|Tunis  |37N  10E|Iron Ore  90 600:130  3/ 7| |Olive Oil  |***| 35|
|Tripoli|32N  13E|-------- --- ---:420  6/ 6| |Rock Salt  |300| 60|
|Ceuta  |35N   5W|-------- --- ---: 85  3/ 6| |Wool       |400| 70|
+-------+--------+----------------:---------+ |Flax       |***| 35|
                                              |Linen Cloth|400| 50|
                                              +-----------+---+---+


|Port     e|Location|Specialty  Price Req:Eco Avail| |Market e  |Req|Pri|
+----------+--------+--------------------:---------+ +----------+---+---+
|Istanbul  |41N  28E|Carpet       210 ***:810  9/ 9| |Cheese    |***| 30|
|Salonika  |41N  22E|------------ --- ---:110  2/ 8| |Grain     |***| 14|
|Alexandria|31N  29E|Cotton Cloth  25 ***:720  9/ 9| |Rock Salt |300| 55|
|Jaffa     |32N  35E|------------ --- ---:140  2/ 8| |Cotton    |200| 65|
|Beirut    |33N  35E|Carpet       210 300:270  3/ 9| |Wool      |400| 60|
|Kaffa     |45N  34E|Iron Ore      85 400:340  5/ 9| |Copper Ore|500|100|
|Azov      |47N  38E|------------ --- ---:110  2/ 8| |Dye       |400|115|
|Trebizond |41N  39E|Cotton Cloth  58 ***:360  6/ 9| |Wood      |300| 70|
+----------+--------+--------------------:---------+ +----------+---+---+


|Port     f|Location|Spect Pri Req:Eco Avail| |Market f   |Req|Pri|
+----------+--------+-------------:---------+ +-----------+---+---+
|Madeira   |33N  17W|Sugar  12 ***:240  3/ 7| |Cacao      |300| 50|
|Santa Cruz|28N  17W|----- --- ---: 90  2/ 6| |Fish       |***| 25|
|San Jorge | 6N   2W|Ivory 100 ***:210  3/ 7| |Flax       |***| 35|
|Bissau    |13N  17W|----- --- ---: 85  2/ 6| |Linen Cloth|300| 45|
|Luanda    | 8S  12E|Coral 120 100: 90  2/ 7| |Amber      |300|220|
|Argin     |20N  18W|----- --- ---:200  2/ 6| |Gold       |400|700|
|Bathurst  |14N  17W|----- --- ---: 75  2/ 6| +-----------+---+---+
|Timbuktu  |15N   4W|Ivory  60 ***:430  7/ 7|
|Abidjan   | 6N   5W|Musk   80 200: 90  2/ 7|
+----------+--------+-------------:---------+


|Port        g|Location|Special Pri Req:Eco Avail| |Market g      |Req|Pri|
+-------------+--------+---------------:---------+ +--------------+---+---+
|Havana       |19N  87W|Vanilla  35 ***:210  5/ 7| |Pimento       |200| 20|
|Panama       | 5N  85W|------- --- ---:160  2/ 6| |Fish          |***| 15|
|Porto Velho  | 6N  85W|------- --- ---: 60  1/ 6| |Rock Salt     |300| 40|
|Santo Domingo|14N  74W|Sugar    18 200:150  2/ 7| |Coral         |100|120|
|Veracruz     |15N 100W|Gold    400 400: 80  1/ 7| |Tortoise Shell|350| 60|
|Jamaica      |13N  81W|Sugar    18 200: 60  1/ 7| |Dye           |200| 35|
|Guatemala    |10N  95W|Grain    10  90: 70  1/ 7| +--------------+---+---+
|Santiago     |16N  81W|------- --- ---: 80  1/ 6|
+-------------+--------+---------------:---------+


|Port         h|Location|Special Pri Req:Eco Avail| |Market h      |Req|Pri|
+--------------+--------+---------------:---------+ +--------------+---+---+
|Caracas       | 7N  72W|Vanilla  40 ***:220  4/ 6| |Pimento       |150| 20|
|Cartegena     | 6N  81W|------- --- ---:190  3/ 5| |Grain         |***| 25|
|Margarita     | 7N  69W|------- --- ---: 40  1/ 5| |Tortoise Shell|150| 55|
|Pernambuco    |11S  45W|Dye      35 250:215  3/ 6| |Silver        |250|150|
|Rio de Janeiro|25S  50W|Gold    380 450: 45  1/ 6| |Iron Ore      |300| 90|
|Maracaibo     | 7N  77W|------- --- ---:120  1/ 5| +--------------+---+---+
|Cayenne       | 0S  57W|Wood     60 100: 70  1/ 6|
+--------------+--------+---------------:---------+


|Port     i|Location|Specialty    Price Req:Eco Avail| |Market i  |Req|Pri|
+----------+--------+----------------------:---------+ +----------+---+---+
|Sofala    |17S  34E|Ivory           90 ***:390  8/ 8| |Fish      |***| 20|
|Malindi   | 3S  39E|Musk            70 ***:370  8/ 8| |Rock Salt |200| 18|
|Mogadishu | 3N  45E|Ivory           85 150: 90  2/ 8| |Flax      |150| 30|
|Mombasa   | 4S  39E|-------------- --- ---:380  7/ 7| |Coral     |***|120|
|Mozambique|13S  40E|-------------- --- ---:180  3/ 7| |Gold      |300|550|
|Quelimane |15S  36E|Tortoise Shell  45 200: 60  2/ 8| |Copper Ore|300| 80|
+----------+--------+----------------------:---------+ |Dye       |250| 40|
                                                       +----------+---+---+


|Port  j|Location|Specialty    Price Req:Eco Avail| |Market j    |Req|Pri|
+-------+--------+----------------------:---------+ +------------+---+---+
|Aden   |14N  46E|Amber          110 250:210  6/10| |Coffee      |150| 35|
|Hormuz |26N  56E|Ginger          25 300:100  3/10| |Olive Oil   |***| 10|
|Massawa|15N  41E|Pimento         25 300: 90  3/10| |Rock Salt   |300| 20|
|Cairo  |29N  32E|Art            190 ***:510 10/10| |Cotton      |***| 15|
|Basra  |30N  48E|Cheese          10 ***:480 10/10| |Wool        |***| 30|
|Mecca  |21N  39E|Musk            50 ***:500 10/10| |Cotton Cloth|200| 32|
|Quatar |25N  52E|Tortoise Shell  35 150:130  3/10| |Wool Cloth  |200| 45|
|Shiraz |26N  53E|-------------- --- ---: 70  3/ 9| |Carpet      |400| 75|
|Muscat |24N  58E|-------------- --- ---:180  4/ 9| |Perfume     |400| 50|
+-------+--------+----------------------:---------+ +------------+---+---+


|Port  k|Location|SpecialPrice Req:Eco Avail| |Market k   |Req|Pri|
+-------+--------+----------------:---------+ +-----------+---+---+
|Diu    |25N  66E|-------- --- ---: 75  4/ 8| |Clove      |200| 25|
|Cochin |10N  75E|-------- --- ---:130  5/ 8| |Pepper     |100| 15|
|Ceylon | 8N  80E|Cinnamon   4 ***:180  7/ 9| |Tea        |***| 20|
|Goa    |14N  73E|Ginger    10 ***:540  9/ 9| |Grain      |***| 12|
|Calicut|12N  74E|Nutmeg    15 ***:530  9/ 9| |Cotton     |***| 25|
+-------+--------+----------------:---------+ |Flax       |***|  8|
                                              |Linen Cloth|150| 30|
                                              |Copper Ore |300| 60|
                                              +-----------+---+---+


|Port  l|Location|SpecialPrice Req:Eco Avail| |Market l      |Req|Pri|
+-------+--------+----------------:---------+ +--------------+---+---+
|Amboa  | 1S 125E|Nutmeg     5  70: 50  3/ 7| |Pepper        |***|  3|
|Malacca| 4N 101E|Cinnamon   3 ***: 90  4/ 7| |Ginger        |***|  3|
|Ternate| 2N 125E|Clove      4 ***: 80  4/ 7| |Fish          |***| 15|
|Banda  | 2S 128E|Nutmeg     3 ***: 45  4/ 7| |Coral         |150| 50|
|Dili   | 6S 125E|Clove      4  50: 40  3/ 7| |Tortoise Shell|200| 30|
|Pasei  | 5N  96E|-------- --- ---: 35  3/ 6| |Tin Ore       |300| 45|
|Sunda  | 3S 106E|-------- --- ---: 40  3/ 6| +--------------+---+---+
|Bankao | 1N 105E|-------- --- ---: 50  3/ 6|
+-------+--------+----------------:---------+


|Port   m|Location|SpecialtyPrice Req:Eco Avail| |Market m   |Req|Pri|
+--------+--------+------------------:---------+ +-----------+---+---+
|Zeiton  |26N 119E|Silk        25 ***:520  8/ 8| |Ginger     |***| 20|
|Macao   |23N 113E|---------- --- ---:480  7/ 7| |Tea        |***| 20|
|Hanoi   |22N 105E|Coral       70 ***:300  7/ 8| |Fish       |***| 10|
|Changan |35N 110E|Silk Cloth  20 ***:580  8/ 8| |Linen Cloth|100| 25|
|Sakai   |35N 136E|Silk Cloth  15 ***:420  8/ 8| |Pearl      |100| 60|
|Nagasaki|33N 129E|Silver      35 ***:210  7/ 8| |Art        |400|120|
+--------+--------+------------------:---------+ |Porcelain  |300| 30|
                                                 +-----------+---+---+

3.3---------------------------- How prices work -------------------------<13hg>

Here are the factors that affect the cost of purchases:
 - The base price of the product; They're listed up there.
 - The Price Index of that type of item, anywhere from 50% ~ 150%
   - Price Index changes depending on gold exchanged in one sale.
 - The 20% taxes; The right Tax-free Permit gets rid of it.
 - Haggling the price down
   - This is based on rank (5% per; Starts at 5% for no rank)
   - If trading in a foreign/neutral port, it acts like you have no rank
   - Maximally effective if you're Joao or Ali, or have a Bookkeeper

Here's the factors for selling:
 - The base sale price, naturally. Look at the huge table way up there.
 - The Price Index of that type of item.


3.3.1 >>>>> Price Index

General Price Index:
 - A number that is an average of all ten Price Indices.
 - Has no effect on the Market. At all.
 - Despite this, seen while trading goods at the Market.
 - Affects prices at the Harbor (supplies) and Shipyard (ships).

Type Price Index:
 - Seen through Market Rate -> Any product type.
 - Determines buying and selling prices of related products.
 - Greatly affected by same-type trades.
 - Slightly affected by cross-type trades.
 - Slightly changes when the month changes.
 - Affects General Price Index through an averaging formula.
 - You can't buy related specialty if 140% or more.


The Price Index will change slightly and randomly at the end
of the month. It will change more dramatically when you buy
or sell the goods. The type of goods you sell will affect
its Price Index greatly, but will also have a small effect
on all other Price Indices as well.

Note, this is broken into two pieces. As outlined above,
there is a single-type change, and "All Ten" change as well.
They work off of different formulas, as follows:

Single-type: 1% per (500 + Economy) gold; Max of 10%
All Ten    : 1% per 1000 gold           ; Max of  3%

The Single-type and "All Ten" will stack: The adjustment to
Price Index of whatever type you're exchanging can change by
up to 13% -- 10% from Single-type and 3% from "All Ten".

If you wish to change "All Ten" as rapidly as possible, just
buy or sell in stacks worth 3000 gold or slightly more. If
you want the 13% change to one Price Index, then stop at
whatever (500 + Economy)*10 is. For reference, a 1000 Econ
port needs 1500 gold for 1% in Single-type, so 10% needs
15000 gold.

There are two bugs in the game when dealing with price
changes.

First, the game somehow doesn't count past 65535, going back
to 0 and continues from there at 65536. In short, open up
Windows calculator, check how much you're spending/getting,
and stick in your number, then use MOD 65536. Use that
number for calculating Price Index changes as above.

Second, only in the case of selling goods does it calculate
Single-type first, then recalculates the gold received to
decide how "All Ten" changes. End result being that the game
counts slightly less money than what you actually got for
"All Ten" changes. This does not happen when buying goods.
It only happens when selling goods to a Market.

Odd bugs, aren't they? Keep them in mind if you really want
to optimize Market prices.

The General Price Index is simply the average of all ten
Price Indices, and has no effect on the Market itself. But
this percentage will affect the prices of ships found in the
Shipyard and cost of supplies found in the Harbor. With the
3% "All Ten" and 10% Single-type, you'll see a 4% change in
the General Price Index.

If you are easily hitting this maximum, you can break your
purchases or sales in pieces in order to change the Price
Indices more dramatically. A single sale may only have the
13% change to that one type at most, but sell in smaller
stacks, and if you have enough, it's possible to shift the
150% Price Index down to 50% without leaving the Market.

There is a problem with high prices, though. At Price Index
of 140% or more for a specialty (*NOT* the General Price
Index! Look at the specific type), the Market will no longer
offer the specialty until the prices drop once more. You
can wait until the month changes and hope it drops enough,
or sell a bunch of goods to get it to show up again.


3.3.2 >>>>> Taxes

 * Increases costs of purchases by 20%.
 * No, does not help you when you are selling.
 * Having a Tax-free Permit of the same nation skips this.
 * Neutral ports also apply this, although unmentioned.
 * Does affect "change in Price Index" due to purchases.

For the 20% taxes, it simply raises the prices by 20%. This
never helps you when you are selling, though why should it?
Every Trade Master in allied ports will constantly remind
you of this fact. Even neutral ports apply the taxes,
despite never telling you.

There's only one real way around the taxes: You need the
Tax-free Permit of the nation the port is allied to. This
thing deletes itself from your inventory at the start of
April or October. If the port is neutral, there's no such
Permit that lets you get around those taxes.

There's two ways to get a Tax-free Permit: Walk up to the
ruler himself and ask for one, or seek one out at 2 AM in
specific item shops.

Of course, if you have no rank, asking your king, sultan, or
governer-general for one is impossible. You need to be a
Page at the very least. Your ruler will ask for a large sum
of money at first, but with higher ranks, asking for a
Permit gets cheaper. It becomes free at Viscount, rank 6.
Foreign rulers still ask for money if you ask them.

|Port    |Location|Nat.Perm|  You can instead look in an
+--------+--------+--------+  item shop. The nation the
|Salonika|41N  22E|Portugal|  permit is for can be found in
|Azov    |47N  38E|Spain   |  the specific city listed on
|Tripoli |32N  13E|Turkey  |  the left. The price is always
|Danzig  |56N  18E|England |  10000 gold, but these expire
|Syracuse|37N  15E|Italy   |  just like any permits you get
|Antwerp |53N   5E|Holland |  from the ruler. Take a look in
+--------+--------+--------+  the item shop at 2 AM!


3.3.3 >>>>> Haggling

As for haggling, the process is simple: You pick a product,
the Trade Master gives a price, you say NO, then you can
offer your own price. If it's "reasonable", the Trade Master
will accept. If not, he may give a counter-offer.

The boundary of what is "reasonable" uses your rank. If you
are trading in a port outside of your nation, your rank is
ignored, giving you only a minimal discount at best.

More precisely, the "reasonable" boundary is 2.5% per rank.
Go beyond this, and the Trade Master may counter-offer 1.25%
per rank. With the right skill on you or your Bookkeeper,
one of you will automatically chime in with a discount of 5%
per rank. This automatic offer is always accepted.

The mentioned right skill is as follows:
 - Main character has Negotiation skill
   - Only way is to start as Joao or Ali.
 - Have a Bookkeeper with Accounting skill
   - Anyone can find one somewhere and assign him!

You don't need BOTH at once. Just having one is fine.

If the Trade Master is unable to give a counter-offer, then
the skills will not "activate", and you can't get the 5% per
rank discount. This generally happens when the 1.25% per
rank counter-offer fails to even save you over 1/2 gold.
A rankless character would be unable to take advantage of
Negotiation for prices 40 gold or less, for example.


3.3.4 >>>>> Abusing discount mechanics

Finally, it is possible to haggle a discount for an item,
then sell it right back to the same Market without even so
much as walking a single step, let alone leave the Market,
and get a profit from it. Wool of [Market e] is notorious
for this fact, as its buy/sell prices are 60/60.

Thing is, it's a combination of mechanics:
 * Some buy/sell prices are spaced too close together.
 * Buying raises prices, perfect for selling right after.
 * Selling lowers prices. Now make your purchases!
 * You can haggle for some discount for purchases.
 * Taxes discourage this, but a Permit can bypass taxes.
 * There are no checks in the game to stop this.

But dealing with money troubles is half the fun of this
game. You won't stoop so low as to exploit flaws in the
design of the game, will you? ... Okay, sure. Go ahead.
The game won't ever penalize you for doing this.


~~\//\\//\\//\\//\\//\\//\~~~~~~~~~~~~~~~~~~~~~~~~~~~\//\\//\\//\\//\\//\\//\\/
 4/\\//\\//\\//\\//\\//\\/       SHIPYARD DATA       /\\//\\//\\//\\//\\//\\//\
~~\//\\//\\//\\//\\//\\//\~~~~~~~~~~~~~~~~~~~~~~~~~~~\//\\//\\//\\//\\//\[SY25]

The shipyard is found in every port other than supply ports.
This is where you go whenever you wish to tinker around with
ships or plan to invest in the Industry of the port.

Its list of commands are as follows:
 - New Ship
   -> Build a new ship from scratch. Takes several days...
 - Used Ship
   -> Ready-made ships for use right away.
 - Repair
   -> Repairs a ship fully, costs 20 gold per point repaired.
 - Sell
   -> Pick one of your ships to get rid of for cash.
 - Remodel
   - Figurehead
     -> Fit a nice figurehead. Good luck for storms!
   - Guns
     -> Cannons for a ship.
   - Load Capacity
     -> If the ship's configuration isn't right for you...
   - Rename
     -> Didn't like the name you gave it? Rename for free!
 - Invest
   -> Improve the Industry! Bring support to your country!


4.1----------------------------- List of Ships --------------------------<25tk>

Name - What the ship is called. Any questions?

Price - The price of the ship, with Beech hull and 100%
General Price Index. Keep in mind that different hulls will
change this: As low as 80% price with Teak and as high as
120% with Copper.

S-Yard type - What types of shipyard this ship can be built
in. There are 11 types, represented as capital letters.

Req. - Required Industry needed to build the ship.

Du - Durability of a Beech-hull ship. Picking other hull
types will adjust this in steps of 10%, either up or down.
Interestingly, it is also the maximum number of days to
build the ship, at 0 Industry, if that were ever possible.

Tac - Tacking stat of the ship. Useful for headwinds.

Pow - Power stat of the ship. Easier to hit top speed.

Cap. - Total capacity of the ship, including cargo, crew,
and guns. When building or remodeling a ship, some of this
is to be reserved for crew and guns, with the rest dedicated
to cargo.

Crew - Minimum and maximum bunks for crew. The minimum is
also the least number of men required to navigate the ship
without problems. Even the minimum listed does take from the
capacity, so while I do state the Balsa has 50 Cap., at
least 5 of that 50 must be reserved for crew bunks.

Gun - Maximum number of guns the ship can hold. You need to
set the space reserved for guns ahead of time, like with
crew.

UsedCfg - The configuration for used ships. The left number
is bunks for the crew and the right number is spots reserved
for guns. Notably, used Light Galleys and Tekkousens have an
unusually high crew capacity, above the normal maximum you
get for new/remodeled ships. This still takes from the total
capacity, however.

** - Markings which state how the ship handles winds. There
is a letter from A to E, where A handles headwinds the best,
to E which handles it the worst. That is the rough idea. As
well, a ship marked with an o will treat any winds less than
3 as though it is 3. These ships have visible oars in their
pictures.

|Name            | Price|S-Yard type:Req.|Du:Tac:Pow|Cap.:Crew  :Gun|UsedCfg|**
+----------------+------+-----------+----+--+---+---+----+------+---+-------+--
|Balsa           |  1200|A          : 100|30: 70: 80|  50: 5~ 20: 10| 15:  5|B
|Hansa Cog       |  1300|  CD       : 100|20: 65: 85|  60: 5~ 20: 10| 20:  5|B
|Light Galley    |  1400|A  DEFGH   : 100|40:100: 85| 120: 5~ 20: 10| 30: 10|Ao
|Tallette        |  1400|    E      : 200|20: 70: 95|  80: 5~ 20: 15| 15: 10|B
|Dhow            |  1800|      G    : 300|30: 90: 75|  70: 5~ 20: 15| 15:  5|B
|Caravela Latina |  2400|A C EF     : 200|30: 90: 75| 120:10~ 40: 20| 30: 10|A
|Caravela Redonda|  2400| B D   H   : 200|30: 70: 90| 120:10~ 40: 20| 30: 10|B
|Buss            | 20000|    E      : 700|70: 50: 60| 500:50~200: 40|150: 30|E
|Brigantine      | 10000|A         K: 400|40: 90: 70| 180:15~ 60: 20| 45: 15|A
|Flemish Galleon | 34000|A  DEF     : 400|80: 75: 80| 500:40~200: 30|180: 30|Do
|Nao             | 30000|ABCDEF H  K: 500|50: 65: 85| 450:25~120: 40| 80: 30|C
|Xebec           | 44000|     FG    : 500|70: 80: 70| 600:25~300: 40|120: 30|B
|Venetian Galeass| 64000|    EF     : 500|90: 70: 70| 950:60~400: 50|320: 50|Do
|Carrack         | 40000|ABC EF H  K: 600|50: 60: 80| 600:30~160: 50|100: 30|C
|Pinnace         |  6000|   D      K: 550|40: 95: 85| 150: 5~ 60: 20| 40: 15|A
|La Reale        | 40000|   D       : 600|60: 95:100| 450:30~250: 40|160: 30|Bo
|Galleon         | 60000|ABCD      K: 800|80: 60: 65| 800:45~200: 70|180: 70|E
|Sloop           | 16000| B         : 850|50: 95: 85| 250: 5~ 60: 40| 40: 15|A
|Frigate         |224000| BC        :1000|80: 60: 85| 650:20~300: 70|180: 65|B
|Barge           |300000| B         :1000|90: 50: 65|1000:40~450:120|270:120|C
|Full-rigged Ship|320000|  C        :1000|90: 50: 65|1200:45~500:150|300:120|C
|Junk            | 16000|        I  : 300|80: 80: 70| 500:25~100: 40| 75: 30|B
|Kansen          |  2000|         J : 200|30:100:100| 250:10~ 60: 20| 60: 20|Ao
|Atakabune       | 14000|         J : 400|60: 95: 95| 500:20~200: 40|160: 30|Co
|Tekkousen      *|140000|         J :1000|90: 80: 85|1100:45~300:100|360: 80|Co
+----------------+------+-----------+----+--+---+---+----+------+---+-------+--

A note about Tekkousen: You are never asked for what
material to build the Tekkousen with. It is always Steel,
whether you like it or not. The listed price is the Beech
price, assuming that's even possible, for purposes of used
ships and remodeling.


?  - Sailing type.
Hd - Headwind. No ship is 100% efficient here.
SH - Side Headwind. It's only 45 degrees away from the worst.
Cr - Crosswind. Its push is on your sides.
ST - Side Tailwind. There's never a faster option than this.
Tl - Tailwind. Direct push. Some ships don't handle this well.

|?|Hd:SH:Cr:ST:Tl| This table is about those A B C D E marks
+-+--+--+--+--+--+ on the right side of my previous table.
|A| 8:10:10:10: 8| Effectively, a 10 here means that 100% of
|B| 7: 9:10:10: 9| the ship's Power is used, 9 means only
|C| 6: 8:10:10:10| 90% is used, and so forth.
|D| 6: 7: 9: 9: 8|
|E| 4: 6: 8:10:10| A high Navigation Level can make up for
+-+--+--+--+--+--+ poor winds or low Power.


4.2---------------------------- Shipyard types --------------------------<11st>

Type #; Ports - List of ports under that shipyard type.

Location - Coordinates. Easy enough, right?

Industr - Industry of the port and how many of that type's
ships are available without needing to invest.

Type # Shipyard - List of ships available in this shipyard.

Req. - Needed industry for the type to offer building a new
ship of that kind.

|Type A; Ports |Location|Industr| |Type A Shipyard |Req.|
+--------------+--------+-------+ +----------------+----+
|Lisbon        |39N   9W|770 7/8| |Balsa           | 100|
|Seville       |37N   6W|810 8/8| |Light Galley    | 100|
|Barcelona     |41N   2E|540 6/8| |Caravela Latina | 200|
|Valencia      |39N   0W|300 3/8| |Brigantine      | 400|
|Palma         |39N   2E|285 3/8| |Flemish Galleon | 400|
|Ceuta         |35N   5W| 90 0/8| |Nao             | 500|
+--------------+--------+-------+ |Carrack         | 600|
Pretty standard. There is a       |Galleon         | 800|
Light Galley here, if you want.   +----------------+----+


|Type B; Ports |Location|Industr| |Type B Shipyard |Req.|
+--------------+--------+-------+ +----------------+----+
|London        |53N   0E|740 3/7| |Caravela Redonda| 200|
|Bristol       |52N   3W|380 1/7| |Nao             | 500|
|Dublin        |54N   7W|350 1/7| |Carrack         | 600|
+--------------+--------+-------+ |Galleon         | 800|
London can't be invested. If you  |Sloop           | 850|
want the Barge, you'd need to work|Frigate         |1000|
on Bristol or Dublin to get it.   |Barge           |1000|
                                  +----------------+----+


|Type C; Ports |Location|Industr| |Type C Shipyard |Req.|
+--------------+--------+-------+ +----------------+----+
|Antwerp       |53N   5E|670 4/7| |Hansa Cog       | 100|
|Amsterdam     |55N   6E|730 4/7| |Caravela Latina | 200|
|Hamburg       |55N  10E|620 4/7| |Nao             | 500|
+--------------+--------+-------+ |Carrack         | 600|
Amsterdam can't be invested. At   |Galleon         | 800|
least Antwerp and Hamburg are     |Frigate         |1000|
better developed, so it won't take|Full-rigged Ship|1000|
as long to get the Full-rigged.   +----------------+----+


|Type D; Ports |Location|Industr| |Type D Shipyard |Req.|
+--------------+--------+-------+ +----------------+----+
|Marseille     |44N   5E|290 3/7| |Hansa Cog       | 100|
|Bordeaux      |45N   1W|580 6/7| |Light Galley    | 100|
|Nantes        |48N   2W|570 6/7| |Caravela Redonda| 200|
|Copenhagen    |57N  12E|510 5/7| |Flemish Galleon | 400|
|Oslo          |63N  10E|185 2/7| |Nao             | 500|
|Stockholm     |62N  19E|470 4/7| |Pinnace         | 550|
|Lubeck        |55N  10E|300 3/7| |La Reale        | 600|
|Danzig        |56N  18E|280 3/7| +----------------+----+
|Riga          |59N  23E|160 2/7| No port builds La Reale
|Bergen        |62N   5E|150 2/7| right away. It's a fast
+--------------+--------+-------+ ship to use. Invest!


|Type E; Ports |Location|Industr| |Type E Shipyard |Req.|
+--------------+--------+-------+ +----------------+----+
|Genoa         |44N   8E|760 8/8| |Light Galley    | 100|
|Pisa          |43N  10E|540 6/8| |Tallette        | 200|
|Naples        |40N  13E|640 7/8| |Caravela Latina | 200|
|Syracuse      |37N  15E|220 3/8| |Buss            | 700|
|Venice        |45N  13E|730 8/8| |Flemish Galleon | 400|
|Ragusa        |42N  18E|140 1/8| |Nao             | 500|
|Candia        |35N  25E|160 1/8| |Venetian Galeass| 500|
|Athens        |38N  24E|540 6/8| |Carrack         | 600|
|Salonika      |41N  22E|120 1/8| +----------------+----+
+--------------+--------+-------+ A decent variety.


|Type F; Ports |Location|Industr| |Type F Shipyard |Req.|
+--------------+--------+-------+ +----------------+----+
|Istanbul      |41N  28E|720 7/7| |Light Galley    | 100|
|Algiers       |37N   3E|180 1/7| |Caravela Latina | 200|
|Tunis         |37N  10E|160 1/7| |Flemish Galleon | 400|
|Alexandria    |31N  29E|700 7/7| |Nao             | 500|
|Jaffa         |32N  35E|150 1/7| |Xebec           | 500|
|Beirut        |33N  35E|250 2/7| |Venetian Galeass| 500|
|Nicosia       |35N  33E|160 1/7| |Carrack         | 600|
|Tripoli       |32N  13E|400 3/7| +----------------+----+
|Kaffa         |45N  34E|350 2/7| Venetian Galeass is a
|Azov          |47N  38E|115 1/7| powerful warship.
|Trebizond     |41N  39E|370 2/7|
|Cairo         |29N  32E|480 3/7|
+--------------+--------+-------+


|Type G; Ports |Location|Industr| |Type G Shipyard |Req.|
+--------------+--------+-------+ +----------------+----+
|Aden          |14N  46E|260 1/3| |Light Galley    | 100|
|Hormuz        |26N  56E| 90 0/3| |Dhow            | 300|
|Massawa       |15N  41E| 85 0/3| |Xebec           | 500|
|Basra         |30N  48E|500 3/3| +----------------+----+
|Mecca         |21N  39E| 80 0/3| The Dhow is unique. No
|Quatar        |25N  52E|160 1/3| other port types sell
|Shiraz        |26N  53E| 80 0/3| them. Whether it's worth
|Muscat        |24N  58E|230 1/3| getting one is another
|Diu           |25N  66E| 80 0/3| question entirely.
|Cochin        |10N  75E|120 1/3|
|Ceylon        | 8N  80E|210 1/3|
|Amboa         | 1S 125E| 50 0/3|
|Goa           |14N  73E|560 3/3|
|Malacca       | 4N 101E| 95 0/3|
|Ternate       | 2N 125E| 85 0/3|
|Banda         | 2S 128E| 40 0/3|
|Dili          | 6S 125E| 45 0/3|
|Pasei         | 5N  96E| 40 0/3|
|Sunda         | 3S 106E| 55 0/3|
|Calicut       |12N  74E|560 3/3|
|Bankao        | 1N 105E| 45 0/3|
|Hanoi         |22N 105E|340 2/3|
+--------------+--------+-------+


|Type H; Ports |Location|Industr| |Type H Shipyard |Req.|
+--------------+--------+-------+ +----------------+----+
|Madeira       |33N  17W|230 2/4| |Light Galley    | 100|
|Santa Cruz    |28N  17W| 80 0/4| |Caravela Redonda| 200|
|San Jorge     | 6N   2W|190 1/4| |Nao             | 500|
|Bissau        |13N  17W|100 1/4| |Carrack         | 600|
|Luanda        | 8S  12E| 75 0/4| +----------------+----+
|Argin         |20N  18W|185 1/4| Fairly poor selection
|Bathurst      |14N  17W| 60 0/4| of ships available to
|Timbuktu      |15N   4W| 35 0/4| build.
|Abidjan       | 6N   5W| 75 0/4|
|Sofala        |17S  34E|400 2/4|
|Malindi       | 3S  39E|360 2/4|
|Mogadishu     | 3N  45E| 70 0/4|
|Mombasa       | 4S  39E|390 2/4|
|Mozambique    |13S  40E|160 1/4|
|Quelimane     |15S  36E| 60 0/4|
+--------------+--------+-------+


|Type I; Ports |Location|Industr| |Type I Shipyard |Req.|
+--------------+--------+-------+ +----------------+----+
|Zeiton        |26N 119E|570 1/1| |Junk            | 300|
|Macao         |23N 113E|490 1/1| +----------------+----+
|Changan       |35N 110E|280 0/1| Compared to what you
+--------------+--------+-------+ should have, Junk is... Junk.


|Type J; Ports |Location|Industr| |Type J Shipyard |Req.|
+--------------+--------+-------+ +----------------+----+
|Sakai         |35N 136E|410 2/3| |Kansen          | 200|
|Nagasaki      |33N 129E|220 1/3| |Atakabune       | 400|
+--------------+--------+-------+ |Tekkousen       |1000|
Tekkousen will not disappoint.    +----------------+----+


|Type K; Ports |Location|Industr| |Type K Shipyard |Req.|
+--------------+--------+-------+ +----------------+----+
|Caracas       | 7N  72W|210 0/5| |Brigantine      | 400|
|Cartegena     | 6N  81W|130 0/5| |Pinnace         | 550|
|Havana        |19N  87W|220 0/5| |Nao             | 500|
|Margarita     | 7N  69W| 45 0/5| |Carrack         | 600|
|Panama        | 5N  85W|190 0/5| |Galleon         | 800|
|Porto Velho   | 6N  85W| 75 0/5| +----------------+----+
|Santo Domingo |14N  74W|160 0/5| None of these ports can
|Veracruz      |15N 100W| 75 0/5| build you a ship, at
|Jamaica       |13N  81W| 80 0/5| first. Then again, they
|Guatemala     |10N  95W| 65 0/5| don't have anything
|Pernambuco    |11S  45W|240 0/5| unique, either.
|Rio de Janeiro|25S  50W| 50 0/5|
|Maracaibo     | 7N  77W|105 0/5|
|Santiago      |16N  81W|105 0/5|
|Cayenne       | 0S  57W| 65 0/5|
+--------------+--------+-------+


4.3---------------------------- Getting a ship --------------------------<31gs>

There are a few ways of getting a ship for yourself. The
Shipyard is simply one location -- You can sieze ships after
winning a battle and possibly get one in a request to your
ruler. But this guide will focus on the shipyard part.


4.3.1 >>>>> Build new ship

When building a new ship, you get these questions, in order:
 * Material of the hull (Affects durability and price)
 * Confirm price? (Haggling: Low Price = Asking Price * (1 - Charm/500) )
 * Name of the ship
 * Number of bunks for the crew
 * Number of slots for the guns

Then you'll be told how many days until the ship is ready.

The material is important. If you're looking for a cheap
ship, you'd want Teak. If you plan to adventure out there in
in storms or to battle, you probably want Copper.

The list of ships seen earlier in this text file uses Beech
as a base for both price and durability. Adjust by the
following if you plan to use any material other than Beech:

|Mater.|Cost|Def.|Notes
+------+----+----+
|Teak  | 80%| 80%|
|Cedar | 90%| 90%|
|Beech |100%|100%|
|Oak   |110%|110%|Need 700 Industry
|Copper|120%|120%|Need 900 Industry
|Steel |140%|140%|Automatic on a new Tekkousen
+------+----+----+
|Used  |100%| 85%|Used ship's stats. Uses Beech base, though.
+------+----+----+

All ports will offer Teak, Cedar, and Beech. A port needs at
least 700 Industry to offer Oak, and 900 Industry to offer
Copper.

In the Japanese ports, Sakai and Nagasaki, A Tekkousen can
be built at 1000 Industry. You are not asked for the
material of the hull; it is always Steel. The cost of Steel
is 140%, putting the Tekkousen at a cost of 196000 gold.
You're never offered Steel for any other ship, ever.

The maximum number of days to build the ship is equal to
the Beech durability of the ship. This number is then
adjusted by the port's Industry, -1% days per 50 Industry.
A formula for the more mathematically inclined:
  Days to build = BeechDurability * (1 - Industry/5000)

At 1000 Industry, you only have to wait out 80% of the time.
If you don't wish to calculate 80%, looking at the ship's
Teak durability will tell you the number of days that a 1000
Industry port can build that ship.


4.3.2 >>>>> Buy used ship

Used ships, on the other hand, are different from building a
brand new ship. The differences:
 * Much less customization (Though you can later remodel it)
 * Durability is 85% - Between Teak and Cedar
 * Cost is 100% - Equal to a Beech hull ship
 * No build time - The ship is given to you instantly
 * The list of available used ships changes over time, where
   building a new ship is a fixed list.

The biggest reason to pick up a used ship is the fact it's
ready for you instantly. The next biggest reason is because
no nearby ports can build one for you (yet).

But as far as paying for a used ship goes, you usually want
to remodel its capacity, as it's never the right amount of
crew/guns you need. Meaning you pay Oak price for a slightly
worse than Cedar durability ship. Except there's no discount
for remodeling, so it's slightly worse than Oak prices.

But it's ready immediately instead of after numerous days.
Probably well worth paying over 30% more for something now
instead of several dozen days later.

As for the displayed durability, the game uses 75% before
you buy it, but after purchase, it mysteriously changes to
85% durability. A strange quirk, but that's how it goes.


4.3.3 >>>>> Price adjustments

Price is affected by:
 * The ship itself
   > Each ship has their own specific costs
 * Material of the ship
   > If a used ship, it's 100% of cost.
   > Otherwise, 80% to 120% based on material. Or 140% for Tekkousen's Steel.
 * General Price Index
   > This is the average of all ten Price Indicies at the Market
   > Can be as low as 50% or as high as 150%. Usually close to 100%, though.
 * Haggling the price down
   > Based on your Charm. 0.2% per point. Catalina can haggle to 81% price.
   > A Bookkeeper calculates this for you instantly. Not required, though.

Either way you go to get your ship from the Shipyard, the
price is affected by the General Price Index. This value is
the average of all Price Indices found at the Market. If you
want cheaper ships, try to sell as much as you can at the
Market, don't buy goods yet, before you go to the Shipyard.

A way to further reduce the price is to haggle it down much
like you can for the goods at the Market. When offered the
price, just say NO and the game lets you pick a price. Like
in the Market, I'm sure the Shipyard Owner will not
appreciate you offering 2 gold for that Galleon.

In fact, there's a chance you'll be kicked out of the
Shipyard for a while for suggesting too small an amount of
money. So try not to offer too little gold.

Unlike the Market, the maximum discount uses your Charm.
Every point of Charm is 0.2% discount. The highest Charm,
Catalina's 95, will allow up to 19% off the price. Ali's low
Charm of 80 allows up to 16% off the price. You won't have
lower Charm unless you plunder villages, and there are no
methods (short of cheating) that raises it.

Having a Bookkeeper will calculate the best discount for
you. Unlike the Market, you are guaranteed to be able to get
the maximum discount without a Bookkeeper handy, you just
need to calculate what it is based on your Charm. The
Bookkeeper is still a good convenience, however.


4.3.4 >>>>> Costs of other services
 * Remodeling:   10% of Beech Price
 * Repairs:      20 gold per point, all stats
 * Sell a ship:  50% value, material and price index affects it

Remodeling the cargo capacity is always 10% of Beech price.
This cost is not affected by General Price Index, and there
is no haggling the price down. It doesn't matter what
material the ship is made of, either. 10% of Beech price.
Never anything else.

When repairing, it costs 20 gold per point repaired. Whether
it's the power, tacking, or durability that's being
repaired, it's all 20 gold. Doesn't matter what ship is
being repaired, or what the General Price Index is. 20 gold
per stat point missing will be spent.

If you're selling a ship, the value is 50%.
Adjusted by material of the ship (used ships are Beech).
Further adjusted by General Price Index.
There is no haggling to get more out of it.


4.4------------------------------ Figureheads ---------------------------<10fh>

Figureheads seem to reduce the frequency of certain
disasters, such as storms, from happening. Having no
figureheads at all is asking for trouble outside of the
Mediterranean and European areas.

|Figurehead |Req|Price|
+-----------+---+-----+  Req: Economy
|Sea-Horse  |  0|  500|  Invest in Economy to unlock
|Commodore  |100| 2000|  more figureheads!
|Unicorn    |200| 4500|
|Lion       |300| 8000|
|Giant Eagle|400|12500|
|Hero       |500|18000|
|Neptune    |600|24500|
|Dragon     |700|32000|
+-----------+---+-----+
|Angel      |801|40500| See notes
|Goddess    |901|50000| See notes
+-----------+---+-----+

Angel and Goddess figureheads require more than just the
listed Economy. 801 (Angel) or 901 (Goddess) Industry is
also required. On top of that, you need to have at least 81
luck yourself. Drop by the Round Earth Society and donate a
bundle! (Luck stat is hidden, sadly)

Even if you meet the requirements, these special figureheads
only have a CHANCE to show up. All you need to do is select
Figureheads and see if there's a special message. If not, go
back to that menu and select Figureheads again until the
message finally shows up.


4.5--------------------------------- Guns -------------------------------<07gn>

Guns provide a ranged attack in battle. The damage dealt
depends on many factors, and one such factor is what type of
cannons you have. They also use up gunpowder, 1 unit per
attack, no matter how many cannons you have. Without cannons
or gunpowder, your only choice to attack is to move your
ship real close and let your crew attack directly.

|Guns         |Req.|Pri|
+-------------+----+---+  Req.: Economy + Industry
|Saker        |1000|  5|  Yes, add Economy and Industry
|Demi-culverin| 800| 40|  together for a combined number.
|Culverin     | 600|250|  Investing in both will unlock
|Canon Pedrero| 400| 40|  the Saker faster. Don't ask why
|Demi-cannon  | 200| 80|  it's unlocked in this order...
|Cannon       |   0|360|
+-------------+----+---+
|Carronade    |****|600| See notes.
+-------------+----+---+

The requirement for Carronade is exactly the same as the
Goddess Figurehead: 901 Economy, 901 Industry, and you at
81 luck are the minimum requirements.

Like with the special figureheads, the Carronade has only a
CHANCE to show up. Keep selecting Guns until you get a
special message.


~~\//\\//\\//\\//\\//\\//\~~~~~~~~~~~~~~~~~~~~~~~~~~~\//\\//\\//\\//\\//\\//\\/
 5/\\//\\//\\//\\//\\//\\/       VARIOUS NOTES       /\\//\\//\\//\\//\\//\\//\
~~\//\\//\\//\\//\\//\\//\~~~~~~~~~~~~~~~~~~~~~~~~~~~\//\\//\\//\\//\\//\[VN40]

There are things that look like would fit nicely in a guide
like this, but I really couldn't fit them in other sections.
So instead, I set aside a catch-all section here for those.


5.1------------------------------ Investments ---------------------------<30in>

Immediately on investing, it sways support of the port
towards your country. After the month passes, it then
improves the Economy or Industry of the port.

For every 300 gold you invest, it increases either Economy
or Industry of the port by 1 at the end of the month.
Invest at Market for Economy, or Shipyard for Industry.
Max investment of 50000 to either one, but feel free to
invest 50000 each to both at once. Max improvement of 166
with 49800 gold; The last 200 is wasted.

Additionally, support is gained. At the Market, your country
gains support equal to Investment/Economy. At the Shipyard,
it is instead Investment/Industry. If you're investing the
port away from a foreign nation, they will become 5 points
more hostile to you should you invest enough to turn the
port to neutrality, below 75 support.

The AI investments don't do Investment/Economy formula at
all. They sway much more support with fewer gold. At least
the computer is cheating on something here.

The improvements to the port will help you get what you
want from the port. Here are the effects:

Economy:
- More items in the Market for sale. Details in MARKET DATA
- More crew can be hired at once at a cafe
 -> Max Recruits = Economy/5;  Capped at 100 if no rank.
 -> You need to Treat to reach this maximum.
- More Figureheads are available to purchase
- Affects cannon availability
- Necessary for special figureheads or special cannons
- Harder to change support by investing at a Market

Industry
- More ships to build in the Shipyard. Look in SHIPYARD DATA
- Faster ship build times
 -> Days = Beech Durability * (1 - Industry/5000)
 -> At 1000 Industry, the build time is 80%; Days is equal to Teak durability
- Affects cannon availability
- Necessary for special figureheads or special cannons
- Harder to change support by investing at a Shipyard

A nation needs at least 75 support in order for the port to
become allied with it.

When you bring a foreign nation below this point, they get 5
points more hostile towards you. You gain no real benefit
yourself for doing this.

When you get support towards your nation up to 75 or higher,
your nation becomes 5 points friendlier to you, and you also
gain Trade Fame, equal to the port's Economy + Industry.

While the support usually doesn't affect you directly, aside
from market discounts based on your rank, it does improve
your nation's capability to invest in ports.


5.2--------------------------------- Ranks ------------------------------<10rk>

At first, unless you're Otto Baynes, you will not even be
able to visit your ruler. You'll be chased right back out.
But as you gain fame, 500 in any single fame at least, the
ruler may allow you in and give you a task appropriate to
your highest fame.

Just keep sailing around doing your usual stuff. Enhancing
your fleet, explore that interesting river, amassing wealth,
until your ruler asks for you. The Harbor Helper in allied
ports will let you know before you set sail.

|#:Rank    |Fame |Dis|  On the left is some arbitrary table.
+----------+-----+---+  It happens to relate to this sub-
|0:no rank |    0| 5%|  section you're reading.
|1:Page    |  500|10%|
|2:Squire  | 2000|15%|  Fame is the minimum amount required
|3:Knight  | 4500|20%|  of any one fame to be given the next
|4:Baronet | 8000|25%|  task from your ruler.
|5:Baron   |12500|30%|
|6:Viscount|18000|35%|  Dis is the maximum discount possible
|7:Earl    |24500|40%|  from the Market, when haggling. Only
|8:Marquis |32000|45%|  possible with the right skill,
|9:Duke    |40500|50%|  though. Without which, the best to
+----------+-----+---+  hope for is around half this value.


5.3----------------------------- Cafe recruits --------------------------<05cr>

The cafe is the place you go to when you wish to recruit a
bunch of men into your fleet. They're kind of important, as
ships don't navigate themselves, sadly.

The formulas:
Maximum Recruits = [[ Economy / 5 ]]
Cost per man = [[ Economy / 20 ]] + 5
Initial Percentage Recruits = [[ Charm / 3 ]]
Bonus Percentage Recruits = [[ [[ 200 * Treats / Economy ]] * Charm / 10 ]]

Final number of recruits = (Percentage Recruits)/100 * (Maximum Recruits)

The double brackets [[ ]] mean that you do whatever's inside
first, then round stuff in there down. I don't care if it
happens to be 4.995, it's now 4. Sorry.

The Maximum Recruits value is capped at 100 if you have no
royal rank, meaning anything beyond 500 Economy doesn't help
you in any way. The cap is removed when you have any rank,
even Page, and even foreign ports will NOT cap you at 100
recruits then.

The Bonus Percentage Recruits will stack with multiple Treat
attempts. But unless you've been plundering villages (this
reduces Charm), you shouldn't have reason to Treat more than
50 anyway. Percentage Recruits caps at 100.


Here's what all this means...

The higher the Economy, the more men willing to join you. It
also means you spend more money per sailor. Without a rank,
it stops being helpful past 500 Economy. With a royal rank,
it's good all the way up to 1000 Economy, the maximum.

The price per crewman is 5 gold minimum (but no ports have
less than 20 Economy), with 5% of the Economy added to this
base value. The most expensive, at 1000 Economy, is 55 gold.

As for how many you get, the maximum recruits is 20% of the
Economy. Come on, find the Economy stat already and
calculate this number! I'll call it MR for now.

Without first Treating the cafe, you'll only get a percent
of MR. This percent is based on your Charm. Divide this stat
by 3, round down, and that is how many percent out of MR you
are getting.

If you want 100% of MR, instead of Catalina's 31% (95 Charm)
or Ali's 26% (80 Charm), you'll need to Treat the cafe. The
amount you need to Treat depends on both Economy and Charm.
Higher Charm means you don't need as many Treats. Higher
Economy means you need more Treats to max out recruits.

50 Treats will always max out recruits, even in 1000 Economy
and as Ali. Unless you plundered villages and now your Charm
stat is permanently trashed. Too bad, better visit that
Treat menu more than once, then.


There is one more detail: You can only recruit sailors once
per day. It's a new day once midnight happens, so even if
you recruited 200 men at some 1000 Economy port at 11:30 PM,
you'll be able to get some more men to join after you leave
the cafe and it becomes 12:00 AM or later.


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Some end details of this FAQ. All of it is boring, and
doesn't necessarily relate to the game, but necessary none-
the-less.


6.1------------------------------- Credits ------------------------------<02th>

-> chaoyun2k
For being a consistent presence, and having assisted greatly
in the making of this FAQ.

-> The GameFAQs message board
For still having activity.


6.2----------------------------- Contact Info ---------------------------<86so>

It is difficult to contact me. I apologize. However, if you
have a GameFAQs message board account, I can be contacted
through that private message system.

GameFAQs message board name: FatRatKnight

As for E-mail, I only check it when I need to use it, which
is rather infrequent at best. Additionally, it is private.
So giving my E-mail here will not only fail to provide you
contact with me, it is also counter-productive for my uses.

But I will guarantee a response within a few days if you
send a private message to FatRatKnight through the GameFAQs
message board. I may have moved on, but I'm always ready to
look back here.


6.3---------------------------- Version History -------------------------<03vh>

Current:
v1.15 - New contact name. Yay for GameFAQs Username Reconciliation!
      - Added a few summaries.
      - Added a note about value of selling ships.
      - More attention to "specialty ran out" mechanic.
      - Changed appearance of the sale overview table.

09/02/11
v1.10 - Added a brand new table in 3.1, get a better general idea!
      - Separated 3.3 and 4.3 into sub-subsections.
      - Added a new small table in 4.1
      - Fixed a date on when Tax-free Permits vanish (I said start of March...)
      - Fixed Dhow's price (previously 1750)
      - Minor, insubstantial text changes here and there.


08/05/11
v1.05 - Added an explanation how much Price Index changes.
      - Rewrote haggling information for the Market
      - Added one paragraph on repairs
      - Added notes on what changing alliance of a port does for you.
      - Fixed Flemish Galleon's cap  (erroneously at 460)
      - Minor text changes throughout.


07/20/11
V1.00 - Initial release


Thanks for reading!

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