Friday, November 10, 2017

Vault Space

A "Vault" is unlocked at the bank upon reaching the court rank of 8th Knight. You will be issued a bank vault with 3 slots.
It is expanded by +5 when you visit the bank in Calicut.
+5 for South American port permits.
+5 for Panama Canal.
+1 for each court rank.
Finally you can also increase it by +5 with the use of a NC item: Vault Expansion Request.

Changing Nations & Becoming 7 Nation

Table of Contents:

  • Changing nations
  • Becoming 7 nation
  • Going Ottoman

Changing Nations. 


This can be done through NPC that is located in each governing building. eg) Duke Braganza for Portugal, Cardinal Tabera for Spain.

Relationship between countries is shown as below.
Sworn Allies <- Affection <- Trust <- Amity <- Normal -> Distrust -> Alert -> Enmity -> Hostile -> Warring


■ A weaker nation to a stronger nation.1. Requirements:- Sum of fame from three jobs needs to be over 200,000- Should not be doing any quest- Should not be a fugitive- Relationship between nations needs to be better than 'Trust'
2. Penalties- Negative influence on relationship with your original nation- Fame of each job will drop by 50,000, total 150,000.If the fame you own isn't enough, it will just turn to 0.
- Infamousness increased by 5000- ID will be changed to Orange color



■ A strong nation to a weaker nation.1. Requirements:- Sum of fame from three jobs needs to be over 20,000- Should not be doing any quest- Should not be a fugitive- Relationship between nations needs to be better than 'Alert'
2. Penalties- Negative influence on relationship with your original nation.- Fame of each job will drop by 5000, total 15,000.If the fame isn't enough, it will just turn to 0.

--------------------------------------------------------------------------------------------------------------

Becoming 7 Nation.

The goal is for you to change to the strongest nation. From there you work your way down after investing in every port that only that specific nation can normally invest in. As you do this you will be granted all the perks of being from that nation and then move on the the next weaker nation.

It is constantly changing so I can't give you the order of the nations ,but here is an example. Currently the Netherlands is very strong. I have not determined if they are stronger than England yet but they are definitely stronger than Spain. I was able to change nations from Dutch to Spanish with a relationship status of Normal. A perk for you none pirate or weak battle types is that you won't go orange as well. Also my fame only went down a little bit instead of a lot.

--------------------------------------------------------------------------------------------------------------

Going Ottoman

http://unchartedwaters.wikia.com/wiki/Guide_to_Going_Ottoman




If you have any questions you can contact me in game or comment here.
I don't recall where I collected this information but here it is. been a draft forever.

-Inks

Tuesday, December 1, 2015

Good Vigour Food In Taverns

 These are foods that the game automatically generates every 5 minutes or so. Its readily available given a little waiting and is cheap when compared to player bought food. If you don't cook or don't have the time, this is information you are going to want!

Shrimp Marinade: +70 Vigour/ Fatigue food in Seville.

Steamed Cod w/ Wine: Vigour food needed for the Chef job in London.

Tacaca: +70 Vigour/ Fatigue food in Santo Domingo

Mollet: +70 Vigour/ Fatigue food in Santo Domingo

Manisoba: +55 Vigour/ Fatigue Fleet food in Santo Domingo

If there is any other food out there to add to this list let me know! I'll update as I find more options.

Monday, July 20, 2015

Plundering Pardons

Plundering pardons is easy to set up very difficult to execute. As time goes on I hope to come up with a better method. For now all I can say its best done in a group.
First you need to become hostile to Venice. It is important to pay attention to this because your status with a country goes down quickly at that point. If you aren't careful you will end up wondering why you aren't being attacked. It is possible its because your status has dropped under hostile.
Second you need to make sure you have all of the plunder/ seize cargo(if you don't have seize cargo this is practically impossible) college skills equipped.
-Successful Plundering 1 & 2
-Rare Item Plunder
Third go outside Venice and keep your sails low and  slowly sail forward. Make sure caution is turned off! The fleet will not attack you if your caution is on.
If you did all of this right then the fleet 'Venetian Royal Navy' should ambush you with a huge fleet. They hit hard and if you go alone they will melee and swarm you until you die. At the least you need two people: one in a turtle and the other doing the plundering. The one in the turtle should spam repair and surgery while thinning the crowd a bit.
If you do everything correctly you will be plundering pardons in no time. Just be patient and good luck!
Recap:
Hostile to Venice.
Equip: Successful Plundering 1 & 2, and Rare Item Plunder.
Sail outside Venice.
Be attacked by Venetian Royal Navy.

Friday, July 10, 2015

Ship Stats, How it Affects You

Here is a great bit of info I found as I was patrolling the internet. It was written by SaulCaine and I do not want to take any credit for the info nor do I promote/slander his name, just that the info seemed creditable and knowledgeable. I encourage anyone to debunk or improve on any of this info as you see fit, but please be accurate in your knowledge as this is meant to help newer players understand better as well as to re-educate us seasoned sea-dogs set in our ways.




By SaulCaine 5-2013Ship Stats
1.Durability
2.Turn
3. Wave Resistance
4. Armour
5. Sails
6. Rowing
7. Sailors, Cannons, Cargo

1. Durability:
It determines how much damage your ship can take before sinking, the most important status for a battle ship while least important for adventure or trading ship. It does not affect ship sailing performance. A ship at 1 durability sails the same as a ship at maximum durability ship. The maximum durability of a ship can be reduced by heavy damage in battle up to 50% of it’s original durability, before any upgrade value applies. Maximum durability lost by damage can be repaired using mastercraftsman's carpentry tools. However, for non-nc lower level non-upgraded ships, the cost of Master craftman’s carpentry tools usually exceeds the cost of replacement. Upgrading your ship will also return it to it's original maximum durability.

2. Turn:
This attribute affects the degree of the ship's arc when turning. High turn will let the ship turn in a smaller arc, thus resulting in less time spent on turning and reduce the ship speed loss during turning, the ship also takes less time to accelerate back to its maximum speed.
Steering
The turning speed of the ship is closely tied to the character skill, Steering. The steering skill determines how soon the ship will begin to turn after you command it, how fast the ship will go through the arc of turning and reduces speed loss during the turn. In battle situations low steering will make avoiding critical hits very difficult due to a slow response time, slower turning speed, and slower ship speed after turning. Thus, low steering will usually cause the player to take more critical hits in battle.
Examples of steering skill and turn speed combinations:
High Turn (15+), High Steering(rank 10+) Ship starts to turn quickly after giving it the command. The turn is sharp and fast with the ship appearing to pivot in place. Speed reduction is small and the ship accelerates quickly to its original speed.
High Turn (15+), Low Steering(rank 4) 180 degree turn – After you give the Command for the ship to turn, there is a longer delay. Ship will turn slowly in a small arc. After completing the 180 degree turn, the ship is moving much slower than its pre-turn speed.
Low Turn (4 turn), High Steering(r10+) The ship will respond and turn quickly but in a large turning arc, speed reduction is significant and the ship finishes it's turn at a low speed.
Low Turn (4 turn), Low Steering(r4) After a significant delay, the ship turns in a large arc. The ship decelerates then very slowly completes its turn.

3. Wave resistance:
a) A wave resistance of 11 or higher will allow a ship to sail through storms.
b) Higher wave resistance reduces the sea's speed bonus penalty due to loaded cargo
Each sea has a speed up bonus range from 40%-100% when outside Europe in the deep ocean. A ship with 0 cargo (provisions are included as cargo) has no penalty and will get close to the full speed up bonus the sea provides.However, ships almost always carry some cargo or provisions. The more cargo you carry the less of the sea's bonus you will receive. The higher your wave resistance the less you are penalized for your cargo and provisions.
Example:
There are two ships with identical stats, except that one has a WR of 11 the other has a WR of 30, sailing side by side.
a) Both ships have completely empty cargo. (absolute 0 cargo, no provisions or tradable goods, including aide ship cargo): Both ships will receive the same sea speed up bonus from the sea region and their speed will be the same.
b) Both are fully loaded with cargo: The 11 WR ship will be significantly slower than the 30 WR ship because the 11 WR will suffer a higher penalty and get a much smaller amount of the sea bonus than the ship with 30 WR.(Eg. The WR 30 ship get 40% while the WR11 ship only get 10%)

4. Armour:
Affects damage reduction when taking cannon fire and the acceleration of the ship. The damage reduction effect is approximately 0.46% per 1 armor rating. So if a cannon shot does 1000 damage to a 0 armor ship, when fired on a 100 armor ship, it will do 1000*(1- 100 armor * 0.0046) = 540 damage instead.Armor also affects ship's acceleration, this is the primary reason (other than lower max capacity) why battle ships with armor plating usually accelerate faster thantrade ships. Putting 3 iron plates on a Big Trading Clipper will significantly increase its acceleration, but reduce its top speed.

5. Vertical and Horizontal sails:
Sail Efficiency & Wind direction
_____________________________________________________________
Vertical sail efficiency: Headwind 45%, / Tailwind 65%, / Side wind 62.5%
Horizontal sail efficiency: Headwind 25%, / Tailwind 85%, / Side wind 62.5%
______________________________________________________________
Example:
Ship 1: Teak Long Merchant Schooner, LMS, with 6 x +26vertical /+30 horizontal/-1 turn sails, 2 +20 vertical spankers, fully improved to +110 vertical, +110 horizontal.
Total sailing power: Vertical 720 / Horizontal 410
Ship 2: Teak Big Trading Clipper, BTC, with 5 x +26vertical /+30 horizontal/-1 turn sails, 2 +20 vertical spankers, fully improved to +110 vertical, +110 horizontal.
Total sailing power: Vertical 524 / Horizontal 593
Wind Conditions
Headwind:

Ship 1 LMS effective sail power =720 * 0.45 + 410 * 0.25 = 426
Ship 2 BTC effective sail power =524 * 0.45 + 593 * 0.25 = 384
Tailwind:
Ship 1 LMS effective sail power =720 * 0.65 + 410 * 0.85 = 816
Ship 2 BTC effective sail power =524 * 0.65 + 593 * 0.85 = 845
Side wind:
Ship 1 LMS effective sail power =720 * 0.625 + 410 * 0.625 = 706
Ship 2 BTC effective sail power =524 * 0.625 + 593 * 0.625 = 698
In this case we can see that LMS is almost 11% faster in headwind, 3.5% slower in tailwind, and 1% faster in side wind compared to the BTC, and see how vertical and horizontal sail contribute differently to ship speed in different situations.

6. Rowing
Exclusive to galley type ships, this ship attribute is only in effect when the character skill rowing is active. Rowing adds additional speed that is not affected by wind direction, it’s added as an independent 3rd component after vertical and horizontal sail power calculated. The amount added is calculated as:
Rowing power of ship * rowing rank * 10%.
Each rank of the character skill, rowing, can utilize 10% of the existing ship’s rowing power. (r1=10%, r2=20% etc..) At rowing rank 10 you fully utilize the rowing power of the ship. A rowing rank higher than 10 can over utilize the rowing power the of ship by 10% per rank. R20 rowing will add 200% rowing power final sail power.
Example:
A La Royale with 205 vertical sail, 90 horizontal sails, and 100 rowing power.
A person with rank 5 rowing uses it in side wind condition will result in,
Total sailing power = 205*0.625 + 90*0.625 + 100*5*0.1 = 234
A person with rank 15 rowing uses it in side wind condition will result in,
Total sailing power = 205*0.625 + 90*0.625 + 100*15*0.1 = 334

7. Sailors, cannons, cargo:
Those are self-explanatory, decide on the number of each thing you can put on your ship. The sum of Sailor, Cannon, Cargo is the total capacity of the ship.


Reposted from> http://tradewynds.guildlaunch.com/forums/viewtopic.php?t=10112574

Friday, June 26, 2015

A Guide to Fishing/Storage

Hello This is the guide to knowing how to make money with the Fishing Skill
Things to know about Fishing skill...Its Very Lucrative and very easy and very Boring all at the same time
Most of your time doing this you will be idle at sea doing nothing so make sure you are doing something else ok like watching a movie or something lol
Fishing is good to run long side Collection Skill just make sure you keep track of your cargo space
The Fish you catch are used for leveling Storage skill and storage is valuable because not only is it a production skill but it has the passive effect of lessening the chances your equipment items ship parts lose dura as you sail or use them the higher it is also prevents plunder and theft VERY VERY useful.  Fishing is the defacto way to raise this skill.
Storage is gained when a recipe has alot of yield for example 2 egg into chicken will give alot less than a Peto into 8 fish  so to make money with fishing market the fish that way
Fishing’s money also comes from cooking as well
The skills I recommend for this are collection,Cooking,STORAGE
Optional Skills:Seasoning Trading,Food Trading,Handi Craft
The 2 Oxford SKILLS Field Activities 1 and 2 are a MUST get them as fast as possible at the Oxford Building in London this building can be reached by going to the carriage in London.  These two Oxfords allow you to catch more fish each time either +1 or +2  so both equipped together will let you catch an additional THREE more fish!!  this also helps the skill level faster
Casting Net Ship skill will also improve the type of fish you catch if you are going to become a major fisherman I recommend you get it
You will need this book get it fast its used to process your fish you catch
Fish that will make you money
Links in blue are links to the recipe
Fish
Storage Rank Required for Storage Grinding
Used for:
Worth:
Where to Catch and Rank Requirement of Fishing skill to Catch:
Pet food Recipe
1-2k Each
Anywhere in world usually Europe
Rank 1+ Fishing
Used to make Aide Food Salmon Meunarie
10-20k Each
Scandinavia West landing point 345,1690.
North Bergen
Rank 2+ fishing
Used to Grind Storage
3-5k Each
Can be found straight west of Seville, north of Madeira
Rank 3 fishing
Used to Grind Storage
5-10k
I caught Near Las palmas,15765;3435,Outside Santa Domingo Port
Rank 5+ fishing
Used to Grind Storage
Worth 3-5 k Each
Between Merida and Veracruz, gulf Of Mexico
Rank 3+ Fishing
2015-01-21 05.36.20.jpg
Sell Directly to market keeper
Worth 3.5k -5k Each when sold to market
Caught Near Tripoli
Used to grind Storage
Worth 20-40k Each
600/3330, south of syracuse
Rank 13+ Fishing
Used to Grind Storage
Worth 20-30k Each
Cape Town Harbor, Outside Portobello
Rank 13+ Fishing
Used to make Live Fish Pet food
Worth 5k Each
Europe and all over the World just about anywhere
Rank 1+ Fishing
Worth 10k Each
Off the coast of the Turkey West Coast landing spot. Coords: 1182, 3219.
Rank 6+ Fishing
Used to Make Tuna Olive Steak +80 Fleet Vigor Food
or Grind Storage
Worth 50-70k
Each
South of Syracuse, Outside the Azores, South of Madeira,15510, 3678 outside las palmas,West of Cape Town
Rank 8+ Fishing
,
Used to MakeSteamed cod in Wine for the Chef’s job Quest
Worth 10-20k each
North of Bremen,153,2246
Rank 4+ Fishing
Used to Make company Contribution item Salted Piracuru
Worth 100-200k EACH
Upper Amazon (13483,4922)
Rank 12+ Fishing
Very hard to catch
Used to Make Fresh Fish Pet Food
Worth 5-10k Each
Northwest of Gijon,East of San Antonio
Rank 2+ Fishing
The Fish after being processed can be used to make
Worth 500 Ducats each I recommend making food with it
Processed from other fish
Recipes you can Make With the Fish you caught
Fresh Fish:5k
Salmon Meuniere: Worth 10k Each
Grilled Salted Pirarucu: Worth 100-150k each
Steamed Cod in Wine:25k-50k
Tuna Olive Steak: +80 Fleet Vigor Food Worth 45k-65k each
Live fish: Worth 45k-65k
Seafood Pizza: Worth 5-7k Each
Bouillabaise:Worth 15-20k
Salted Fish and nuts: +70 Vigor Food worth 14-20k
Galley Worth:5-10mil


Created by> Crazy_Psycho_Chick

Another Great Shipbuilding Resource

PART 1: Shipbuilding


It's rather long but worth the read. Definitely for new players as well as old.

PART 2 - Ship Rebuilding (fusion)


Here is a link to some modded ships:

Vault Space

A " Vault " is unlocked at the bank upon reaching the court rank of  8th Knight.  You will be issued a bank vault with 3 slots. I...