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Found 6 results

  1. Hello. First of all I would like to THANK YOU for this amazing game...something that for years has been lacking. I was so entranced by all its possibilities that I was inspired to start a sort of graphic novel (in the form of a newspaper) based on a custom battle I played. However, since the update, the hull I was using for my 'hero' has lost one of its' barbette mounts, and it is no longer possible to build the star of my novel in order to finish the project. Is there any way I could 'backdate' the game to V4 in order to build the ship I need to further the story? Thanks,
  2. I've been thinking about this for awhile now. So Clans can establish a Clan warehouse, but why not a Clan Shipyard?! Think about it: Purpose: Clan crafted ships could be be put in Clan Shipyard by the ship crafter(s) and available for Clan members to claim and take ownership. Ideas on how this could be implemented: 1. Ideal: An icon like Clan warehouse, but for a Clan shipyard. Simply adding an option for "Send to Clan Shipyard" or something when in your Docks view when right clicking on a ship if you own a Shipyard building at that Port. When doing so, user is prompted with a
  3. The introduction of elite ships as 'end game content' for veteran players was a good thing. You get mostly powerful ships with port boni and, more dependable, those tasty new cannons. However, I think nobody will contradict me when I say ship crafting got stalled this way. It isn't making sense any more. Which is even a higher barrier now as after release we are supposed to set up our shipyards again from scratch and heavily invest into them. Any ship built on player's shipyard, even in preferable woods, will be outmatched by a converted elite note ship. -- So I am proposin
  4. My suggestion is to add some depth/specialization to the shipbuilders/shipyards in the game. Currently any T3 shipyard can build any ship. What I'm proposing is to have these specialized. As the builders/yards are set up require the player to specialize in a particular style of ships. French ships, British, Spanish, American and Baltic (Swedish, Dutch, Danish, Prussian, Russian). This makes it so that while this puts more effort into getting these ships, 1 person cant just pump out L'Oceans and Aggys for everyone, since one is French and the other British. The rigging and perks I don't
  5. Ahoy. I was bored so I messed around with excel. Introduction: There is a lot of information out there regarding this game. Much of it is outdated since we are in a constant process of tweaking and testing. I have been playing for a couple weeks, and have just finished grinding myself up to 50 craft. I wanted to see if I did it efficiently (I didn't), or if there were better ways. What I intend to demonstrate with this study is a data-backed guide to grinding a new player to max crafting level as quickly, and as cheaply, as possible. Methods: Data compiled for this study was:
  6. In his notes to the update on 21st June @admin stated that: "Reinforcement zones ports and capitals (uncapturable ports including free towns) ability to build better vessels reduced, capturable ports ability to build better ships greatly increased" At least in case of Sweden (don't know about the other nations) this seems to be a bit misleading as Sweden has a capturable port within th reinforcement zone: Philipsburg. So, the simple question is: Is Philipsburg counted as a "Reinforcement zone port" or as a capturable port as it is clearly both? Thanks for answers.
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