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Remus

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Remus last won the day on May 21 2017

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  1. Updated to build 11, but there are changes to ship trims I haven't incorporated. If anyone wants me to, please post blueprints of any two ships in every trim. Wood does not matter. The spreadsheet does not incorporate taxes. Building output changes significantly, both for base output and level 2 / level 3 multipliers which now vary between almost every building (including the level 3 stone mine which is exactly the same as the level 2 stone mine but costs you 150k for the privilege of owning one - surely some mistake. The level 3 fir forest multiplier also looks to be an error). The spreadsheet would probably benefit from a sheet allowing you to select which level buildings you own for calculating building hours, which may now become significant. At the moment all calculated values use level 1 building outputs. Unfortunately there isn't an easy way to change this. I have not gone through checking what other changes there are, but there are plenty. Costs and LH change only moderately, and might be entirely due to small changes to lists of ingredients. As per the patch notes, weights decrease significantly, but the spreadsheet doesn't calculate hauling weights, merely lists them in the Items sheet. Have fun.
  2. Updated to 10.4 Hotfix 5. Ship crafting levels and some Marks exchanges are the only real changes since I last updated the spreadsheet. The only blueprint change is the Rattlesnake Heavy now needing 5 fewer Provisions. The Wapen has lost a letter 'p' and some base prices have changed, but nothing of any importance that I can see.
  3. Other people have posted about API MaxSpeed, but I never really looked into it myself. I'd say the first thing to do is to take a few ships and compare MaxSpeed in the API with the in-game stats sheets to see if there is a multiplication constant. You'll need to remove effects of wood, trim, upgrades, knowledge and cargo. Since every wood and trim affects speed. probably the most reliable way would be to get a pair of ships with the same wood and trim, ensure they are empty (including guns), have no filled knowledge slots and no upgrades and divide in each case the API value by the stats sheet max speed. If both numbers are the same then you're off to a good start. You can probably then factor in the wood and trim enhancements to work out what the base multiplication constant is. It'll be around 12 from what I recall. As for what this number represents, my guess is it is related to the units the game uses for distance and time. 1 knot is a nautical mile per hour but nautical miles (or minutes of latitude - it is the same thing) don't seem to tie in nicely with the x-z coordinate system the game uses for position (and therefore distance). It is also highly unlikely the game uses game-time hours for time measurement. It might use real-time seconds (or milliseconds or ticks) and then you have to allow for time acceleration, even in battle. I am sure you could while away hours trying out various combinations of units to get to a conversion factor to knots that matches the multiplication constant you've calculated. Alternatively you might find there isn't a straightforward multiplication constant to get from the API MaxSpeed value to the stats sheet speed. Perhaps there is another value in the API you need to multiply by, which is different for each ship. Perhaps it isn't in the API. Perhaps the in game stats sheet is wrong (have people checked?). As for thicknesses, I don't think these are in the API at all. For my crafting data spreadsheet, ship trim ingredients aren't in the API and I've had to work them out as best I can - but at least there seems to be a direct correlation with a value that is in the API (ShipMass); for thicknesses I cannot see anything likely, What you could do is take a pair of ships, find the ratio between thicknesses and see if there is another pair of stats in the API with the same ratio (this is what I did to find trim ingredients were based off ShipMass). Have fun!
  4. Updated to 10.4 Build updates, so far as I can see: Small ship ingredients reduced (Brig, Cutter, Lynx, Snow and Trader versions of the same - but not Pickle, Privateer, Navy Brig or Mortar Brig) Wappen von Hamburg now has a blueprint Blueprints for Ingermanland, Niagara, Rattlesnake and Rattlesnake Heavy (which were never removed, just made unavailable) how require a permit. Blueprint for Trincomalee now requires a permit Agamemnon now requires level 2 shipyard There are changes to Marks exchanges which I have not attempted to identify I have corrected the Marks Exchange sheet so blueprints now show.
  5. You start off with zero craft XP which severely limits the ships you can build. Fortunately one of them, the Traders Lynx, sells very well as it is not seeded in shops so can only be bought from players. For small traders you don't need to look beyond Fir/Fir Planking for the wood and trim, which makes things rather easier (and cheaper) for gathering materials. But you will need to 30 Combat Marks to buy the blueprint from the Admiralty. I created a crafting guide which is still pretty much up to date here: One thing became very clear through playing that a a lot of raw materials and low level manufactured items find their way into shops, which may well spare you needing to set up resource buildings. Be very wary of prices - shop prices are all over the place - and you will need to work out a pricing strategy for yourself early on so you can determine whether those fir logs or small carriages in the shop are a bargain or a rip off. Personally I used crafting cost plus 100 gold per labour hour, but you can choose whatever you like. You'll need to know costs (and probably labour hours) anyway, so I created a spreadsheet and cost calculator here: Oh, and don't believe anyone who tells you solo shipbuilding is hard. It is easy until you get into the realms of needing some of the rarer woods for frames and planking. The biggest difficulty by far is start up costs: You'll need 250k, maybe more, to set up outposts and buildings, and can probably add on another 100k to harvest or buy your first batch of resources before you can build your first ship. After that you can be more careful, just harvesting what you need rather than everything you can, but even so you can easily spend more than you make for the first week or two. Because of this, I'd say before you even start, make sure you can make money. Check ship prices in your capital. Check each day to see what ships have actually sold. Ask yourself can you compete with existing sellers, and can you still compete if existing sellers then lower their prices when you enter the scene? Good luck.
  6. 10.3 Hotfix 1: There are no changes to anything except two of the Marks exchanges, so I haven't uploaded a new file. If you want to update your own copy, the changes are: Furnishings was 50 for 300 Combat Marks; now 10 for 60 Combat Marks (still 6 marks each) Labour Contracts was 1 for 10 Conquest Marks; now was 1 for 20 Conquest Marks (cost doubles)
  7. I've given up playing but happened to see there was a patch today so I've updated the spreadsheet with new API data. I haven't checked what's changed. The 5% and !0% boxes are for sell contract fees (10% for ships, 5% for everything else). If you want to apply other markups use the yellow boxes at the top. With the layout I am using it would be a major change to add values for marks and I doubt I will change it now (I have specifically excluded Permit costs so far as the Crafting Costs and Calculator sheets are concerned, even though they have a base price in the Items sheet).. However the spreadsheet I created for my own use before the wipe did allow this (and to add actual purchase prices for any item to use instead of crafting costs) but was harder to use. If I find time I'll maybe see if it can be adapted for the post wipe game, and put into a more user-friendly format..But don't hold your breath.
  8. The original picture shows the replica Bounty, built in 1960 and sunk in 2012. As far as I am aware, Surprise in the film Master and Commander: The Far Side of the World was the replica Rose, built in 1970 and now named Surprise, and is shown in some other photographs in this thread. Lynx is also a replica, built in 2001.
  9. I've corrected an error. In the Calculation sheet, the Blueprint Quantities table did not divide ingredient quantities by the blueprint quantity. It does now.
  10. It's not my mistake, but the devs'. Base Price in the Items sheet comes straight from the API and appears to be what shop prices are derived from (though different items get different multipliers). It looks like it's meant to match the crafing cost, and for most items it does, but there are quite a number - mostly recent changes - which dont. Use the Items sheet for weights and to get an idea of shop purchase prices, but I suggest you ignore it for anything else.
  11. Updated to yesterday's unannounced patch. Small traders now need carriages. I've corrected a minor error I had in parsing the API, which may make it easier to check for changes in future as things won't go missing in the Items sheet.
  12. The 1805 excerpt is a little puzzling in making no distinction between using stars and the sun in taking lunars, which makes me think the author wasn't actually practiced in navigation. The moon moves with respect to the stars only slightly slower than the sun, at about 14.5 degrees an hour which of course is 14.5 minutes of a degree per minute of time. Yet the author seems to recommend using the sun, which he correctly states moves in respect to the moon at 30 secomds of a degree per minute of time - nearly 30 times slower, which means 30 times less accurate. It is also a more complicated calculation, since you need to know the positions of both the moon and the sun (which both move) whereas stars are fixed. The inaccuracy in the lunar distance method (if you use a star) isn't so much the sextant reading but inaccuracies in knowing the position of the moon and the compoind error of having to set your timepiece to the lunar measurement then using this to time your fix. You are entirely correct about needing to guess the time/longitude and spend a very long time watching for an eclipse. I am pretty sure naval telescopes of the day could see the moons - even on board ship - but judging the time of an eclipse is a different matter and lunars look to me to be far easier, though I've never tried either.. The half hour to calculate your longitude (unless you are using the noon sight and the equation of time - inaccurate but very easy) applies whatever means you use to determine the time. It is quicker with tables (I could do three or four stars in about 15 minutes - on top of the 15 minutes or so it would take for the readings) but I don't think they had modern tables 200 years ago.
  13. Yes, that's correct. It was changed a couple of days ago.
  14. No, but a pocket watch is good enough for lunars. I agree with your 30 miles, by the way. But with a chronomter you wouldn't get much better than 10, and from what I can tell ships 200 years ago seem divided betrween those with chronometers, those who took lunars and those who used dead reckoning. I found it particularly curious that Captain Ahab in Moby Dick never tried to measure longitude at all, nor did he use dead reckoning. Melville was only a common sailor in the 1840s so may well not have appreciated the finer points of navigation, but in the passage where he mentions the sextant (Ahab took noon sights for latiutude) he would certainly have mentioned a chronometer if Ahab had one (it would have been paricularly relevent), and since the log line was unused (surely this was from Melville's personal experience) he couldn't have been taking running fixes anyway.
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