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Pirates! Gold (e)

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                  ÖÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ·
                  º        Dead Weight 1993 Presents      º
                  º  Pirates! Gold Complete Documentation º
                  ÓÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄĽ


                          WELCOME TO PIRATES! GOLD

The stars of new Kings and Emperors are rising in Europe. New
opportunities abound for the ambitious man. There are reputations to be
made, fortunes to be won, beautiful women to wed, and with royal favor,
you may even gain a patent of nobility! "Duke of the Realm" has a fine
sound to it, does it not? These are days when glory and fame can come
from a humble beginning.
   Nowhere are the opportunities greater than in the Spanish Main -- the
Caribbean Sea -- the crossroads of the Atlantic. Here, the Great Powers
engage in an unending struggle for dominance of these strategic waters.
Here, the displaced of the Old World seek to wrest a living from the
New. Here, the seas are filled with rich merchantmen, ungainly cargo
fluytes, and -- the greatest prize of all -- Spanish galleons, slow and
fat, heavily-laden with Spanish gold!


TO BEGIN
   To begin your adventure, load your game according to the instructions
in the Captain's Broadsheet. While the game is loading, read the "Game
Controls" section of the Broadsheet for instructions on how Pirates
Gold! operates on your machine.


THE INSTRUCTIONS

THE CAPTAIN'S BROADSHEET
   The Captain's Broadsheet is a separate booklet containing loading
instructions for Pirates! Gold. In addition, it describes how Pirates!
Gold operates on your machine. It also contains play-hints, and answers
to commonly asked questions about this game.

THIS MANUAL
   This manual is divided into four sections:
   Book I provides comprehensive information on how to play, as well as
some historical background.
   Book II provides more details on the various events which take place
during a voyage. It also discusses your goals and the treasures awaiting
a heroic and lucky Captain in the Caribbean.
   Book III provides specific details on the ships of the period, the
famous pirate expeditions, and the political and economic situation in
each of the six eras.
  The City Gazetteer lists and describes the cities of Pirates! Gold.


                         A WORD ABOUT YOUR GOALS

   From humble beginnings, you are seeking to make your fortune in the
West Indies. Eventually, you hope to retire to a life of wealth, ease,
and high status. When you retire, your status is determined by your
personal fortune, your rank, your lands, your reputation, the wife you
marry (if any), and whatever especially pleasing events befall you
during the course of your adventures.

   You can retire -- and end the game -- at a bank in a city after you
divide up the plunder from the current voyage. At this point you'll
learn how well you did in the game. If you are dissatisfied with your
success and your health permits, you can leave retirement and take up
adventuring again. As you play, you may wish to make a few "trial
retirements" to see how this works. See "Book II" for more information
on retirement.


                              THE MAIN MENU

   To begin playing Pirates! Gold, install and run the game according to
the instructions in the Captain's Broadsheet. If all is well, you'll see
a number of opening screens. These will be followed by the "Main Menu"
screen which contains the following options: "Start a New Career,"
"Continue a Saved Game," "Command a Famous Expedition" and "Return to
DOS". These options are described below.

CONTINUE A SAVED GAME
   This option allows you to resume any game in progress. See the
Captain's Broadsheet for instructions on how to load and save games.

COMMAND A FAMOUS EXPEDITION
   A famous expedition is a "short game" where you command just one
expedition. In a famous expedition you often start large, with many men
and ships under your command; however, the expedition ends when you
divide the plunder.
   Each expedition recreates the exploits of a famous -- or infamous --
historical pirate. They are not for the novice or the faint of heart;
doing as well as the historical model can be a very challenging task
indeed! Don't choose this option for your first few games; instead, you
should start a new career.


                   SELECTING AN HISTORICAL TIME PERIOD

   After you have chosen a new career on the Main Menu, a new menu
appears. On the "Select an Historical Time Period" menu, you choose when
your pirate's career will begin. (For your first game, choose "The
Buccaneer Heroes -- 1660.")
   The historical period has a large effect upon the game. The
Caribbean and the Spanish Main were a changing environment. As military
and economic power waxed and waned, new colonies appeared and old cities
declined. The region gradually changed from total Spanish dominion in
the 1560s to a wild frontier for European colonization in the early
1600s, and, by the arrival of the 18th Century, to a cosmopolitan nexus
in a global economy.
   This menu appears only when you begin a new career. It doesn't appear
when you play a famous expedition; in an expedition, the time period is
already set. When you continue a saved game, you have already chosen the
time period.
   Each of these historical periods is described briefly below; for more
detailed descriptions, see the section "The Historical Periods."

THE SILVER EMPIRE -- 1560
   This is the earliest period in the game. In this era, the Spanish
Empire is at its peak. All the colonies in the Caribbean -- with one
lone exception -- are Spanish. All the major ports and trade are
controlled by Spain. However, Spain's profit has been so great that
other Europeans are attracted to steal and plunder whatever Spain cannot
protect.
   Because of Spain's great power, this is an extremely challenging era,
and should not be attempted by novices.

MERCHANTS AND SMUGGLERS -- 1600
   This era is very similar to "The Silver Empire," but Spain is
slightly weaker. A few abortive non-Spanish colonial ventures have
begun, but the Caribbean remains essentially Spanish. Another change is
the predominance of the Dutch smuggling trade. Like the 1560s, this era
is extremely challenging and should not be attempted by novices.

THE NEW COLONISTS -- 1620
   This era sees the first successful colonies founded by the enemies of
Spain, while Spanish power continues to decline. With these colonies,
prospects for piracy and privateering are improved.
   Life is fairly challenging for would-be pirates and privateers.

WAR FOR PROFIT -- 1640
   This era is a heyday for small, independent buccaneers. The Spanish
military and economy are at their nadir, while new European colonies are
blooming throughout the Antilles.
   This period is a Golden Age -- literally! -- for the independent and
resourceful sailor. It is an enjoyable era for players of all skills.

THE BUCCANEER HEROES -- 1660
   These decades are the peak of swashbuckling adventure in the
Caribbean. Spanish wealth is reappearing, but their military power
remains a joke. European colonies and ports abound, fortune-hunting
sailors crowd the taverns, searching for lucky Captains.
   This classic age makes piracy a pleasure for players of every skill
level. It is the suggested level for your first games of Pirates! Gold

PIRATES' SUNSET -- 1680
   This era is the last for Caribbean pirate adventuring. European
nations now take seriously events in the Caribbean. Navy warships are on
patrol, Letters of Marque are harder to find, governors are less
tolerant. Enjoy this era while you can, for it is the end of an age.
   This period is somewhat tougher than the previous eras. It may be a
bit too difficult for novices, but other players will find it quite
interesting and challenging.


                          CREATING YOUR CHARACTER

After you select a historical period for your game, you then create your
character, deciding upon name, nationality and special proficiency. In
addition, you must set the difficulty of the game itself.

CHOOSING YOUR NATIONALITY
   In most scenarios, you can choose one of four nationalities: English,
French, Dutch, and Spanish. The choice of nationality has important
effects upon play: where you start, what ship(s) you have, the size of
your crew, your initial wealth and reputation, and so forth.
   Your nationality also helps determine your relations with the various
cities of the Spanish Main -- if you are English, for instance, and
England goes to war with Spain, Spanish towns tend to be wary of you.
   However, your actions during your career speak louder than your
nationality: if you please a nation, a governor may reward you. If you
anger a governor -- even a governor of your own nationality -- he may
order his harbor forts to fire on you!
   Finally, note that your nationality does not require you to support
that nation during your career -- many of France's admirals during the
1680s were Dutch buccaneers!

SPECIAL SCENARIO NOTES
   The Dutch nationality is not available in 1560. At that time, the
Dutch were still a part of the Spanish Empire.
   Your nationality is pre-chosen when you plan an historical scenario.
That is, if you play the "Battle of San Juan de Ulua," you will be
English, like the actual historical figure, John Hawkins.

NATIONALITIES

English
   English is often a useful nationality. This nation supports
privateers in the 16th Century, and is just as generous in the 17th.
   There are a few friendly bases for you in the early scenarios, but in
later scenarios England has a number of fine ports, particularly Port
Royale in Jamaica and St. Kitts in the Caribbee Islands (Lesser
Antilles).

French
   French is the classic nationality for pirates. Although this nation
provides less support to its sons overseas, it also gives them more
independence, more freedom of action.
   France has a number of tiny settlements on Florida and in the Bahamas
in early scenarios; during the middle and later scenarios, cities on
West Hispaniola and Tortuga are ideal pirate bases.

Dutch
   This is an exciting and different nationality. Except in the 1620s,
the Dutch sailed as traders to the Caribbean, not as warriors. Of
course, once in the Caribbean, more than a few supplemented their
earnings in legitimate activities with more violent and profitable
pursuits. As a rule, Dutch traders tried to stay on the good side of
England and France, although this was not always possible.
   You cannot choose Dutch as your nationality in the 1560s. In other
early periods, the city of Curacao, off the coast of South America, is a
major Dutch port. In later scenarios, the Dutch have possessions
scattered across the islands of the Caribbean; St. Martin and St.
Eustatius, two particularly wealth cities, lie on the northern boundary
of the Lesser Antilles.

Spanish
   This is the most difficult nationality to play. As a Spanish
renegade, you start in a weak position, although in 1680 you can play
the interesting role of a Costa Guarda -- the Spanish Caribbean coast
guard who often acted like pirates themselves!

YOUR NAME
   Use any name you wish.

SPECIAL ABILITIES
   This choice determines your special skill. This doesn't much matter
in Apprentice level, where all tasks are rather easy; however, at the
higher levels, you will want to be proficient in the area which gives
you the most trouble.

Fencing
   You are well trained and have great reflexes, making your opponents
seem slow and unskilled by comparison.

Navigation
   Your fine grasp of sea and sail makes your ship travel smoothly and
rapidly across the often-treacherous Caribbean.

Gunnery
   You are highly-skilled with a cannon, and you've passed some of that
skill onto your crew. Your ship's broadsides are more likely to hit
their target.

Wit and Charm
   Your dashing good looks and smooth tongue make you quite popular with
the townsmen (and women!).

Medicine
   You are trained in the latest techniques in the healing arts --
leeches, cupping, branding, and the like. You are thus likely to remain
healthy longer, and to suffer less from injuries. As a result, your
career as a pirate can last longer.

DIFFICULTY LEVEL

   There are four difficulty levels in Pirates! Gold: Apprentice (the
easiest), Journeyman, Adventurer, and Swashbuckler (the hardest). For
your first game, choose Apprentice.
   The difficulty level you choose determines the difficulty of each
major aspect of play. At lower levels, your fencing opponents will be
weaker and easier to defeat; cities will be less likely to fire on your
ships when they enter the harbor; your men will need less treasure to be
happy; the weather will be milder; and so on. On the other hand, your
share of any plunder gained will be smaller. To gain the greatest
success possible in Pirates! Gold, you need to attempt the more
difficult levels.

Apprentice
   At this level, you get the most aid from subordinate officers on the
ship: they'll tell you whose waters you are sailing in, keep you posted
on your crew's morale, and so forth. This makes play easier, but
whenever you divide the loot, all those experts take rather large
shares, leaving little for you.

Journeyman
   This level is moderately easy. Your subordinates are less expert
(but still good), but your share of the plunder is larger.

Adventurer
   The adventurer level is moderately difficult. Weather begins to be a
large concern, and your opponents become quite deadly with the blade.
Your subordinates are mediocre, but your share of the booty is quite
large.

Swashbuckler
   This level is difficult. The weather is extremely realistic (and is
quite often terrible), your enemies are powerful and universally
hostile, your crew is unruly, and your officers are wretched scum. On
the bright side, if you do survive, your share of the loot is the
largest possible.

YOUR STARTING TALE
   Once you have finished creating your pirate, the scene changes to an
important event in your early life, and you'll learn how you came to
join the "Brotherhood of the Sea." Then you face the first opponent in
single combat. When he is defeated, you are on your way to adventure on
the High Seas!


                           FENCING AND SWORDPLAY

In the 16th and 17th Centuries, the world was a violent and dangerous
place. The European man met that violence with his blade. Your
discouraged thieves, righted injustice, protected your family, and
maintained your honor with a sword. Whether challenged to a duel, or
fighting your way through a tavern brawl, skill with cold steel was
simple survival.

CONTROLLING YOUR PIRATE
   The Captain's Broadsheet describes how to control your pirate and his
weapon.

CHOOSING YOUR WEAPON
   In battle, you have three different weapons available: rapier,
cutlass or longsword. Each has its own strengths and weaknesses. As you
play Pirates! Gold, you'll learn which blade suits your particular level
of skill and style of swordsmanship.

The Rapier
   The rapier is a long, think, flexible weapon with a sharp point but
no real edge. It can be maneuvered easily, and thrust into a target with
accuracy. It has a longer reach than any other weapon, but its strikes
do the least damage. The rapier is a gentleman's sword.

The Cutlass
   The cutlass is a heavy, curved cleaver with a sharp edge but short
reach. When it hits, a cutlass does far more damage than a rapier.
Cutlasses are popular with buccaneers, cutthroats, and other untutored
fighters. They are mean weapons.

The Longsword
   The longsword is a classic weapon of medium length -- shorter than
rapier, longer than a cutlass. It has a heavy blade, and its blows do
more damage than a rapier. The longsword is a fine weapon for a soldier.

THE PRINCIPLES OF FENCING

Combinations
   Like all active men of your time, you are a trained swordsman.
Attacking and defensive movements, including wrist, arm, body, and
footwork are as automatic as throwing or kicking a ball. Put together,
these motions form "combinations" that allow you to attack, defend, or
retreat in various ways.
   In combat, victory depends on selecting the best combination. If you
recognize an attacking combination fast enough, you can block it with a
defensive combination, or counterattack with a combination which
exploits your opponent's attack.
   The attacking combinations are thrust and slash; the defensive
combinations are called parries. Any combination can be carried out low,
medium, or high: that is, you can thrust high, parry medium, slash low,
and so forth.

Hits
   You hit your opponent when he fails to successfully parry your
attacking combination. Each hit weakens your opponent. If you are
leading your men in combat against a group of opponents, each of your
hits also lowers the morale of the opposing force (the enemy is dismayed
to see you strike their leader!).
   Conversely, when you opponent hits you, you are weakened and your men
demoralized.

Retreat
   Retreat is easy. Simply move off the edge of the screen. Of course,
you lose whatever you were fighting over and your reputation suffers. On
the other hand, retreat is usually preferable to surrender...

Surrender
   Surrender occurs when one fighter is being badly beaten by the other.
Over the course of the battle, the losing fighter's morale, represented
by the flags on the screen, declines as the winning fighter's morale
improves. When a fighter's morale gets too low, any blow may force him
to surrender.
   In massed combat, each man's morale is deeply affected by how his
side is doing. If your force is taking terrible losses, your morale will
fall. On the other hand, if your men are beating the enemy, your
opponent's morale will crumble.
   In any case, the side with more men has a significant advantage. When
your enemy outnumbers you greatly, you had better seek to defeat their
captain quickly before sheer weight of numbers gives him the victory.

ATTACKS

As described above, each combination is a different swordfighting
maneuver. During battle, you select a combination and your body
automatically makes the moves. Each combination takes a different amount
of time to execute; each does a different amount of damage.
   There are two types of attack: thrust and slash.
   During a battle it is important to mix up your attacks: if you
continuously thrust high, for example, your opponent will learn and take
advantage of your predictability, perhaps by parrying your attack and
then launching a quicker counterattack before you can respond!

THE SLASH
   The slash is a brutal, heavy blow, with damage done by the edge of
the blade rather than the point. Since you're using the edge of your
weapon, you must be closer to your opponent to hit him. On the other
hand, a successful slash can do an enormous amount of damage as you draw
your entire blade-edge across your enemy's body.

Slashing High: This takes the longest time to execute, but has an
extra-long reach. If it succeeds, this combination does twice the normal
amount of damage.

Slashing Mid-Level: This is a faster slash than the high slash, but it
is still slower than the thrust. This combination does twice the damage
of a normal attack.

Slashing Low: This is the fastest slash, but has a shorter reach. This
combination too does twice the damage of a thrust.

ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
³                       THE COMMON MAN AS WARRIOR                          ³
³                                                                          ³
³    In this turbulent time, there are more clergymen than sheriffs! A man ³
³ protects his own property and person against thieves and banditry -- if  ³
³ he doesn't, the kings and governors surely won't! It is the rare man who ³
³ goes without some kind of weapon.                                        ³
³    Noblemen settle disputes quietly in duels, rather than through open   ³
³ warfare (a barbaric practice, frowned upon by the Crown, for its         ³
³ detrimental affects upon the important business of trade and taxation).  ³
³    Unable to afford the high-quality blades of their "betters,"          ³
³ commoners must be satisfied with staves, clubs, crude spears, large      ³
³ knives and such homemade implements of carnage. When they can get a      ³
³ weapon, the common-folk prefer the heavy cutlass, an ideal weapon for a  ³
³ stout but untutored fighter.                                             ³
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THE THRUST
   When you thrust, you are attacking your enemy with the point of your
blade rather than the edge. These attacks are faster than slashes and
typically have longer reach. On the other hand, they do half the damage
of a slash.

Thrusting High: This is a moderately fast attack with a longer reach
than low or mid-level thrusts and slashes.

Thrusting Mid-Level: This is the second-fastest attack, with a medium
reach.

Thrusting Low: This is the fastest attack in the game, but it has a
short reach.

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³                          THE COLONIAL FRONTIER                           ³
³                                                                          ³
³    The colonial frontier is even more unruly than in the homeland. This  ³
³ is especially true of the English and French colonies, largely populated ³
³ by convicts, fortune hunters, deadbeats, religious fanatics, and other   ³
³ people the homeland was happy to ship across the seas.                   ³
³    Furthermore, the colonies the landowner might be absent or            ³
³ nonexistent. In Europe, every square inch of land is party of some       ³
³ nobleman's holdings, and he and his family usually live right up the     ³
³ road, ready to enforce ancient feudal custom and law. In the colonies,   ³
³ the strongest rule.                                                      ³
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THE DEFENSE
   In fencing, the defense is faster than the attack. The fencer doesn't
have to extend his arm or body at all; he merely has to move his wrist
to bring his sword into line to block the enemy's attack.
   Still, nobody ever won a battle by parrying; to beat your opponent,
you'll have to go on the offensive some time. The best fighter mixes
parries with attacks.

Parrying High: This position counters high thrusts and slashes. As high
attacks are slow to develop, defensive fighters rarely stand "on guard"
in a high parry.

Parrying Mid-Level: This position counters any mid-level attack or
slash. This is the classic "on guard" position to which many swordsmen
return. A fencer can move from this position to any other position very
quickly.

Parrying Low: This counters any low combination. Experienced swordsmen
periodically stand "on guard" in a low parry, since low attacks can
develop very quickly.

PARRYING AND RETREATING
   You can parry while retreating. These maneuvers offer the same
protection as the normal parry; they also allow you to leave the battle
without getting stabbed in the back!

Parry High and Retreat: This is the same maneuver as Parry High, except
that you backpedal while parrying.

Parry Mid-Level and Retreat: This is the same maneuver as Parry
Mid-Level, except that you backpedal while parrying.

Parry Low and Retreat: This is the same maneuver as Parry Low, except
that you backpedal while parrying.

LEADERSHIP IN BATTLE
   Only a few of your battles are man-to-man duels. Most of the time you
are leading your stalwart crew against the enemy. As you duel the enemy
leader, your crewmen are also fighting his men.

Morale
   Your hits against the enemy leader, and his hits against you, change
the morale of each side in battle. As your morale improves, his
declines, and vice versa.
   Your side's morale is very important to your duel and to the general
melee: if your morale is low, any hit might cause you to surrender; if
your morale is high, your men will do far more damage to the enemy.

Number of Men
   As you fight, your men and the enemy force will suffer casualties.
The rate each side suffers casualties depends on their number and their
morale. If morale is fairly equal, a force with superior numbers will
inflict more casualties. However, an inferior force with high morale can
avoid casualties and inflict serious losses on a larger force with very
low morale. In the long run, morale can be more important than numerical
comparisons.

Retreat and Surrender
   You can lead your men into retreat from a battle by retreating
yourself. Surrender occurs when you inflict enough hits on an enemy with
very low morale or a vastly inferior force. When your opponent is down
to one man, any successful hit will make him surrender, regardless of
morale. Of course, the same could happen to you.

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³                                FIREARMS                                   ³
³                                                                           ³
³    Firearms exist in this era, but they're newfangled weapons, of slow    ³
³ speed and dubious reliability. Throughout the 1500s firearms are fired    ³
³ with slow match. Reloading is a long, laborious process that requires     ³
³ two minutes or more and is complicated by the need to handle loose        ³
³ gunpowder while holding a lit match!                                      ³
³    A better gun, the flintlock, is invented in 1615. It is mainly used    ³
³ by hunters, sportsmen and buccaneers through the 1630s. However, it is    ³
³ still too unreliable to carry into battle until the '70s. In a fight you  ³
³ might carry a loaded pistol or three, but you still put most of your      ³
³ faith in your trusty blade, which can't jam or misfire, and which still   ³
³ works if you get it wet.                                                  ³
³    In Dumas' Three Musketeers, set in the 1620s, the title characters are ³
³ members of the most elite firearms unit in the entire French army.        ³
³ Still, they rely far more on their swords than their guns...              ³
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                               IN THE CITY

In the 16th and 17th Centuries, Europeans have a precarious toehold on
the New World. The vast majority of North and South America and the
Caribbean is unexplored and unconquered.
   The new land isn't kind, either. Hostile Indians still control more
of the territory, and they have no love for the rapacious, murdering
white men who enslave them, steal their gold, and destroy their great
civilizations. The weather of the New World, from the frigid cold of the
North to the killing heat of the South, is treacherous. Huge swathes of
pestilential jungles and swamps lie filled with diseases for which the
Europeans have no defense.
   In these turbulent times, Europeans venture forth from their cities
at great peril.

                              CITY STATUS

Over the course of the 16th and 17th Centuries, cities grew, flourished,
and declined across the Caribbean. The cities in Pirates! Gold change
dramatically from period to period. Therefore each period offers
different strategic challenges.
   Cities in Pirates! Gold vary in size, defensive strength, economic
strength, and political affiliation. Over the course of the game, a city
may grow larger or smaller, richer or poorer, weaker or stronger. Cities
are attacked by Indians, weakened by disease, and captured by warring
nations. Occasionally, a city is sacked by bloodthirsty pirates.
   Your reception in a city depends on the city's present status. One
city may fire upon your ships when they arrive, another might welcome
you with open arms -- a wise pirate will quickly learn the difference.

THE CITY GAZETTE
   If you know a city's status, it is recorded in the city gazette in
your cabin (see "The Map of the Caribbean" in the section "The Captain's
Cabin"); if your information on a city is out of date, your gazette is
blank.

CITY NAME
   A city's name may differ from one historical time period to the next.
A city might have been captured by another power which changed its name;
alternatively, an older city might have vanished completely and a new
city established nearby.
   Take for an extreme example the island which is today known as Santa
Catalina, off the coast of Honduras. In the early 1600s, the English
started a colony named "Providence" on this island. This colony was
later captured by the Spanish, who renamed the colony "Santa Catalina."
Shortly thereafter, the colony failed altogether. Thus, in the 1620
scenario of Pirates! Gold, there is an English city named Providence on
the island. In 1640, the city is owned by Spain and is named Santa
Catalina. In later scenarios, there is no city on the island at all.

NATIONALITY
   A city may change its allegiance during a scenario. This typically
occurs when enemy soldiers capture the city, but you may also have an
opportunity to change a city's nationality after you plunder it.
   This doesn't occur every time you plunder a city: you must have a
sizable crew under your command. The smaller the city's population and
the larger your force, the greater the chance of causing the city to
change its flag.

ECONOMIC STATUS
   A city may be rich, poor or in-between. The city's economic status
determines how many goods the merchant has to sell, their price, and
whether the city will trade with you at all (see "Spanish Trade
Restrictions," below).
   Your actions can affect a town's economic status over the course of a
scenario. If you plunder a town or engage in piracy outside its harbor,
it becomes less prosperous. On the other hand, if you trade regularly in
a town, it becomes wealthier.

Struggling
   Struggling towns are in economic difficulty. They trade with almost
anyone. Prices of goods are low, as are the quantities available.

Surviving
   These towns have either small or depressed economies. Surviving
Spanish towns trade with foreigners whose local reputation is fairly
decent. Prices and quantities are usually modest.

Prosperous
   Prosperous towns have large, strong economies. Prosperous Spanish
towns will trade with you only if you are a Captain of high repute.
Prices of goods are fairly high, and goods are available in reasonable
quantity.

Wealthy
   Wealthy towns are at the peak of the economic spectrum. With very few
exceptions, only old, rich Spanish towns reach this status; these towns
almost always follow the letter of the law. Only the very best and most
reputable Captains of any nationality are allowed to trade in these
towns. Prices are high and goods are plentiful.

Spanish Trade Restrictions
   In Spanish towns it is illegal to trade with anyone other than
Spanish merchants who sailed from Seville and are properly accredited by
the Spanish government. However, local governors and merchants often
ignored this tiresome legality, especially if the economy is suffering.
As a result, traders in towns sometimes ignore what the national
government says and instead develop their own opinions, based on your
reputation in that area.

FORTS
   At constant risk from Indians, enemy powers and brigands, many cities
in the Caribbean are surrounded by a variety of defensive works. These
range from wooden stockades to extensive stone walls rivaling the great
city-fortresses of Europe.
   In Pirates! Gold, there are many levels of fortifications, indicated
by the number of forts. The higher the land, the stronger the city's
defenses.

SOLDIERS
   The wealthier and larger a city, the more soldiers it has defending
it: rich cities may have hundreds of soldiers, while poor cities may
have none. When you attack a city from the sea, the city's soldiers
operate its cannon; when you attack from the land, they sally forth to
meet you outside the city walls. When you finally storm the fort itself,
you fight the soldier's captain, while your crew battle the remaining
soldiers.
   Needless to say, it is best to outnumber a city's soldiers when you
attack it. You can beat a city's soldiers with a smaller force, but it's
not easy. (see the section "Leadership in Battle" in "Fencing and
Swordplay").

CITIZENS
   A city's population rises and falls with the years. It may grow with
a new influx of colonists from the homeland; it may decline as the
result of Indian attack.
   The more you trade with a city, the larger it will grow. This is
useful because a city with few than 600 citizens isn't important enough
to have a governor. The more friendly governors you know, the more
opportunities you have to get special assignments, meet their lovely
daughters, and receive land grants and promotions.

GOLD
   Besides gaining your country's gratitude when you capture an enemy
city, you also get some of the city's wealth. The actual amount varies
with the length of the battle. Longer fights give the citizens more time
to hide their wealth. Thus, a head-on assault might be bloodier than a
long battle of feign and maneuver, but it will also be more profitable.

KEEPING TRACK OF THE CITIES OF THE CARIBBEAN
   All other things being equal, cities slowly prosper and grow, gaining
economic strength, which attacks population, who in turn hoard wealth,
which obliges the government to install troops and forts to protect this
wealth. Traders and smugglers help this economic growth with their
buying, selling, and transport of goods. Pirates, buccaneers and
privateers taking ships from waters near the colony will hurt its
economic growth.
   There are three ways to learn about cities:

Purchase Intelligence from Shady Characters in the Tavern
   Taverns are filled with merchants and sailors who regularly travel
the cities of the Spanish Main. One of these travelers may offer to sell
you information on a city he recently visited. If you meet his price,
he provides you with the city's current status. This data is always
correct at the time it is sold to you, though subsequent events may
shortly render it obsolete.

Listen to Tavern Gossip/Ask Passing Ships for News
   Though you won't get a city's actual status this way, you can learn
about recent events in the Caribbean -- Indian attacks, gold mine
discoveries, and the like, which have important effects on cities.

Indian Attacks: Indian attacks deplete a city's soldiers, but leave the
population and economy intact. Such cities are ripe for attack.

Pirate Raids: Pirates steal from a town whatever gold they can find.
These raids also damage a town's economy. There's little profit in
attacking a city which another pirate has already plundered...

Gold Mines: These cause a one-time upswing in the city's economy and
dramatically increase the city's disposable wealth (ie, its gold). These
finds are usually small, perhaps just a short-lived alluvial wash in a
nearby stream or river, but they invariably generate a "gold rush"
mentality in the town. These cities are good to plunder. In addition,
the price of everything will be high, so they're also fine places to
sell goods.

New Governor: If a new governor is installed in a city, he doesn't
necessarily have the same attitude toward you as his predecessor. You
won't know the new governor's attitude until you visit him.


                       THINGS TO DO AND SEE IN TOWN

                              THE GOVERNOR

   Towns with a population greater than 600 citizens have a governor.
His residence, the mansion on the hill, is the seat of government and
the center of news and intrigue for the colony.
   A visit to the governor may be useful. He can tell you with whom his
nation wars and allies. He may makes special offers or rewards. With
luck and sufficient prestige, you may meet his niece or even daughter.
However, the governor hasn't much time to waste entertaining coarse
seadogs like you; once you have visited the governor of a town, don't
expect to gain admittance again soon.
   Towns with fewer than 600 citizens don't have governors: the mansion
on the hill lies empty and vacant.

YOUR RELATIONS WITH THE GOVERNOR
   A governor's attitude toward you begins with the "official" attitude
of his nation toward your activities. However, any particular favors you
have done for him are remembered, as well as any especially nasty things
you have done to his city (such as plundering it!).
   You can curry favor with a governor by capturing a pirate in waters
near his port and then returning the pirate to him for punishment.
Conversely, a governor is dismayed if you capture the nation's ships in
local waters, and is especially unhappy if you have plundered his town.
   When a governor is hostile to you, he will order any harbor forts to
fire upon your vessels as they sail in. In general, if the governor's
nation is hostile toward you the forts usually fire. If the nation is
wary, the governor's personal attitude and the size of your force are
the crucial factors.

TALKING WITH THE GOVERNOR

Political Situation
   The governor may discuss the current political and military situation
with you, telling you whom his nation is allied with and whom it is at
war with. This is valuable information: on future visits he may reward
you if you have attacked enemy ships and towns.
   Be warned, however, that the political situation in the Caribbean is
volatile, to say the least. Nations switch alliances with appalling
frequency: a country's enemy one day may be its firm ally the next.
Don't expect to get rewarded for attacking a country's new ally, even if
they were bitter enemies when you did it!

Offer Amnesty
   You may hear from tavern gossip or passing ships that a nation is
offering amnesty to former pirates. If so, the governor's mansion is the
place to get it.
   When a nation offers pirate amnesty, it is willing to forget its
former hostility toward pirates. Each governor is empowered to offer
former pirates a pardon for their activities, though sometimes the
pardon can be expensive.
   Note that the amnesty covers only past transgressions. If you purchase
an amnesty and then go right out and attack a nation's shipping or
cities, the amnesty will be rescinded before you can say "hoist the
black flag," and your money will be wasted.
   When working an amnesty, be careful about sailing into a hostile
harbor! Although the nation may be offering amnesty, a local governor
may still distrust you enough to open fire. This is especially likely if
your force is large or you have made recent attacks in the area. If you
sneak into town you have a better chance of getting to the governor and
convincing him to provide the amnesty his nation promises.

Purchase Letters of Marque
   In the 16th and 17th Centuries, royal governments are desperately
short of funds. Building and maintaining warships is incredibly
expensive, and few ships can be spared from home waters to patrol the
far-off Caribbean.
   During wartime, governments commission private ships into their
navies to supplement their scanty forces. These "privateers" aren't paid
wages: instead, they are allowed to keep a large portion of whatever
they capture. The official authorization for this practice is called a
"Letter of Marque."
   Holding a Letter of Marque makes your depredations on the High Seas
official, acts of war rather than simple piracy. You are acting under
orders of the nation's king -- sailing under the nation's flag, as it
were. Unless you've been really nasty in their home waters, that
nation's governors consider you an ally and will reward you for services
performed while holding a Letter.
   Letters of Marque can be expensive. You'll lose your Letter if you
attack the nation who issued it or if you attack that nation's allies.
Purchasing a Letter of Marque can be a waste unless you plan to remain
on good terms with that nation for a while!

Perform a Special Mission
   A governor may ask you to perform a special mission for him.
Standard assignments include bringing a secret message to a spy in
another city, rescuing a relative of the governor, or capturing a
notorious pirate who has been roaming the waters of the Caribbean -- a
piece of cake for a sailor of you caliber!
   If you decline the mission, no harm is done, except that your
relations with that particular governor decline slightly.
   If you accept the mission, then the governor waits anxiously for your
successful return. If you return without completing the mission, the
governor loses faith in you and assigns someone more trustworthy to the
mission. Thus, if you plan to perform a mission for a governor, don't go
back to his mansion until you've completed it!
   When you complete a mission for a governor, remember to visit him
soon afterwards. The governor's personal attitude toward you will
improve, and he may reward you in some more tangible way.

ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
³                    GOVERNORS AND SITUATIONAL ETHICS                      ³
³                                                                          ³
³    If you are quick on your feet and keep abreast of the ever-changing   ³
³ politics of the Caribbean, you can gain land and titles from more than   ³
³ just one nationality.                                                    ³
³    For instance, if France and Spain are at war with England and Holland ³
³ and you studiously attack English and Dutch shipping and cities, you may ³
³ very well be rewarded with land and titles by both the French and        ³
³ Spanish governors.                                                       ³
³    After you have achieved high rankings with those nationalities, you   ³
³ might take advantage of an English offering of Pirate Amnesty to repair  ³
³ your reputation with the English Crown. Eventually, you might be offered ³
³ a chance to purchase an English Letter of Marque.                        ³
³    Then suppose England were still at war with France and Spain. If you  ³
³ attacked Spanish and French shipping and towns for a while, the English  ³
³ governor would be sure to reward you with land and titles. Eventually,   ³
³ you might find it possible to ingratiate yourself with the Dutch as      ³
³ well.                                                                    ³
³    This kind of success is difficult to carry off. But, with luck and    ³
³ cunning, by the time you are ready to retire you might have received     ³
³ hundreds of acres of land and patents of nobility from all four nations! ³
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Discuss Local Gossip
   Everybody knows everybody in the small world of the Caribbean. A
governor may have information leading to the location of your long-lost
relatives!

Meet the Governor's Daughter or Niece
   If your reputation is impeccable (and you've bathed within the last
month), a governor may introduce you to a beautiful young niece or
daughter. The young ladies of the governor's court have unparalleled
opportunities to overhear important news of the goings-on in the
Caribbean. If a lady becomes infatuated with your dashing good looks and
smooth style, she may become your informant, passing on to you the
secrets she learns from other highly-placed admirers.
   When you meet one of these young ladies, you choose whether to make
pleasant conversation with the young lass or to formally propose
marriage. If you propose and your status is high enough, the lady might
accept. Marriage to a highly-born woman is a sign of success (and worth
many "Pirate Points" to boot). For more details on marriage, see the
section "Gains and Goals."

Meeting Your Wife/Mistress
   If you have been fortunate enough to gain the confidence of or even
marry one of the ladies of the court, on subsequent visits she will tell
you what she has learned since your last visit.

Receive a Promotion/Land Grant
   As the Crown's representative in far-off lands, the Governor is
empowered to reward you for actions you have taken which benefit the
nation. The rewards take the form of promotions or gifts of land. It is
possible for you to start off as a penniless pauper and to retire a
rich, landed nobleman!
   Your final social ranking and the amount of land you own are
extremely important to your overall success in Pirates! Gold. See the
section "Gains and Goals" for more details.


                               THE TAVERN

Sailing is not a particularly respected profession. Officers are
tolerated and the Captain of a ship is an important man, but the men who
crew the ships are despised by the citizenry as uncouth, uneducated,
diseased, dangerous scum.
   There's some good reason for this. If a sailor hasn't seen land, a
real bed, a decent meal or a pretty woman for months, the first he hits
a city, he's probably going to raise some hell. Roaming through the
streets, breaking into shops, accosting the ladies, a sailor is a
positive menace to a town. However, if he's getting drunk, eating,
gambling or buying drinks for "fancy ladies" in a wharf tavern, he's an
economic boom.
   In his turn a sailor can relax a tavern. He's enjoying the company of
men like him, equals with whom he can discuss the infinite mysteries of
the sea -- or just swap lies. He can get roaring drunk with friends. He
can get into a fistfight and break furniture without getting arrested --
as long as he pays for the damage. He can learn more of his craft from
older, more experienced sailors. If temporarily "on the shore," he can
look for a job.
   For the pirate captain too, the tavern is an extremely important
resource. While the governor's mansion may be the place you go to meet
nobility, the tavern is the place to meet other seamen. In the tavern,
you encounter traders, sailors and even the occasional pirate. You can
recruit crews for your ships; you can gossip about goings-on in the
Caribbean; you can have the chance to purchase treasure maps from shady
characters; and, if you desire, you can carouse with pretty barmaids.
  Following is a list of things to do in a tavern:

RECRUIT SAILORS
   As discussed above, unemployed sailors look for work in taverns.
You'll find them sitting around a table, shorn of earrings and other
finery, drinking small beer and hoping to catch the notice of a
successful Captain. If your reputation is high and the prospects for
booty good, some of these men may want to sail with you. However, if you
have a reputation of an unskilled or unlucky Captain and the prospects
for booty are small, they'll look for work somewhere else.
   The basic rule on plunder is: the more men you have in your crew, the
smaller will be each man's share of the treasure. Thus, if you have a
big crew already, it may be difficult to get more men to ship with you.
You'll need to have a very good reputation indeed.
   If you sneak into the town, you can't recruit men at all. You're
keeping a low profile; buying rounds of drinks for large groups of
unruly, loose-tongued sailors will surely betray your presence.


                               THE MERCHANT

   The lifeblood of any colonial town is trade. The towns in the
Caribbean are rarely self-sufficient. The arrival of a ship, its hold
bulging with food and possibly even goods from far-off Europe, is
anticipated eagerly.

MERCHANTS AND THE LAW
   With law-enforcement lax and the need for products desperate, most
English, French and Dutch merchants are happy to trade with privateers,
smugglers and even pirates. These merchants don't ask where the cargo
came from. Whether you purchased it from another merchant, plundered it
from a city or stole it off a ship doesn't matter: they're just happy to
have the business.
   Spanish merchants -- particularly merchants in rich towns -- are
sometimes more choosy. If you are a known pirate, they may not trade
with you even if you acquired this particular cargo legally,. See the
"City status" section, above, for more details.

ECONOMIC STRENGTH
   Some merchants are rich, some are poor. The strength of the local
merchant is largely determined by the town's economic strength and
population. A strong merchant community may introduce you to his young
daughter. If you desire, you can ask for her hand in marriage. If she
agrees to marry you, your new father-in-law will give you a special
deal: he'll sell you cargo for far below the market price! If you have
chosen to be an honest trader, this can make your voyages far more
profitable indeed.
   Note, however, that your father-in-law expects you to sell him cargo
at the same low rate! You can't buy something from him cheap and then
turn around and sell it back to him at the higher rate...


                               THE SHIPWRIGHT

   During your career, you'll have a lot of business for the shipwrights
of the Caribbean. Though most shipwrights will do business with anyone
who sails into port, Spanish wrights operate under the same restrictions
as do Spanish merchants: shipwrights in large, wealthy Spanish towns
refuse to deal with pirates.

REPAIRING SHIPS
   Piracy is one of the most dangerous professions imaginable. You load
your ship in combat against armed vessels, trading cannon-fire with each
other until someone is sunk or is battered into surrendering. This
naturally leads to wear and tear on your ship! You can get your vessel
repaired at the shipwright's.

ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
³                SELL YOUR CARGO BEFORE SELLING YOUR SHIPS                ³
³                                                                         ³
³    When planning to sell off some of your ships in town, always sell    ³
³ your cargo and excess cannon first! When you sell a ship, all of its    ³
³ cargo and cannon are unceremoniously dumped on the wharf for you to     ³
³ dispose of. If you have cargo space available on your other ships, your ³
³ grumbling crew will stow it away, but if there's no room, the excess    ³
³ cargo will be left rotting on the wharf.                                ³
³    Under normal circumstances, you can sell this cargo to the town      ³
³ merchant, but you'll obviously have to accept whatever price he gives   ³
³ you. And in a poor city, the merchants may not have enough gold to      ³
³ purchase your cargo at any price. You'll have to leave behind whatever  ³
³ cargo you can't carry or sell!                                          ³
³    While the wharf-rats will love you, your crew won't be happy at this ³
³ profligate waste of money...                                            ³
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SELLING SHIPS
   During your career, you may capture more enemy ships than you have
need for. The shipwright will be happy to take these excess ships off
your hands. This can be extremely profitable: an undamaged merchant ship
may go for 2000 pieces of gold!
   Note that you must always keep one ship; you can't sell the
shipwright your last vessel.

SELLING CANNON
   Finally, you can sell the shipwright excess cannon. If you are in a
barque, for example, it has deck-space to fire a maximum of sixteen
guns. If you have more than sixteen guns, they are so much useless
scrap, taking up valuable cargo space. (See the "Gazetteer of Ships" for
details on ships' cannon and cargo capacity.)

ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
³                            YOUR TREASURE TROVE                           ³
³                                                                          ³
³    Even if you are keeping your crew happy, it's a good idea to divide   ³
³ the plunder from time to time -- particularly when you have a lot of     ³
³ treasure. Until the loot is divided, it all belongs to the ship, none of ³
³ it to you.                                                               ³
³    Your reputation and standing is largely based upon your personal      ³
³ wealth -- the money in your secret treasure cave -- the treasure in your ³
³ ship's hold does little to enhance you in the eyes of society.  Until    ³
³ the money is divided and your share is placed in your cave, you are just ³
³ another penniless sea-captain.                                           ³
³    And there's another good reason to divide the plunder: money in your  ³
³ treasure-cave is safe. It can never be lost or stolen. But if you have   ³
³ 150,000 pieces of gold in your ship's hold and your ship founders on a   ³
³ reef or is sunk by a pirate-hunter, the gold is gone and you are out of  ³
³ luck.                                                                    ³
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                                THE BANK

At the bank, you share out the profits of the voyage with your officers
and crew. As Captain, you get a fixed percentage of the party's wealth,
which goes into your personal treasure trove. The remainder is divided
among the crew. Not only the gold is divided, but also the ships,
stores, goods and cannon on them. The crew always dispenses with their
newfound wealth, leaving you with just your flagship and its share of
the provision and armament. After refitting your ship (which always
takes a few months), you'll have to rebuild your band from scratch.
   The amount of wealth the crew receives when you divide the plunder
has an important effect on your reputation as a captain. If the
plunder's too small, you have difficulties recruiting men in the
future. If the crew is happy with their share, they'll spread the word
and the sailors will be eager to serve with you.
   After you have divided the treasure, you are offered several options,
depending on your age and health:

PLAN A NEW EXPEDITION
   If your age and health permit, you can plan a new expedition. In a
few months, you'll be sailing the Caribbean once more.

ADVANCE TO ANOTHER DIFFICULTY LEVEL
   If you plan another expedition and you are playing at any level but
swashbuckler level, you will be offered a chance to try a higher level.
If you are succeeding handily, you may wish to consider this: though the
game is harder, you receive greater rewards and more Pirate Points for
playing at higher levels.
   The effects of difficulty levels are discussed in the chapter on
"Creating Your Character."

RETIRE FROM PIRATEERING
   Choose this option when you wish to end your game of Pirates! Gold.
Your learn your final ranking and score. Your future life will be shown
to you. If you are satisfied with this end, the game is over. If you are
not, you have an opportunity to return to the pirate's life.
   See "Book II" for more details on retirement and scoring.

ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
³             DIVIDING THE PLUNDER ENDS A FAMOUS EXPEDITION!            ³
³                                                                       ³
³ If you are playing a Famous Expedition, dividing the plunder ends the ³
³ game! (See the chapter on "Famous Expeditions" for more details.      ³
ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ

                      VISITING THE CAPTAIN'S CABIN

You can go to the Captain's Cabin while in town to check on your crew
and cargo, to check your ship's log and your map of the Caribbean, to
examine your treasure-maps, to see your personal status, to practice
fencing, and to save the game. See the next section for details.

                              LEAVING TOWN

When your business in town is finished, you'll find yourself outside of
town once more. If you entered the town on your ship, you'll be back on
your ship, just off-shore from the port. If you marched in, your landing
party will be on land, just outside the city gates.
   See the section on land and sea movement for details on navigating
the world outside of the towns.


                          THE CAPTAIN'S CABIN

   The Captain's Cabin contains information on your ships, cargo, crew
and personal status. Further, the Captain's Cabin is where you save
games, quit the game, and perform other important functions.
   The captain of a sailing vessel of the 16th and 17th Centuries is
responsible for the success of his voyage as well as the lives,
well-being and wealth of his crew.  He is judge, father, chief executive
officer of the corporation, diplomat, admiral and king, all rolled into
one. He spends as much time keeping the ship's books as he does keeping
the ship on course.
   As a pirate captain, you too face these challenges. You must keep
your ship on course, avoiding shoals, braving storms, fighting enemies.
But you must also keep your crew happy, keep your ship provisioned, and
keep your balance sheet in the black. Moreover, you must study
intelligence learned in forays into the town and you must keep your
personal career on track.
   The Captain's Cabin is the center of information on you and the world
around you. Much of your time will be spent here.

FEATURES OF THE CAPTAIN'S CABIN
   Following is a listing of things you can do in the Captain's Cabin:

MAP OF THE CARIBBEAN/CITY GAZETTEER
   This useful area has just two complimentary features. The map on the
left is a full picture of the Caribbean, showing your current
position and all cities in the game. The scroll on the right, the
"City Gazetteer," lists all of the cities alphabetically. Both features
tell you about known cities' status (see the section on "City Status" in
"In the City").

Entering the Cabin
   You can enter the captain's cabin while at sea, on land, or in a
town. See the Captain's Broadsheet for details.

Exiting the Cabin
   When you exit the cabin, you'll return to wherever you were when you
entered.

   When you click on a city on the map, the city's name appears, along
with its status (if known). When you click on a city in the gazetteer,
its name and known status appears; in addition, the city's location
flashes on the map. Thus, you can use this feature to find the name of
a city you are sailing near to or to find a known city's location.
   The city status screen lists everything you know about a city. This
list may not be complete -- recent events may have made your knowledge
obsolete -- but you can update your list by entering a city or by
purchasing information on distant cities from travelers you meet in
taverns.

PRACTICE FENCING
   As a bloodthirsty pirate, a good deal of your time is spent leading
your men in battle against Evil Spaniards, brave Captains of the Guard,
dread Pirate-Hunters, and the like. When doing this, it's a good idea to
know how to fence. When you practice dueling, you're spending an entire
week pitting your skills against the best men in your crew, hardy,
cunning killers all who will teach you the tricks of the trade.
   If, during the battle, you lose or retreat, nothing happens. However,
if you win, your swordsmanship may improve. The more you practice, the
better the chances of your swordsmanship improving. (Note that at higher
difficulty levels, this can take a long, long time.)

QUITTING THE GAME
   This features allows you to quit Pirates! Gold. Remember to save
first if you wish to continue playing the current game at a later time.

SAVE A GAME IN PROGRESS
   This allows you to save the game you are currently playing.

TREASURE MAPS
   Here you keep all the treasure maps and map-fragments you've
acquired. If you have a map fragment and then acquire an additional
piece to it, the piece is automatically added to the appropriate map.
Once you've found a map's treasure, the map is removed.

TREASURE TROVE
   Use this option if you want to visit your secret treasure cave. This
is a visual representation of your wealth, which is also listed in the
"Personal Status" screen (see above).


                                THE LOGBOOK

The Logbook contains important details on your ships, men and personal
status. It is divided into the following sections:

SHIP'S LOG
   This book contains a detailed history of your ship's activities --
where you've gone, who you've fought, and so forth. Further, it lists
all rumors and gossip you've heard.

PARTY STATUS
   The Party Status screen details your crew, cargo and cannon.

PERSONAL STATUS
   This screen tells you how you are doing: your age, health, personal
wealth, marital status, reputation, and difficulty level. It also lists
your standing with each nation.

Age and Health
   Your age and health determine how long you can continue as a pirate.
As you grow older your reflexes slow, making fencing more dangerous.
you'll find it difficult to lead your men in battle against the enemy.
If you're wounded, the problem is made worse. Each wound you take has a
detrimental effect upon your health.
   As you age, you'll find it increasing difficult to find men who are
willing to sail with you; sailors prefer to sign on with a younger, more
active captain. Eventually, you won't be able to put together a crew at
all; you will be forced into retirement whether you like it or not.
   If you have the "medicine" special skill, age and wounds have a
smaller effect on you, which can postpone a forced retirement.

Personal Wealth and Lands
   Your personal wealth and lands are an important indicator of your
success in Pirates! Gold.
   You gain personal riches when you divide the plunder at the end of a
voyage (see the section "The Bank" in "In the City"); that's when you
split up the loot and take your share. Until then, all the money in your
possession belongs to the ship's company.
   In addition to increasing your score at the end of the game, your
personal wealth determines how others react to you. In most cases, the
richer you are, the better your reputation.
   Land has a similar effect upon your status. The more land you have,
the better. You receive land as a reward from a grateful governor (see
the section on "The Governor" in "In the City").

Marital Status
   This tells you if you have yet married.

Reputation
   Your reputation is a measure of your impact on the world of the
Caribbean. As you gain wealth and land and perform more feats of
daring-do, your reputation grows. The higher your reputation, the better
you're doing. You are recognized when you walk down the street, fat
merchant ships will lower their flags when you approach, rather than
face you in battle.
   On the other hand, your growing reputation has a price. It is more
difficult to sneak into a town if you are well-known. the more famous
you are, the more likely you are to attract the attention of pirate
hunters!
   The reputations you can gain in Pirates! Gold are cowardly (the
lowest), promising, well-known, famous, notorious and infamous (the
highest).

Difficulty Level
   You can change the difficulty level of the game during play, after
you divide the plunder (see "The Bank" in "In the City").

Political Standing
   This shows your current relations with each nation in the game. Your
political standing determines the reactions of other nations' ships,
governors, merchants and pirate hunters.
   Your original political standing is determined by your nationality,
but your actions can and often will change that. For example, if a
nation is hostile or wary, you can purchase "Pirate Amnesty" to change
their opinion to neutral (see "The Governor" in "In the City" for
details). The political standings are:

Hostile: The nation is effectively at war with you. That nation's
warships attack you on sight; pirate hunters attempt to capture you;
you're often attacked when you enter a city; governors and merchants
probably won't talk to you.

Wary: The nation distrusts you. Their warships may attack you and they
may send out the occasional pirate hunter; you may be fired upon when
you enter a city; governors and merchants may or may not deal with you
depending upon other circumstances (your personal relations with the
governor, military strength, economic status, and so forth).

Neutral: The nation has no feelings about you either way. Warships and
pirate hunters probably won't bother you; you should be able to sail
into a city unscathed; governors and merchants will almost certainly deal
with you.

Letter of Marque: You are a semi-official member of that nation's navy.
As such, you should have no trouble interacting with ships and towns of
that nation. (Note that you can lose your Letter of Marque if you
perform hostile actions toward that nation.)

Ranked (Ensign, Captain, etc.): If a governor has awarded you a military
rank (see "The Governor" in "In the City"), the nation is friendly
toward you. Until, that is, you attack its shipping or towns. If so, you
keep the rank that the nation treats you as an enemy. You won't be
promoted further by that nation until you make peace -- ie, until you
purchase Pirate Amnesty.

Patent of Nobility (Baron, Count, etc.): Once you've achieved the rank
of admiral, a governor might use his influence at the King's Court to
see that you are given a patent of nobility. If you've got such a
patent, the nation will treat you as an ally, until you betray it. Like
in the military ranks, above, you can purchase forgiveness by taking
advantage of an offer of amnesty.
   From the lowest to the highest, the titles of nobility are: Baron,
Count, Marquis and Duke.

SHIP STATUS
   This screen shows the status of all the ships in your fleet.

HOSTAGE STATUS
   This screen lists any hostages or prisoners you are holding.


                           SAILING THE CARIBBEAN

The Caribbean is a wide, warm and pleasant sea. Idyllic tropical islands
and lush jungled shores contain in its steady currents. Stretching over
three thousand miles, the water is a broad highway between mainland
ports, island towns and hidden anchorages.
   The Caribbean has its dangers, however. Shallow reefs lurk off-shore,
waiting to tear the heart out of the unwary traveler. During fall --
hurricane season -- terrible storms blow, driving ships far off-course,
or onto the teeth of the waiting rocks. And don't discount the threat
posed by Man, either. Low-intensity war is the normal state here, and
the rich waterways of the Spanish Main are home to some of the most
terrible pirates the world has ever seen.
   Beneath its placid beauty, the Caribbean hides the bones of thousands
of sailing ships.

SETTING SAIL

Leaving a City
   You begin a game in port, your ship docked at the wharf. When you
choose to leave town, you board your ship and head out to sea. The scene
changes to show your ship just outside of town. The same happens
whenever you leave a city you have entered by sea. (If you entered the
town by land, you'll leave by land, as well.)

YOUR FLEET
   As the game progresses, you may capture ships and add them to your
force. Each ship requires at least eight men to sail. If you don't have
enough men, you must abandon one or more ships.
   When you have more than one ship in your command, your fleet moves
with the sailing characteristics of the largest ship in the fleet. This
is the only ship which appears on the map. To check on all your ships,
go the Ship Status screen in your cabin (see "The Captain's Cabin").

SAILING
   In Pirates! Gold, sailing is easy. You have two controls: you can
turn your ship and you can raise or lower its "full" sails. The
difficulty lies in avoiding shoals, bending the winds of the Caribbean
to your command, and taking best advantage of your ship's sailing
qualities.

Raising and Lowering Sail
   Normally, you'll travel under full sails. This is the fastest sail
plan for your ship. However, when negotiating through narrows or around
treacherous shoals you may wish to lower (reduce) your sails so that you
move slower.
   Remember to raise them once you reach open water again -- or your
voyage will take forever!

The Wind
   The speed of a ship depends on how the wind blows against its sails.
Traveling directly into the wind is always slowest; traveling with the
wind coming diagonally from the rear is generally the fastest. Each
ship-type has a different best "point of sailing" (the wind position at
which the ship develops maximum speed). What with shifting winds and
periodic storms, sailing requires more than a little judgement and
skill.
   If you have a fleet of many ships, the entire fleet travels at the
speed of the single largest ship.

Weather
   The clouds traveling overhead indicate speed and direction, both of
which can vary significantly from day to day, or even hour to hour.
   In addition the clouds -- particularly the dark clouds -- also
signify storm fronts. Storm fronts provide strong, fast wind if you are
near, but may trap your ship if you sail too close.
   These weather effects become more pronounced at higher difficulties.
An Apprentice Captain can sail under any clouds with impunity, while a
Swashbuckler risks being blown far off-course before he can regain
control of his ship.
   One of the biggest risks posed by clouds and weather is that you
might be blown onto shoals.

Shoals
   Shoals represent the wicked rocks and reefs common throughout the
Caribbean. If you drive your ship onto shoals, she might cross safely,
or she might founder.
   The chance of foundering when crossing shoals depends upon two
factors: the size of your ship and the difficulty level you're playing.
The big ships, (galleons, frigates and merchantmen), may founder on even
the lightest shoals, while the smallest craft, (pinnaces and sloops),
cross most shoals safely. Medium-sized craft, fluytes and barques, are
right in the middle.
   The difficulty level you're playing determines the overall danger of
the reefs. At easier levels you run less risk of crashing; at harder
levels the risks are greater.

   Sinking: If you have more than one ship in your fleet and one ship
sinks, the men, cargo, cannon and treasure aboard that ship are lost.
You transfer your flag to another craft, a wiser (and poorer!) sailor
for the experience. If your last ship is sunk, you're in more trouble.
You lose all your crew, cargo, cannon and treasure, and you are washed
up on a desert land, there to pass anxious months awaiting rescue.

GETTING INFORMATION
   While sailing, you can pause the game and access the Captain's Cabin
at any time (see "The Captain's Cabin" for details).

SAIL HO!
   During your voyages, you'll often encounter other ships on the broad
highway of the caribbean. You have the option to run away or close with
the ship. As a full-fledged member of the Brotherhood of the Coast
seeking fame and fortune, heroically battling the enemies your King and
Country, you'll often want to get closer, to see if the ship is a fat
target or a well-armed warship.
   For details, see "Ship Encounters" on page 30.

PUTTING INTO PORT
   To enter a coastal town, direct your ship into the town. As you
approach, you'll see what flag the town is flying and what level of
fortifications the town possesses. You receive the following options:
Sail into Harbor, Attack the Town, Sneak into Town, and Leave Town.

Sail into Harbor
   Your ships sail peacefully up the quays. If the town is guarded by a
fort, it may open fire on your ships if that nation is hostile. If that
nation is wary of you, the fort rarely fires unless the governor
personally dislikes you. The fort's fire usually drives you back to the
open sea. Occasionally, at higher difficulty levels, it may sink one of
your ships.

Attack the Town
   When you attack a town from the sea, you fight a naval battle against
the town's fortifications (see "Attacking a Town from the Sea").

Sneak into Town
   This means that you hide your ships in a nearby cove and creep into
the back streets at night with a few trusted men. If you are afraid of
fire from the town's forts, this is an excellent way to get inside and
do some quiet business. However, if your reputation is great, you may be
recognized and attacked. If that happens, you must fight your way out of
town or be captured and imprisoned.
   When you sneak into town, the need to keep your identity secret
prevents you from recruiting men in a tavern. In addition, the loot
accumulated during your voyage is left aboard ship, preventing you from
dividing the plunder.

ANCHORING YOUR SHIP
   To anchor at land but away from a port -- say, to search for buried
treasure or to march to an inland city -- simply steer your ship onto
the land at the point you want to anchor. When it hits land, your ship
stops moving. A landing party appears on land beside the ship. See "On
the Land," later, for details on land movement.

ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
³                                 TACKING                                  ³
³                                                                          ³
³    For most of the year, the winds of the Caribbean blow from the        ³
³ south-southeast (that is, from South America toward the Gulf of Mexico). ³
³ Though the winds do change -- sometimes blowing from the south or        ³
³ southwest, sometimes from the east or south-east -- on the whole any     ³
³ ship sailing south-east is going to spend much of its time fighting the  ³
³ wind.                                                                    ³
³    This is particularly difficult for some of the slower, larger ships   ³
³ in the game -- galleons, merchantmen, and, above all, the sluggish cargo ³
³ fluyte. If you head one of these ships into the wind, if it moves        ³
³ anywhere at all, it will probably move backwards! This can be            ³
³ discouraging, particularly if you're on a long south-easterly voyage,    ³
³ going, say, from Havana to St. Kitts.                                    ³
³    When the wind is in your teeth, the only way to get where you're      ³
³ going is by "tacking." When you tack, you zig-zag toward your target     ³
³ rather than heading there directly.                                      ³
³    You'll note that in the diagram at left, you actually cover about     ³
³ twice as much distance as if you sailed directly east. However, with an  ³
³ unwieldy ship, you'll get there much faster than if you went east. In    ³
³ sailing, the shortest distance between two points is not always the      ³
³ fastest...                                                               ³
³    One of the most important characteristics of a sailing ship is its    ³
³ ability to sail "close hauled" -- that is, to sail toward the wind's     ³
³ "eye." Throughout the history of sail, ship-builders have struggled      ³
³ mightily to design craft which will sail just a few degrees closer into  ³
³ the wind. Over long journeys, a difference of just a few degrees can     ³
³ mean days -- even weeks -- of saved travel time. (See the section "The   ³
³ Ship Gazetteer" for more details on points of sailing.)                  ³
³    In short, if you're planning to travel far from east to west, you     ³
³ might consider selling off any poor-handling ships, particularly         ³
³ merchantmen and fluytes, before you go.                                  ³
ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ


                              SHIP ENCOUNTERS

As a fighting sailor -- whether you call yourself "pirate" or the more
genteel "privateer" -- you live by attacking and capturing ships. While
doing so you damage your king's enemies and fill you crew's pockets.

FIRST SIGHT
   Your first sight of an enemy ship is its sails and masts coming over
the horizon. Continuing your voyage is a nearly foolproof way to evade
any encounter. If you choose to investigate further, you close with the
other ship. Once you close the distance, your chances of evading a
dangerous opponent decline.

SHIP IN VIEW
   If you sail away now, you usually evade contact, but not always. You
can continue investigating, which closes the range further, allowing you
to determine the ship's nationality.

SEE HER COLORS
   After the other ship hoists her colors, you can try to sail away
peacefully, come alongside and talk over the latest news, or attack her.
If the other ship is a merchant vessel, it will almost certainly let you
sail away or discuss news peacefully; however, if it is a pirate or
pirate-hunter, it may recognize you and attack, regardless of your
choice.

SELECT YOUR FLAGSHIP
   If a battle occurs and you have more than one ship in your fleet, you
can select which will be your flagship. The ship you select fights the
battle. Consider your choice carefully. The type of ship you're sailing
can be critical. Ships' strengths, capacities and sailing
characteristics are described in the "Ship Gazetteer," later in this
book.

Men and Cannon Available
   The number of men available shows the maximum number of men available
for duty in your flagship after eight men are deducted for each other
ship in your fleet. The number of cannon shown is the total number of
cannon you have available. If your flagship is small, you'll find the
number of men and cannon limited to the capacity of the ship. Further,
it takes four men to man each gun. If your crew is too small, you may
have to fight with fewer than the maximum number of cannon available.

BATTLE AT SEA
   When an encounter leads to battle, the scene changes to a
ship-against-ship duel. See the Captain's Broadsheet for specific
information on your ship's controls.

Sailing
   Maneuvering in battle is similar to travel by sea. You can turn
right, turn left, or remain on course.

Change Sails
   You can either "set full sails" for maximum speed in battle, or
"reduce to battle sails" for lower speeds with much less risk of rigging
damage. You begin the battle with battle sails set.
   It takes some time to change sails; while your men are doing so, they
can't reload the ship's cannon (see below).

Fire Broadside
   Your guns are mounted along the porta and starboard (left and right)
sides of the ships. Therefore, to aim your guns, you turn your ship so
its side faces the enemy. When you fire your cannon, your gunners
automatically fire from the side of the ship nearest the enemy.
   The effect of gunfire varies with the number of guns firing, and the
size of the ship hit. For example, a broadside from a 20-gun ship into a
galleon may have little effect, while the same into a pinnace might
leave her a flaming wreck.
   After a broadside is fired, the gun crews reload as fast as possible.
Reloading speed depends upon the morale of the crew. A happy crew loads
faster than an unhappy one. Enemy reloading speed depends on the quality
of their crew (warships, pirate hunters and pirates have better quality
crews then peaceful merchantmen and cargo fluytes). Reloading is
temporarily halted when you change sails -- the gun crews leave their
guns to man the rigging.

Damage
   When a ship is hit by a broadside, the ship's crewmen are injured and
cannon may be dismounted. The stronger (and closer) the broadside, the
more men and cannon are lost.
   In addition, especially powerful hits cause structural damage to the
ship. Each level of structural damage slows the ship and brings it
closer to sinking. The damage levels are: Sail Damage, Lost a Mast, Hull
Damage, Hull Leaking and Ship Sinking. If a sinking ship takes
additional structural damage, it sinks.

Pause
   You can pause the battle to catch your breath. When you resume play,
you'll be right where you were when you left.

Escaping from Battle
   To escape from battle, sail away from the enemy. Once the distance
between ships is large enough, the battle ends. If you flee from battle
and the enemy ship is undamaged, you may lose a ship to the enemy
pursuit. However, this can only occur if you have two or more ships.
   In addition, in a long action, nightfall may end the battle. You
never lose ships when battle ends due to nightfall.

Land and Shoals
   If you fight a battle near the shore, you'll face the additional
hazards of shoals and land. If a ship drives itself onto the shoals, it
might sustain damage. In addition, it may become caught on the rocks for
a time, until the crew can back sails or man rowboats to pull her off.
During this time, the other ship can pound the immobile ship with
immunity.
   Shallows pose much the same threat. Ships are less likely to be
damaged from running aground in shallow water, but they can be
immobilized.
   Note that smaller, shallow-draft vessels run less risk of running
aground or taking damage than larger craft. Small craft can take
advantage of this to escape from the larger ones: it takes an iron will
to send an expensive frigate into the shallows after a wily pinnace...

Surrender!
   If you have pounded the enemy ship unmercifully and you have a
reputation as a daring and successful pirate, the enemy captain may
choose to surrender once you close with his ship. The chances that he
will do so depend upon the amount of damage he's taken, the relative size
of the two ships' crews, and the difficulty level.

Grapple and Board
   If you sail your ship alongside or into the enemy, your crew leaps
aboard the enemy ship and attempts to take her by storm. You must lead
your men into the fight. See "Fencing" for more information.

PRIZES AND PLUNDER

Prizes
   When you win a battle at sea, you can either take the enemy ship for
your own (sending a "prize" crew of eight sailors to man her), or you
can just takes its cargo, while burning and sinking the ship itself.
After the battle you'll get a report of the ship's armament and
capacity, as well as the empty space remaining in the cargo holds of
your fleet.
   In general, taking a ship as a prize is useful, since you can sell
the ship at a friendly port. The disadvantages are that a slow-moving
prize will slow down your entire fleet (galleons and badly-damaged ships
are especially slow). Further, each prize requires eight crewmen to man.
This means eight fewer men are available for subsequent battles.

Plunder
   Regardless of whether you take the ship prize or sink here, you must
decide what cargo you wish to plunder and call your own, and what you
wish to leave behind (throw overboard). You'll automatically take all
the gold -- compared its value, gold weights virtually nothing, and
therefore doesn't affect your cargo capacity. Transferring captured
goods to your ship or throwing them overboard is just like trading with
merchants (see the Captain's Broadsheet).

ATTACKING A TOWN FROM THE SEA
   If you sail into a town and select "Attack Town," you begin an
amphibious assault on that town. In an assault, your flagship must sail
up to the fort guarding the town, touching land as close as possible to
the fort. If you land close enough, the men jump ashore and storm the
fort, leading to a fight on the battlements (see "Fencing and
Swordplay"). If you land too far away, the men will refuse to march and
the assault ends in failure.
   You can fire at the fort during your approach. Your broadsides will
reduce the fort's return fire and reduce the number of men you will face
when you storm the fort.

Shoals
   When attacking a fort, shoals may block your approach. If you run
onto a shoal, you may run aground and/or damage your ship. See "Land and
Shoals" in "Ship Encounters" above for more details on shoals.

Defeat
   If you're losing the battle, you  can end the fight by sailing off
the screen and out of range of the fort. You then return to the sailing
screen. If you are sunk, you'll be captured and held prisoner in the
city jail until your men can arrange a prisoner exchange.

THE ASSAULT
   If you succeed in reaching the fort intact, you lead your men in
battle against the commander of the fort. See "Fencing and Swordplay"
for details on massed combat.

Retreat and Surrender
   If you are losing the battle against the fort's commander, you can
retreat. You'll find yourself outside of the city once more, and with a
somewhat more tarnished reputation when you went in. If you surrendered
to the commander, you're thrown in jail.

Victory
   If you defeat the commander, the town is at your mercy. First your
men gather up the town's treasure. The amount they find depends on how
long your assault took: the longer the battle, the more the citizenry
has to hide their gold.
   If the Silver Train or Treasure Fleet happen to be in the city when
you capture it, you capture them, too. These are worth a tremendous
amount of money. (See "Treasures of the Caribbean" for details on the
Silver Train and Treasure Fleet).
   After you've loaded the gold, you can then plunder as much of the
town's goods and cannon as your ships' holds can carry. Obviously, it's
smart to have a large-sized fleet when you take a rich town!
   If you have a large force in occupation, you may frighten the
governor into fleeing the city, leaving it to you. You can then install
a governor of your own, changing the town's nationality to one of your
choice. This exceptional service is likely to gain you the gratitude of
the appropriate king.


                                ON THE LAND

Though you are a seafaring pirate, during your career you'll travel on
land for a number of reasons: to search for buried treasure, to rescue
lost relatives held in durance-vile by Evil Spaniards, to reach inland
cities, and to assault cities you don't dare attack from the sea.

EMBARKING/DISEMBARKING FROM YOUR SHIP
   To leave your ship, simply steer it into the land. The landing party,
consisting of your entire crew, appears next to the ship. When you want
to return to your ship, move your landing party back onto the vessel.

MOVING ON LAND
   When on land, you can move your party in any direction except into
the sea. (See the Captain's Broadsheet for details of land movement.) Of
course, the land is mostly trackless jungle, swamps and mountains,
making overland travel very slow.
   When moving on land your party can carry only as much as you can fit
into your hold. Since your men move slowly, be careful about traveling
long distances overland if you're low on food -- starvation can be quite
unpleasant as well as bad for morale.

SEARCH FOR BURIED TREASURE
   When the landing party reaches a location where you think a treasure
is buried, use the "Search" command to search for it. If you are in the
correct place, you'll find the treasure. If you are in the wrong place,
you'll find nothing.

ENTERING A TOWN
   To enter a town, move your landing party atop the town. The options
when entering a town from land are similar to those when entering a town
from sea (see "Putting into Port", above). You are told what flag the
town is flying and what level of fortifications the town has. You
receive the following choices: March into Town, Attack the Town, Sneak
into Town, and Leave Town.

March into Town
   You and your men march into town openly and peacefully. If your force
is large and the city distrusts you, this might lead to battle.

Attack the Town
   You lead your men in battle against the town's defenders. This may
lead to a land battle (see below), or the defenders may refuse to come
out and fight. If the latter is the case, your men storm the city and
you cross swords with the leader of the defenders (see "Fencing and
Swordplay").

Sneak into Town
   You leave the bulk of your forces outside of town and scuttle over
the city walls at night with a few trusted men. The risks and
restrictions are the same as when you sneak into town from the sea (see
"Putting into Port").

Leave Town
   If you change your mind about entering the town, this option puts you
back outside the city gates.


                                LAND BATTLES

Pirates aren't fools. They know that the wealth carried by Spanish
galleons originates in Spanish towns. When looking for wealth, it seems
logical to go to cities. Cities are certainly easier to find than ships
-- cities simply don't move around as much. On the other hand, ships
aren't protected by stone walls, pikemen and cavalry. Capturing a
well-defended city is no treat at all.
   When your party marches overland and attacks a town, the town's
defenders may form a small army, march out, and meet you in open battle.
Controlling your forces on land is different from all other activities
in Pirates! Gold. Pike and shot warfare is quite unlike any other
fighting. Please read the following instructions carefully and see the
Captain's Broadsheet for details.

GIVING ORDERS
   In a land battle, your party is divided into two or three groups. You
can give orders to each group separately, or give the order
simultaneously to everyone.

Select Group Key
   This shifts your control from one group to another. The
currently-selected group is highlighted on the map, and their strength,
weaponry and morale appear on the right side of the screen.

Move Group
   This control moves the group according to your instructions. All your
other groups remain stationary while this group is moving.

Move All Groups
   This moves all of your groups. This is the only way to move your
force as a whole.

Pause
   This pauses the battle.

COMBAT
   Your men fight automatically when in range of your opponents. Your
men fight in two ways: they fire muskets a short distance and they melee
with the enemy in hand-to-hand combat. In melee combat everyone
participates, not just those armed with muskets.

Musket Fire
   This occurs only when your men are stationary. Each group selects the
nearest enemy within range, then fires. If no enemy is in range, that
group doesn't fire. Remember: your men cannot fire while moving, so be
careful about giving movement orders.

Melee Combat
   This occurs whenever your men move into direct contact with an enemy
group, or vice versa. You may continue moving while melee combat rages.

Visibility and Cover
   Men in woods and within a town are invisible to the opposition.
You'll notice that enemy units disappear in such situations: when you
are in woods or a town, the enemy loses sight of you as well. The
on-screen report about an enemy group (see above) refers to the nearest
visible enemy group.
   Use this to your advantage by hiding a group along the edge of a wood
or town, then use another group to lure the enemy into range of the
first group.

TERRAIN TYPES
   There are a number of terrain types to be found in and around the
cities of the Spanish Main:

Open Terrain: This terrain has no effect upon the battle; i.e., it
doesn't hinder movement, make an occupant invisible or provide cover.

Woods and Towns: These terrain types slow movement. In addition, men
within woods or town are invisible until an enemy gets close. Woods and
towns provide "cover" to defending forces; that is, the men take fewer
casualties and cannot be fired at from long range.

Swamps: Swamps greatly slow movement. In addition, men in a swamp are
invisible and in cover (see above).

Hills: These slow movement. In melee, men on a hill inflicts extra
casualties if their opponents are not on a hill. Hills don't block
visibility or provide cover.

Water: Your men can wade through the shallow coastal waters off-shore.
(Enemy forces have boats available; see below.) Water greatly slows
movement. Men in water take more casualties in battle.

FORCE TYPES

Infantry: Most of the fighters in land combat are infantry. Some
infantrymen are armed with muskets, others with pike and swords.
   When in battle with enemy infantry, take note of how many muskets
each side has. If you have more muskets, you'll want to stay at a
distance from the enemy and trade musket-shots. If they have more
muskets, you will want to close in for melee combat.

Cavalry: Although your party and most defenders are on foot, some larger
Spanish towns field cavalry forces. Cavalry moves fast and is excellent
in melee on open ground. Cavalry, however, lacks long-range muskets and
is hindered greatly in woods.

Boats: Enemy forces have small coastal boats available, allowing them to
move quickly over water. Your men, however, must wade through the
shallows.

MORALE
   Each group has a separate morale level. Morale ranges from strong
(the best) through firm, angry, shaken, and finally panic (the worst).
When a group panics they run away from the enemy, regardless of orders.
   Significant casualties will demoralize a group, while a respite from
battle restores morale. Troops out of battle recover their morale faster
than troops under enemy fire or melee attack.

THE FINAL ASSAULT
   Your goal is to move your men onto the enemy fort. When you do this
the open field fighting ceases and a swordfight on the ramparts decides
whether the enemy surrenders the city, or your attack fails (see
"Fencing and Swordplay").

VICTORY
   You receive the same benefits for capturing a city through a land
battle as assaulting it by ship. That is, you capture some or most of
its gold, depending upon the time it took you to complete the assault;
you can take its goods and cargo; and you may get a chance to make it
change its political allegiance. (See "Attacking a Town from the Sea"
for details.)

RETREAT AND DEFEAT
   You can retreat from the battle by moving off the edge of the map
with all of your groups. This ends the attack.
   If all of your groups are destroyed, you are captured and
unceremoniously thrown into jail, there to await your fait.

ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
³                         PIKE AND SHOT WARFARE                            ³
³                                                                          ³
³ Land warfare in the 16th and 17th Century saw the supremacy of infantry  ³
³ restored after the long reign of the mounted knight. In Europe, the      ³
³ Spanish Tercio was the great military system, as formidable in its day   ³
³ as the Roman legion. The Tercio was a solid block of pikemen, 16 or more ³
³ ranks deep. It developed an awesome power charging forward, as well as a ³
³ nearly invincible bristling defense against cavalry.                     ³
³    Men with firearms (arquebuses and the heavier muskets) formed loose   ³
³ groups at the corners, giving support fire and softening the enemy for   ³
³ the pikemen's punch. Bayonets did not exist and firearms took over two   ³
³ minutes to reload. Therefore when close action threatened, the           ³
³ musketeers retired behind the pikemen.                                   ³
³    Spanish Tercios were built from well-drilled, professional soldiers,  ³
³ ready to instantly perform the complex drill evolutions that maneuvered  ³
³ the cumbersome blocks of pike and their supporting musketeers. This      ³
³ military system was widely copied in Europe throughout the 16th and 17th ³
³ Centuries. As firearms improved, the proportions of musketeers gradually ³
³ increased.                                                               ³
³    In the West Indies the slightly faster-firing flintlock musket was    ³
³ popular among privateers and buccaneers decades before regular troops    ³
³ were issued the weapon. The buccaneers had uncommon accuracy and skill   ³
³ with their weapons, mostly because they relied on them for hunting       ³
³ ashore.                                                                  ³
³    Buccaneer firepower was among the most accurate on earth at the       ³
³ time. Furthermore, a risk-all, gain-all attitude made buccaneers         ³
³ ferocious opponents in melee. No wonder many Spaniards ran from the      ³
³ crack-shooting, cutlass-wielding berserkers of Tortuga and Port Royale.  ³
³    The great weakness of the buccaneers was cavalry. Their firepower was ³
³ insufficient to stop an organized, disciplined cavalry attack. However,  ³
³ Spanish cavalry was neither organized nor disciplined. Composed mostly   ³
³ of local notables more interested in preserving their wealth than in     ³
³ killing pirates. New World cavalry was better known for their failures   ³
³ than their successes. Even in the defense of Panama, when the Spanish    ³
³ had 100 to 200 horsemen, the mounted arm was timid and indecisive, with  ³
³ many desertions before and during the battle.                            ³
³                                                                          ³
³ Drake's Assault on Cartagena, 1586                                       ³
³    One late winter afternoon, Francis Drake in his 30-gun galleon        ³
³ flagship Elizabeth Bonvaventure led a fleet of ships to Cartagena, fresh ³
³ from the plundering of Santo Domingo. His ships anchored in the          ³
³ roadstead, outside of the range of the forts. That night, while the      ³
³ Spanish prepared for a naval attack into the harbor, Drake disembarked   ³
³ over 1000 men onto the harbor's large outer peninsula and marched over   ³
³ the sandspit connecting this to the city proper. There his men cut       ³
³ through a fence of poisoned barbs, waded out to sea to avoid the gunfire ³
³ from Spanish ships anchored in the harbor, and finally charged the 750   ³
³ defending Spaniards. The hand-to-hand fighting swirled back into the     ³
³ city, where the Spanish finally broke and surrendered (or ran).          ³
³ Victorious, Drake's men plundered it all. Eventually, the Spanish        ³
³ governor raised 110,000 ducats (a vast fortune) as ransom for Drake's    ³
³ departure. Drake agreed, as he and his supporters preferred money to     ³
³ ownership of a plundered city.                                           ³
³                                                                          ³
³ The Defense of Panama, 1671                                              ³
³    When Don Juan Perez of Guzman, President of Panama, organized the     ³
³ city's defense against Henry Morgan's buccaneers, his "army" consisted   ³
³ of two companies of Spanish regular infantry (each about 100 men), plus  ³
³ militia companies of Spaniards, mulattos, free blacks, mestizos, and     ³
³ zambos (various Spanish-African-Indian racial mixtures) which may have   ³
³ totaled 800 or more. The pure-blooded Spanish militia was largely        ³
³ mounted, carrying pistols and swords, theoretically capable of a         ³
³ battle-winning charge over the open ground north of the city. The        ³
³ remainder served as infantry, many with no weapon better than a crude    ³
³ pike. None of these had sufficient military drill to move in the dense,  ³
³ formidable blocks of pikemen that won battles in Europe. Indeed, few had ³
³ sufficient discipline to withstand more than one or two volleys of       ³
³ musket fire. Curiously, in battle the native Spaniards were the first to ³
³ flee (many before the battle even started!) while the free Blacks were   ³
³ among the most stalwart defenders of the city.                           ³
ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ


                                THE VOYAGE

A MERRY CREW OF DEMOCRATS
   Buccaneers and pirates are unique; they are a democratic group,
governed by voting, in an age of absolute kings and imperious
aristocrats. Among pirates, spoils are divided fairly and equally. The
Captain gets extra shares, but only because he takes larger risks. His
crew is said to sail "on account" when they are paid by shares of the
loot, instead of by wages.

"ON ACCOUNT"
   At the end of a voyage, or serious of voyages, the party's profits
are split. Each man gets his fair share. Until the division of plunder,
the Quartermaster keeps an "account" for each man, from which is
deducted expenses for clothing and food, penalties for crimes and
misdemeanors, gambling losses, etc. The term "sailing on account" refers
to this complex process of bookkeeping. This approach is also sometimes
known as "No Purchase, No Pay!"
   As Captain, remember to distinguish between the entire party's wealth
(displayed in the "Party Status" screen) and your personal wealth (in
the "Personal Status" screen). Certainly your crew knows the difference!
During the course of a voyage, the party's wealth is the combined profit
of the voyage. It is the property of all, and strongly affects crew
morale (see below). At the end of the voyage, when you divide up the
loot, each man gets his fair share. Only then do you get your share.

DIVIDING THE PLUNDER
   When the cruise ends and you divide the plunder at the Bank, don't be
surprised when the men disperse to enjoy their wealth. Also remember
that everything is split evenly, including the ships, cannon and cargo.
As Captain, you retain only your flagship. Therefore, it's advisable to
sell everything except your flagship before dividing the plunder.
   A fixed percentage of the party's gains goes to the officers. Each
officer's share is worth a bit over 2%. Therefore an Apprentice Captain
with two shares gets 5%, a journeyman with four 10%, and Adventurer with
six 15%, and a Swashbuckler with eight 20%. (Note that the size of your
crew has no effect upon your share. This is to discourage Captains from
leading their crews into massacres right before dividing the loot!)
   A flat 10% of the booty is returned to the patrons and sponsors of
the voyage as their profit. Generally, the financiers then make this
money available to you as starting capital for your next voyage.
   The crews gets equal share of everything remaining. The size of each
crewman's share affects your reputation. If the shares are large, your
prestige is enhanced. If the shares are small, your reputation suffers,
making it harder for you to recruit new crewmen.

EACH VOYAGE A NEW START
   Each voyage means a new start for the Captain and crew. You begin
with one ship, recently cleaned and outfitted, some initial funds from
your backers (about 10% of the last voyage's profit), and a core of
loyal crewmen.

RECRUITING CREWMEN
   You recruit crewmen in taverns, and sometimes from captured ships. If
you sneak into town you cannot recruit (recruiting is a very public
activity). Recruiting from captured ships is easiest if the captured
ship is a pirate, or a ship with a large crew.

CREW MORALE
   You can determine your crew's morale in the "Crew Status" area of
your "Logbook". The attitude of the crew varies from happy (the best) to
pleased, unhappy and angry (the worst). The more money the party has,
the happier they are. The crew attaches little importance to captured
ships, goods, treasure maps and other items -- until they are turned
into bright, shiny gold!
   The crew is also impatient. As the months pass, they want to disband
and spend their loot, or (if you don't have much loot) they start
thinking about joining another Captain. The only way to keep them happy
is to keep collecting more and more gold. It's difficult to keep a crew
pleased for more than a year, and almost impossible to keep them pleased
for two years or longer.
   When the crew is unhappy or angry, they will start deserting whenever
you visit port. If they are angry too long, they mutiny. This means you
must fight to remain Captain.
   It is easier to keep a small crew happy than a large crew. This is
because with a small crew, each man's share of the loot is larger,
making him a happier fellow! Also note that converting plundered cargo
to gold helps keep morale high, especially if you sell at a town with
high prices. Selling excess ships and cannon for good, hard gold to a
shipwright is similarly useful.

ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
³                        A CAPTAIN'S QUALIFICATIONS                        ³
³                                                                          ³
³ Among buccaneers the Captain was elected by the crew, not appointed by   ³
³ government or owners (as is common on military or commercial vessels).   ³
³ He was the man the crew agreed was best for the job. If the crew decided ³
³ the Captain was inept, they replaced him with another of their number.   ³
³ Often the new candidate dueled the old for the Captaincy.                ³
³    In the crew's mind, the Captain's most important skill was leading    ³
³ them in battle. For this they wanted bravery and ferocity more than they ³
³ wanted tactical genius. However, the best Captains, such as Henry        ³
³ Morgan, had both.                                                        ³
³    Outside of battle, when dealing with governors and other officials,   ³
³ the Captain acted as the "front man" to represent the group. Although    ³
³ pirates professed disdain for the privilege and status of the            ³
³ aristocracy, often their Captains were former military men, merchants or ³
³ aristocrats with a "lordly manner."                                      ³
³    Finally, a Captain needed a good reputation, with numerous past       ³
³ successes to his credit. It was his name that brought new recruits       ³
³ aboard. This experience was doubly valuable since most of the really     ³
³ good plans for profitable expeditions were conceived by veteran          ³
³ Captains.                                                                ³
ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ


                              GAINS AND GOALS

AN AGE OF NEW BEGINNINGS
   This is an era or privilege. A man of high rank or title lives under
different laws than commoners. More importantly, this is an age of
social mobility. Old families with the wrong religious beliefs,
incorrect political views or insufficient wealth disappear from the
national scene. Even the royal houses change frequently, England's royal
family was the House of Tudor to 1603, the House of Stuart to 1649, the
Cromwellian Commonwealth to 1660, the House of Stuart again to 1688, and
then the House of Orange!
   Onto this stage of turmoil and change, a single man of energy and
boldness can grasp power and prestige for generations to come. A common
seafarer from an undistinguished family, such as Francis Drake, could
gain titles of nobility, rank, honors, and immense prestige.

WHAT TO SEEK?
   Planning for a happy retirement means seeking as much of everything
as possible. Personal wealth is always valuable. However, high rank or
(better yet) a patent of nobility is extremely valuable. Land is also
useful -- among the nobility, for example, the land he owns is
considered the measure of a man. As a rule, the more you accomplish at a
rank, the more land you receive when you are promoted to the next higher
rank. In addition to your reputation, your family (including a wife, if
any) and your health all contribute to your future happiness.

WHEN TO RETIRE?
   Roving the seas is an enjoyable and exciting life, but a wise man
keeps an eye toward retirement. Eventually wounds from battle and the
taxing demands of sea voyages affect your health. If your health is
poor, helpful friends will advise retirement. Heed their advice -- if
you ignore them, life becomes more and more difficult, until one day you
are unable to recruit a new crew for another voyage.
   In general, your career is limited to five to ten years of active
endeavor. However, waiting until you are at Death's Door is not a good
way to start a happy retirement!

ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
³                                Henry Morgan                              ³
³                                                                          ³
³    Morgan was a Welsh adventurer. Although his origins are uncertain, he ³
³ probably came to the Antilles in 1655 as part of the invasion force that ³
³ captured Jamaica. He advanced both as a militia officer (on land) and a  ³
³ privateering leader (at sea). In 1667 he was commissioned as Admiral of  ³
³ Privateers by the English governor at Port Royale. In the next few years ³
³ he plundered numerous ships and cities, including Puerto Bello. Then, in ³
³ 1671, he took Panama, the richest city in the New World.                 ³
³    Patrons who benefitted financially from his Panama expedition         ³
³ included Sir Thomas Modyford, Governor of Jamaica, George Monck, Duke of ³
³ Albermarle, Modyford's aging but influential patron at Court, and James  ³
³ Stewart II, King of England since his restoration in 1660. Despite the   ³
³ Treaty of Madrid in 1670, where England pledged to stop attacks on       ³
³ Spain, none of these notables refused their share of the expedition's    ³
³ spoils.                                                                  ³
³    Morgan was officially "arrested," probably to mollify the Spanish     ³
³ ambassador, but not confined. He traveled in aristocratic circles, was   ³
³ toasted everywhere, and consulted on West Indian policy by the King's    ³
³ advisors. In 1674 King Charles II knighted him Sir Henry Morgan. He was  ³
³ appointed Lieutenant Governor of Jamaica, where he lived a pleasant life ³
³ amid his large plantations.                                              ³
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                         TREASURES OF THE CARIBBEAN

In addition to the plunder gained through the capture of ships and
towns, the Caribbean is bursting with special treasures for a worthy
Captain to get his sights upon.

PIRATES' BOOTY
   Pirates have been plundering the Caribbean virtually ever since the
first Spanish galleon was loaded with Indian silver. Much of this
treasure has since been spent, but much also still remains hidden, its
owners long dead, with only fragments of maps showing where it might
tie.
   When you visit a tavern, you might be given the opportunity to
purchase such a map. Though many arduous days of searching may be
required before you discover the treasure's location, there may indeed
be great wealth awaiting you!
   If you can't find the treasure with the small piece of map in your
possession, don't despair; some other suspicious character in another
tavern may hold the missing piece.

THE TREASURE FLEET
   From the 1530s onward, Spanish ships suffered from privateers and
outright piracy, not only in the West Indies, but in the Atlantic.
Spain's solution, adopted informally in the 1540s and made law in the
'60s, was to "convoy" ships together in one powerful fleet.
   Each year, the filet ("flota") sails from Seville in Spain, carrying
passengers, troops and European goods to the Spanish colonies of the New
World. However, its principal purpose is returning silver from the mines
in New Spain (Mexico) and Potosi (Peru) to the Spanish government in
Europe.
   This vast wealth makes the returning fleet a tempting target.
Privateer and pirate ships frequently follow the flota, hoping to pick
off stragglers. This is a dangerous business, since a well-handled war
galleon can turn the tables and capture a pirate!
   You can find the current location of the Treasure Fleet through
informers in a governor's Court. Also, important enemy Captains will
occasionally agree to tell you where to find the Fleet in return for
their freedom. If you capture a city where the Fleet is anchored, you
stand to gain hundreds of thousands in silver and gold.

THE SILVER TRAIN
   To move the silver and gold from the mines of Peru and South America,
the Spanish loaded the treasure aboard hundreds of mules, then moved
them en masse to the coastal cities, there to await the arrival of the
treasure fleet. These mule "trains" carried hundreds of thousands of
pounds of pure gold and silver.
   Your informants in Court may be able to tell you of the Train's
present location. If you capture a city with the Silver Train in it,
you'll be a very rich pirate indeed...

INDIAN TREASURES
   During their early conquests of the Central and South American
natives, the Spanish plundered literally thousands of tons of gold and
silver from the Indian cities. Most of this treasure has made its way to
Spain, but some was "diverted" and remains hidden in the Caribbean.
   If you can find such treasure, your wealth will be sung of in
wharfside taverns across the oceans. Perhaps one of your missing
relatives has a clue to the treasure's location...


                      A GAZETTEER OF SHIPS CIRCA 1690

Among the myriad types, sizes and rigs of ships sailing the Caribbean,
nine basic approaches to shipbuilding can be discerned. Although each
ship was individually designed and built, shipwrights learned by copying
one another, producing ships of remarkable similarity. These general
types are summarized below. However, expect to meet the exception more
often than the rule!

                                DEFINITIONS

CARGO SPACE
   This refers to available cargo space, after deduction for food,
water, crewmen, and other common materials and stores. This should not
be confused with tonnage; that describes the entire weight-carrying
capacity of the ship when completely unloaded.

SPEED
   Speeds are given in leagues (about 2.5 miles) traveled during a watch
(about four hours). The first value is best speed in light wind, the
second is best speed in strong wind.

BEST POINT OF SAILING
   This refers to the wind direction in which the ship makes its best
speed. Each type of ship has a different point of sailing.


SPANISH GALLEON

7-15 leagues - Best speed
Broad reach - Best point of sailing
36 guns - Max number of heavy cannon
20-24 guns - Typical number of heavy cannon
288 men - Maximum personnel
275 - Typical crew and passengers
160 tons - Cargo space

Galleons are the largest sailing vessels on the Spanish Main. Originally
they were created because one large ship was cheaper to build than two
smaller ones. However, large ships were much less maneuverable, which
increased the chance of shipwreck, not to mention hindering them in
battle. Galleons are slow to turn, and are especially poor sailors
close-hauled. Tacking into the wind is very difficult with this type of
ship. Still, enormous capacity and powerful armament makes the galleon a
formidable opponent in battle.


SPANISH WAR GALLEON

7-15 leagues - Best speed
Broad reach or running reach - Best point of sailing
32 guns - Max number of heavy cannon
28-32 guns - Typical number of heavy cannon
256 men - Maximum personnel
250 men - Typical crew and passengers
140 tons - Cargo space

War Galleons are similar to mercantile types. They have less cargo
capacity, but more guns and soldiers. The most important difference is
that war galleons are crewed by soldiers and commanded by noble
officers, making them brave and formidable opponents in battle. Due to
their better crew, war galleons are slightly faster than merchant
galleons on a running broad reach, but otherwise just as ponderous and
unmaneuverable as their more peaceful cousins.
   Only the most powerful warships can expect to engage a war galleon
and succeed. The preferred Spanish tactic with these ships was to run
alongside an opponent, fire one broadside at point-blank range, then
board for hand-to-hand combat. This made best use of their large crew of
trained soldiers.

FAST GALLEON

9-12 leagues - Best speed
Broad reach or running reach - Best point of sailing
28 guns - Max number of heavy cannon
24 guns - Typical number of heavy cannon
224 men - Maximum personnel
215 men - Typical crew and passengers
120 tons - Cargo space

The northern European powers refined the basic Galleon design, revising
the sail plan for more flexibility, then reducing the upper works and
hull shape for better seakeeping. The resulting ship was smaller than a
Spanish galleon, but faster in light winds and considerably more
maneuverable. However, it suffers the universal disadvantage of all
galleons -- poor speed when close-hauled. Still, its superior
maneuverability and seakeeping showed when the English fast galleons and
smaller craft defeated a Spanish fleet of conventional galleons in 1588.

FRIGATE

9-12 leagues - Best speed
Broad reach or running reach - Best point of sailing
28 guns - Max number of heavy cannon
26-28 guns - Typical number of heavy cannon
224 men - Maximum personnel
190 men - Typical crew and passengers
120 tons - Cargo space

Square-rigged frigates are fast sailors, fairly handy to maneuver, and
faster than most square-rigged ships when close-hauled. A frigate is
extraordinarily useful for patrols and independent cruises. Almost all
frigates are built or the Crown as naval warships. With their
well-drilled and professional crews, frigates are dangerous opponents at
any time. Most pirates and buccaneers disappear over the horizon
whenever a frigate appears.

MERCHANTMAN

9-12 leagues - Best speed
Broad reach - Best point of sailing
24 guns - Max number of heavy cannon
198 men - Maximum personnel
20-45 men - Typical crew and passengers
100 tons - Cargo space

Square-rigged merchantmen are a trader's dream. They have large cargo
capacity, space for numerous guns for use in dangerous waters, and
plenty of room for crew and passengers. Furthermore, they can be sailed
with a small crew to save money.
   Most merchantmen are peaceful traders, disinclined to fight. They
tend to have large cargos and sometimes a bit of wealth. Privateers and
pirates always look forward to capturing a "juicy" merchantmen. However,
some merchantmen have been converted to pirate ships, with stronger
armament and a ferocious crew of cutthroats. These ships are extremely
dangerous.

CARGO FLUYTE

9-12 leagues - Best speed
Running reach - Best point of sailing
20 guns - Max number of heavy cannon
4-12 guns - Typical number of heavy cannon
160 men - Maximum personnel
12-24 men - Typical crew and passengers
80 tons - Cargo space

Fluytes were invented by the Dutch around 1600, then, widely copied
throughout northern Europe. Eventually smaller and much more economical
merchantmen, they can be sailed with a tiny crew (12 to 15 men is not
uncommon). A fluyte has large cargo space, but a draft so shallow it can
enter rivers, coves and small harbors unsuitable to larger craft. Its
sailing qualities are similar to a merchantmen's, although the best
point of sailing is slightly different.
   The smallest of the square-rigged ships, fluytes make poor warships.
Almost always they are manned by peaceful traders who surrender after a
broadside or two. They are unpopular as pirate ships.

BARQUE

9-12 leagues - Best speed
Broad beam reach - Best point of sailing
16 guns - Max number of heavy cannon
4-6 guns - Typical number of heavy cannon
128 men - Maximum personnel
12-26 men - Typical crew and passengers
60 tons - Cargo space

The largest and fore-and-aft rigged ships, barques are a traditional
design similar to many Mediterranean merchant and war craft. Many
barques are built in the Caribbean, rather than in Europe. Barques are
good sailors for quiet seas, but all too easily come to grief in a
rough ocean crossing. This means that few barques return from the
Caribbean to Europe, as the North Atlantic west-to-east route is often
stormy.
   Barques are the slowest close-hauled sailors, among fore-and-aft
rigs, and the least maneuverable. However, the advantages of the rig are
so great that barques still surpass all square-rigged ships in both
departments. Furthermore, barques carry oars, allowing them to row
straight into the eye of the wind. With both large size and handling, a
pirate barque can be a formidable adversary.

SLOOP

9-10 leagues - Best speed
Broad reach or broad beam reach - Best point of sailing
12 guns - Max number of heavy cannon
4-6 guns - Typical number of heavy cannon
96 men - Maximum personnel
8-12 men - Typical crew and passengers
40 tons - Cargo space

Another Dutch design that gradually appeared during the 1630s and 1640s,
the sloop (or jacht, or schooner) became very popular in the Caribbean.
It is extremely fast and exceptionally maneuverable -- better than any
other ship in light winds. Close-hauled it sails very fast, and under
oars it can move directly into the wind.
   Most importantly, sloops have a shallow draft, allowing them to sail
over many shoals. The main weakness of a sloop is that in strong winds
it is considerably slower than a square-rigged ship. Then its only
advantage is maneuverability and superior speed close-hauled or into the
wind.
   Despite its modest size and cargo capacity, a sloop's maneuverability
is so great that many buccaneers prefer it to larger, more powerful
craft. Indeed, in the 1680s and after, the English Royal Navy built a
number of sloops for its own use as pirate-chasers.

PINNACE

9-10 leagues - Best speed
Broad beam reach or a beam reach - Best point of sailing
8 guns - Max number of heavy cannon
2-4 guns - Typical number of heavy cannon
64 men - Maximum personnel
8-12 men - Typical crew and passengers
20 tons - Cargo space

Until the advent of the sloop, pinnaces were the primary small craft of
the Caribbean. Like the sloop, a pinnace is very fast, very
maneuverable, and with a draft that permits sailing in shoal waters.
Sailing upwind (close-hauled) it is even faster than a sloop, and much
faster when rowing into the wind.
   However, a pinnace is also much smaller than a sloop, with minuscule
capacity for cargo and guns. Still, many a pirate raid was conducted in
tiny pinnaces crammed with fighting men. Drake himself abandoned his
merchantmen in favor of pinnaces when raiding the Spanish Main.


                             FAMOUS EXPEDITIONS

            JOHN HAWKINS AND THE BATTLE OF SAN JUAN DE ULUA (1569)

Your Forces
   One slow galleon: Jesus of Lubeck
   One merchantman: Minion
   Four pinnaces: William and John, Swallow, Angel, Judith
   308 men

Political Situation
   Spain is at war with France and England.

Your Prospects
   You have a formidable squadron, but the flagship is a cumbersome,
unmaneuverable galleon of the Spanish type. As you approach the Spanish
Main, your big decision must be: peaceful trade, or warlike raids?
   Peaceful trade means you can use the smaller Spanish ports to
reprovision and perhaps even recruit additional crew. However, it also
means that the rich, larger ports are closed to you. Unfortunately, the
profits from peaceful trade are modest, especially so given your large
crew and the slowness of your flagship.
   Warlike raids offer a better prospect for immediate gain, but your
fleet isn't strong enough to attack the truly great cities such as
Santiago, Santo Domingo, or Panama. For repairs you can use the
privateer anchorages at the tip of Florida and in the Bahamas. These
places have few provisions, but captured Spanish ships could provide
those. Your biggest problem will be selling captured goods and replacing
crewmen lost in battle.

Historical Chronicle
   Inheritor at age 21 of an English shipping firm, John Hawkins voyaged
twice to the West Indies (in 1562 and 1564), selling European goods and
African slaves to smaller Spanish towns. In 1567 he organized his third
and largest expedition (this one) around the galleon Jesus of Lubeck.
   On the Main, Hawkins found the Spanish increasingly unwilling to
trade with him. The Spanish home government was aware of Hawkins'
voyage, and was putting pressure on the colonials to obey the letter of
the law. Hawkins resorted to forcing open the markesplace at gunpoint in
a few ports, and was chased out of others by gunfire from forts.
   Disappointed by the Main, Hawkins set sail for Havana, but a storm
blew his sharps far into the Gulf of Campeche. The only harbor where he
could repair his ships was San Juan de Ulua, the island anchorage for
Vera Cruz. Unfortunately for Hawkins, the day he arrived the Spanish
Treasure Fleet appeared, armed to the teeth with war galleons and
troops.
   After a few days of organizing, the Spanish attacked Hawkins in the
harbor, destroying most of his ships and scattering the rest. These sad
remnants, without food or water, struggled home to England. Hawkins
returned on the Minion with only fifteen men left in his crew.
   After this voyage Hawkins became a staunch enemy of Spain, serving
England as treasurer and comptroller of the Navy, an admiral on the
Victory against the Spanish Armada, leader of raids against Spanish
South America, and finally as Member of Parliament. He died in 1595 at
age 63.


                 FRANCIS DRAKE AND THE SILVER TRAIN AMBUSH

Your Forces
   One merchantman: Pasha
   One pinnace: Swan
   73 men

Political Situation
   Spain is at war with England

Your Prospects
   Only a man with foolhardy bravery would dare attack the Spanish Main
at the peak of its might and power with a paltry 73 men on board with
two ships. Making any profit from this venture will be most difficult. A
cautious man would adopt a trading strategy, calling at smaller Spanish
ports and building both his wealth and his crew before beginning to raid
and plunder. Only someone as bold as Drake himself would immediately
begin raiding and plundering, trusting to luck and good fortune.
   This is an extremely difficult expedition for a fighter. You must
rely on your strength and charismatic leadership to overwhelm enemies in
hand-to-hand combat before they wipe out your tiny forces. Exploit and
maintain the high morale of you small band. Don't get into pitched
battles. Instead, always seek to meet the enemy leaders sword to sword
and defeat them quickly. Needless to say, skill in fencing is advised.

Historical Chronicle
   Drake arrived on the Main in June, 1572 with two small ships. Within
five days he raided Nombre de Dios, carrying off a huge pile of silver
from the governor's house before a musket ball wound overcame him. Next
he captured a ship off Cartagena (the city itself was too strong to
attack).
   By September he was back in the Gulf of Darien, taking Spanish ships
to replenish his provision and trying to ambush the Silver Train between
Panama and Nombre de Dios. But that winter he failed: the Spanish were
alert to his threat. Drake returned to his distant and secret base at
the Isle of the Pines (at the southwest end of Cuba) and reorganized. He
gathered up reinforcements from friendly French privateers and Cimaroon
rebels (Cimaroons were African slaves who escaped the Spanish.)
   In March, 1573 he returned to Darien and finally ambushed the Silver
Train at Nombre de Dios, taking a fortune in gold. He had to leave
behind another fortune in silver because it was too heavy to carry!
Drake sailed swiftly for England and arrived at Plymouth on Sunday,
August 9, 1573. A mere thirty Englishmen returned with him, but each
survivor was rich for life.
   In 1577-80, Drake raided the Pacific coast of Spain's American
empire, then returned via Asia, circumnavigating the globe. With Hawkins
he was an admiral of the fleet that defeated the Spanish Armada in 1588.
He died of disease in 1596 (at the age of 56) after an attack on San
Juan, where some Spanish treasure galleons had sought shelter.


                   PIET HEYN AND THE TREASURE FLEET (1628)

Your Forces
   Four fast galleons: Vergulde Valk, Hollandia, Dolfijn, Haarlem
   Two sloops: Tijger, Postpaard
   700 men

Political Situation
   Holland is at war with Spain and allied with England. France and
England are also at war with Spain.

Your Prospects
   You command a powerful if cumbersome squadron, vanguard of a great
Dutch privateering fleet. The Spanish Treasure Fleet is an excellent
goal. However, it's late in the season. You must start hunting
immediately off Havana or in the Florida Channel. You'll undoubtedly
find a variety of smaller ships, but if you're lucky and persistent, you
may find the treasure galleons.
   If you miss the Treasure Fleet, don't be shy about raiding a Spanish
port or two. Your forces are not especially maneuverable, but they are
quite powerful. This is a situation where a good plan, patient
execution,a nd more than a little luck are the keys to success.

Historical Chronicle
   Piet Heyn was already a famous Captain when he sailed under Admiral
Willekens and led the 1623 attack that captured the Spanish colony of
Sao Salvador (Bahia) on the Brazilian coast. Although the conquest only
lasted one year, the Dutch gained invaluable expertise in producing fine
sugar from sugar cane, knowledge they spread around the Caribbean in the
succeeding decade. By 1626 Sao Salvador was producing for Spain again,
so Heyn raided it once more!
   In 1628 Heyn sailed for the West Indies with a powerful warfleet of
nine large warships and five jachts (sloops). He cruised along the Main,
then swung up to the north coast of Cuba. Off Havana he finally sighted
the Spanish Treasure Fleet of forty to fifty sail. He quickly captured
nine small stragglers, while the rest escaped in all directions, two
running aground in the process.
   Four royal treasure galleons fled into Matanzas Bay on the Cuban
coast. Heyn pursued them, ran his ships onto the shoals alongside the
Spanish, traded broadsides and boarded. The battered and demoralized
Spanish, either surrendered or fled ashore, leaving 46 tons of silver in
Dutch hands. This loss ruined the Spanish economy and gave the Dutch
government much-needed funds at a critical point in the Thirty Years
War.
   There was great rejoicing in Amsterdam when a fast jacht sailed into
port carrying the news of Heyn's fabulous victory.


                 L'OLLONAIS AND THE SACK OF MARACAIBO (1666)

Your Forces
   One sloop
   Five Pinnaces
   400 men

Political Situation
   France is at war with England and Spain, and allied to Holland. In
addition, England and Holland are at war.

Your Prospects
   Your force is strong in men but weak in naval power. Therefore, like
L'Ollonais, your best prospects are in attacks on ports rather than
battles at sea. All but the strongest Spanish cities are within your
grasp.
   Be aware of the fragile morale of your men. These Tortuga buccaneers
are impatient for riches. They will not tolerate long, fruitless
cruises. But still, a target must be selected with car. One
disappointment and mutiny is not far off.
   This expedition is challenging but not extraordinarily difficult. You
must exercise good judgement at the start, and then execute the plan
quickly and confidently.

Historical Chronicle
   Arriving in the Indies as an indentured servant to a planter in
French Hispaniola, Jean-David Nau came from the Les Sables d'Ollone in
Brittany. When his indenture was up in 1660 he immediately went to
Tortuga; within a few years he was commanding his own buccaneer voyages.
Nicknamed L'Ollonais, "the man from d'Ollone," he was one of the most
ferocious and in human pirates who ever lived.
   In 1666 the terror and prestige of his name was enough to collect a
fleet of small boats, crowded with men, loaded for Maracaibo. He
surprised the forts and took the city by storm. Despite a bloody
plundering that lasted a fortnight, the town yielded only modest
amounts of gold and silver.
   His next stop was Gibraltar. The Spanish there mastered a powerful
militia, but after a difficult fight in marshy ground, L'Ollonais'
buccaneers prevailed again. The town was thoroughly sacked, its
inhabitants tortured and killed, its buildings left in ruins. Six months
after departing Panama, L'Ollonais arrived at Tortuga with enough
plunder to return to France a wealthy man. But he had expected riches
beyond imagination.
   So L'Ollonais mounted a new expedition to the coast of Nicaragua and
Honduras. Despite escalating barbarity and cruelty, he found so little
gold that his companion ships sailed away, leaving his tiny band forlorn
and hungry. L'Ollonais and his men went inland, raiding Indian villages
for food.
   The final bit of nastiness was his undoing, Jean-David Nau's
muttering and mutinous crew deserted him when vengeful Indians ambushed
the party. Grievously wounded by poison arrows, he was clubbed to death.


                  HENRY MORGAN, THE KING'S PIRATE (1671)

Your Forces
   One Frigate: Satisfaction
   Two Merchantmen: Lilly, Dolphin
   One Barque: Mayflower
   Two Sloops: Fortune, William
   One Pinnace: Prosperous
   600 men

Political Situation
   England and France are both at war with Spain.

Your Prospects
   You have a formidable force for either land or sea fighting. You
could seek additional recruits and food, or you can immediately venture
against almost any place in the Indies with good prospects of success.
Your greatest immediate difficulties are procuring enough food to keep
your men fed, and enough plunder to keep up morale. This is an
expedition that appears easy initially, but can quickly become rather
challenging.

Historical Chronicle
   Henry Morgan was a successful privateer and buccaneer leader. In
earlier voyages he sacked Puerto Principe, plundered Gran Granada on the
far side of Nicaragua, overwhelmed the fortifications of Puerto Bello,
and followed in L'Ollonais' footsteps at Maracaibo and Gibraltar,
although both places yielded little wealth and plenty of hot fighting
with aroused Spanish defenders.
   On August 24, 1670, Morgan sailed as Admiral of Privateers under the
auspices of Governor Modyford of Jamaica. He rendezvoused with French
buccaneers from Tortuga and western Hispaniola, swelling his forces to
2000 men or more, making him strong enough for any venture. His goal was
Panama, richest city of the Spanish overseas empire. Sailing upriver and
then marching overland, he arrived outside the city in January, 1671.
Here the governor of the province, Do Juan Perez de Guzman, had
collected his troops and militia.
   On the plains outside the city the two forces fought a pitched
battle. The Spanish lost. The city was taken, plundered, and ultimately
burned to the ground. However, the loot was disappointing. Many of the
richest Spaniards had fled with their families and wealth, rather than
staying around to defend it.
   The Sack of Panama was Morgan's crowning achievement. He wisely
retired while still ahead. Although Modyford lost his governorship and
was imprisoned after the affair, Morgan received a knighthood. He
retired on Jamaica an honored and wealthy man. He died of too much drink
in 1688, at age 53.


              BARON DE POINTIS AND THE LAST EXPEDITION (1697)

Your Forces
   Five Frigates
   One Sloop
   1200 men

Political Situation
   France is at war with England and Spain.

Your Prospects
   Your force is the most powerful ever on the Spanish Main. You are
free to select the target of your choice and strike. The real question
is, how much treasure can you carry off?
   This expedition is a pleasant romp, suitable for commanders who enjoy
the "sure thing." To obtain a suitable challenge at all, select the
"Swashbuckler" difficulty level. After all, in the real expedition both
de Pointis and du Casse were wounded in battle!

Historical Chronicle
   In March 1697 Baron de Pointis was in Saint Domingue (the French
colonies of Western Hispaniola) with thirteen warships of the royal
French navy under his command. Louis XIV's France, simultaneously at war
with England and Spain, was running short of men, ships and money. The
Baron's goal: Cartagena. His purpose: strike a crippling blow at Spain
and secure a large treasure to support the French war effort.
   Jean Baptiste du Casse, the French colonial governor since 1691, was
ordered to support de Pointis. He collected hundreds of local buccaneers
and privateers under the command of Jean Bernard Louis Desjeans, who had
sailed with the French privateering fleets of the 1680's.
   The French expedition arrived off Cartagena in April and began
reducing the Spanish defenses. Outlying forts were seized, often with
the buccaneers in the vanguard, while the fleet moved up behind in
support. Isolated and demoralized, the Spanish fleet fell back on the
city. The French deployed and opened fire with powerful 24-pounder and
36-pounder siege mortars, demolishing the city's fortifications.
   On May 6, 1697, governor Don Diego de los Rios y Quesada surrendered
Cartagena. Baron de Pointis carried off all the available wealth, paying
the buccaneers at the same rate as his own men (which was a pittance
compared to a privateer-style division of plunder). Worried about a
powerful English squadron known to be hunting him, de Pointis sailed for
home with a treasure worth 20 million Livres in his hold.
   The buccaneers, angry with their tiny share, returned to the still
prostrate city. There they sacked, pillaged, raped and tortured until
the residents coughed up another 5 million Livres worth of plunder.
Meanwhile, de Pointis was intercepted by Neville's English fleet south
of Jamaica, but the French outmaneuvered the English at night and
escaped.
   The sack of Cartagena in 1697 was the last great expedition involving
buccaneers. It wouldn't have occurred without de Pointis' powerful and
well-equipped invasion forces. Nations were now fielding regular army
and navy units in the Caribbean. The pirate's freedom of the seas was at
an end.


      ANOTHER AGE: PUTTING THE SPANISH MAIN IN ITS HISTORICAL CONTEXT

Around 1500, when Spain discovered the Caribbean basin, Europe was
emerging from the Middle Ages. Most people were peasants, farmers
scratching out a bare living from the soil, ruled by a small but
powerful class of aristocratic landlords. Some people lived in the towns
and cities founded in the Middle Ages, but townspeople remained a small
percentage of the population. Their trade and industry only made a
marginal impact on the lives of the vast majority. A rare few made their
living "on the road" as peddlers, beggars, sailors and thieves. To the
majority they were a source of tales, or warnings for children -- "Be
nice or Black Bart the highwayman will eat you for dinner!"
   The period from 1550 to 1650 is sometimes termed "the Iron Century"
because ordinary people's lives became so harsh. Europe's population had
been growing rapidly since the early 1400s. Around 1500 the number of
people began to exceed the amount of available farmland. Trade and
manufacture had developed sufficiently so some peasants with little or
no land could do part-time weaving (the source of much cloth in Europe)
or move to towns and cities to seek employment in businesses centered
there.
   These enterprises could absorb only some of the surplus population.
Some young men found employment in mercenary armies that served
competing causes in the growing Catholic-Protestant conflict.
Unfortunately this employment did more damage than good, for armies then
were not as polite as today. Soldiers lived off the land, ruining the
farms and livelihoods of the peasants. This destroyed the economic
substructure upon which all depended. The intense religious hatreds
added an extra measure of ferocity to the struggles, international or
civil, causing devastation and death wherever war occurred.
   As the 16th Century came to an end, overpopulation, war, and the
growing taxes brought unprecedented poverty to most areas of Europe.
Villages were torn between the lucky few who had enough land to support
their families, and the insecure majority whose survival depended on a
fortunate growing season and sufficient extra work. Swarms of paupers
huddled in slum quarters of towns, while beggars and brigands infested
the countryside. Vagabonds, the rootless poor, became an unmanageable
problem, straining Europe's charitable institutions and swamping its
courts.
   Brigands were beggars who stole instead of asking. They often fared
better as a result. They were just one group of many criminal elements
who found lawlessness an escape from grinding poverty. In towns they
practiced burglary and larceny; in the countryside they worked as
highwaymen and thieves; and at sea they operated as pirates. Thieves
worked alone or in small bands, brigands in moderate-sized bands, while
pirates operated in larger groups because they needed to crew a sizable
ship. Sometimes pirates even worked in fleets of several ships.
   The Mediterranean had long known pirates, some of whom went so far as
to organize mini-kingdoms on the Barbary coast of North Africa. The New
World opened new opportunities for pirates, all these men struggled to
survive in a harsh and unfeeling world by preying on others. They
redistributed wealth from those who had it but could not protect it, to
those who didn't have it but had the power to seize it.
   A brigand or pirate might begin his career in order to survive, but
he often continued it to prosper. In a society torn by religious hatred
and war, with governments still weak and uncertain, success bred success
and power respected power. A brigand band could join an army as a group
of mercenaries. A pirate might found it expedient to use pirates against
their enemies, while pirates found it profitable to ply their trade with
a royal seal of approval, a privateer's Letter of Marque.
   Perversely, a pirate might find himself fighting alongside a Count or
an Earl, championing the cause of a King whose goals and needs he knew
little and cared less. However, notable service could bring notable
rewards: wealth, land, legitimacy, and perhaps a title of nobility! A
man who began as a poverty-stricken nobody might rise to rub elbows with
the old aristocratic families who had led the realm for generations.
   The mounting cycles of war and poverty climaxed in 1618 with the
outbreak of the Thirty Years War. What began as a religious strife in
Germany became a constitutional struggle as the Habsburgs tried to
consolidate their hold on that land. Holland, Denmark, Sweden, and
ultimately France intervened to help the German Protestants frustrate
this plan. The international melee turned vast areas of Germany into
wasteland. Entrepreneurs stepped in where kings and emperors were weak.
They created huge mercenary armies that swamped across the countryside
like a plague of locust. This was the heyday of the mercenary and the
freebooter, as soldiers and captains sold their services to the highest
bidder and switched sides when the time seemed ripe.
   But even the greatest of the mercenaries was defeated in battle by a
well-organized army (that of King Gustavus Adolphus of Sweden),
recruited through national conscription and supported by national taxes.
The French also used a national army fashioned after the Swedish, and
the English Civil War, which raged separately on that tormented isle,
was won by Cromwell's "New Model Army" formed on the same principles. As
the 17th Century approached its midpoint, the age of the mercenary and
pirate was waning in Europe. Within a few decades this new national
power and organization would extend into the Caribbean, driving out the
buccaneers and pirates.
   The rise of national governments brought new taxes, oppressive new
central administrations, and government bureaucrats whose powers rivaled
that of the old nobility. A series of revolutions in Spain, Portugal,
Italy, and France, and near-revolutionary constitutional conflicts
elsewhere showed how the lower classes and local nobles resisted the new
order. But the powerful national governments emerged victorious. No
longer would the state tolerate independent agents using the techniques
of war. Armies were firmly under loyal control, disciplined and supplied
from depots. Navies were directed to put down piracy as well as to fight
with other countries. The France of Louis XIV, the Sun King, epitomized
this new order.
   Meanwhile, the colonies around the Caribbean were no longer serving
as silver mines for the Spanish Empire. Instead, the new English and
French colonies, the "Sugar Islands," formed the cornerstone of a
triangular trade network involving Europe and Africa. This was the most
important of many economic developments that helped France sustain its
growing population in the later part of the 17th and 18th Centuries.
Conditions were still hard for many, but prosperity grew as the economy
found new forms and new energies.
   This wealth was little endangered by pirates, for long before it
reached its peak the naval vessels and royal courts of the various
European kingdoms had all but eliminated piracy from the high seas. The
age of freebooter was gone. The age of the bureaucrat had begun.

                                -- Edward Bever, PhD (History)


                           THE HISTORICAL PERIODS
                       THE SILVER EMPIRE (1560-1600)

INTRODUCTION
   The Spanish Empire reaches its peak in this era, both in Europe and
in the New World. The empire is built on mountains of silver bullion
from New Spain (Mexico) and Peru. This bullion finances Spain's imperial
glory, but also encourages misguided economic policies that will soon
ruin the country. The secondary export from the Indies is hides of
uncured leather. Spanish colonial grandees prefer ranching large herds
to managing farms and plantations. Ranches are equivalent to the
property noblemen own in old Spain.
   Holland, a province of this far-flung empire, begins its revolt
against Spanish rule in the 1560's. England, ruled by Elizabeth
(1558-1603) develops an anti-Spanish policy as well. France had been and
will remain consistently anti-Spanish, surrounded as it is by Habsburg
territory (the Habsburg family controlled the Austrian and Spanish
thrones, whose territory included a considerable amount of Italy as
well).
   Spain in this era is the only European nation with large, populous
colonies in the New World. With the exception of one abortive venture at
St. Augustine, the other European powers have nothing more than
temporary anchorages and tent towns, casual bases for privateering and
smuggling that appear and disappear with the seasons.

CITIES AND TRADE

Spanish Colonies
   Cartagena, Panama, Santiago, and Santo Domingo are the great and
powerful cities of the Spanish Main. All except Panama have impressive
fortifications, and all have large military garrisons. Prices for
everything are high here; European goods are in especially high demand
but Spanish trade laws are firmly enforced. San Juan (on Puerto Rico) is
very nearly as large as the major cities.
   Havana is a growing port that during this era becomes one of the new,
great cities of the region. The increasingly frequent stops by the
Treasure Fleet boost Havana's economy. Vera Cruz and Nombre de Dios are
unhealthy cities that are only populous and wealthy when the annual
fleet is in. At that time vast wealth from Peru (to Panama) and New
Spain (to Vera Cruz) is being loaded onto the ships.
   Larger, politically important cities with a craving for European
goods include Campeche, Cumana and Maracaibo.
   The towns in economic difficulties, and therefore more likely to
trade with foreigners, include all ports on under-developed Jamaica and
Hispaniola (except the capital Santo Domingo), and the lesser ports of
the Main, such as Santa Marta, Gibraltar, Coro, Puerto Cabello and
Margarita, although the last is rich only from its declining pearl
fisheries. The inland capitals of Villa Hermosa and Gran Granada are
still economically weak. Both were in the front lines of Spanish
conquest just a few years previously.
   Trinidad is tiny, but already beginnings its unique role as a
transshipment point between Atlantic carriers and local Caribbean trade,
an activity illegal by Spanish law, but nonetheless profitable. Here
smugglers find a ready supply of cheap European trade goods, and a good
market for selling hides.

Other Colonies
   The only non-Spanish colony is the new French one at St. Augustine
(in Florida). A few additional French and English privateering bases
exist in the Florida Keys and Bahamas. These have an erratic population
and uncertain wealth. No agriculture exists, so food supplies are
uncertain.
   The only official colonial governor of either nation exists at St.
Augustine. Unless other colonies grow or change colors, be sure to
remain friendly with the French here. All non-Spanish promotions,
titles, and land must come from him.

PROSPECTS FOR SUCCESS
   A successful career in this period requires exceptional skill and
guile. All the major ports are Spanish controlled, forcing one to either
trade with them (as Hawkins tried), or to capture them by assault
(Drake's method). Trading eventually improves the economic status of the
towns, making them more likely to obey Spanish laws and shut you out!
Conquest is difficult, especially against well-populated cities, and
often is undone by a Spanish counterattack. Furthermore, once you
initiate warlike actions and the Spanish become hostile, you must wait
for a "Pirate Amnesty" before attempting a trade strategy once more.
   You must husband your crewmen carefully. Avoid dividing up the
plunder for as long as possible. Recruiting new crewmen can be extremely
difficult.

The English Seahawk
   With solid backing from your monarch, you have a powerful and flexible
force. This is fortunate, since you'll need to find quick profits to
enlarge your tiny coffers.

The French Corsair
   Your small, fore-and-aft rigged craft is no match for a well-armed
war galleon. If you encounter a powerful enemy, discretion is definitely
the better part of valor. Even if you survive the encounter, your crew
may be so depleted that recruiting replacements may take months.

The Spanish Renegade
   You start in a regrettably weak position, and must take risks at
almost every turn to improve your fortunes. This is not the life for the
faint-hearted!


                      MERCHANTS AND SMUGGLERS (1600-1620)

INTRODUCTION
   After the 1590's the Spanish Empire begins a slow slide into decay
and chaos, both militarily and economically. Misguided economic policies
combined with a short-sighted aristocracy, redoubled by a powerful and
restrictive church, will doom Spain for centuries to come.
   In the Americas, expensive fortifications and garrisons have
increased, but silver shipments and Spanish-owned merchant ships are
fewer. Most astoundingly, the empire in America is literally an empty
one. Diseases brought by Europeans to the New World have inflicted a
century of horrifying plagues. The Caribbean basin has been depopulated.
In New Spain (Mexico) the Indian population plunges from 25 million
in 1500 (before the conquest) to less than 2 million in 1600.
   Food supplies are short for lack of farmers, and mine output falls
for lack of workers. Spaniards in New Spain total no more than 100,000
by 1600. Worse, virtually no Spaniards are productive members of society
-- they expect to live a grandiose life, with slaves and Indian peons
serving them. The same pattern repeats throughout the Caribbean and
along the Spanish Main.
   Conversely, England and France are growing, vital nations. In this
era both have new kings who seek peaceful relations with Spain. Although
this reduces the opportunity for privateering and piracy, neither
monarch discourages colonization. America's reputation for riches,
pleasant climate, and emptiness all beckon. A miscellaneous assortment
of Frenchmen and Englishmen start new colonial ventures.
   The Netherlands, after decades of rebellion against Spain, are
virtually victorious. More amazing, Holland is an economic miracle. Out
of war, peaceful and profitable enterprises spring. With new ship
designs (the Fluyte), joint-stock companies, and the twelve years truce,
Dutch commercial interests are exploding world-wide. However, at this
time the big Dutch companies are mainly interested in Indonesia and
Asia, leaving the West Indies to smaller operators.

CITIES AND TRADE

Spanish Colonies
   The cities of Cartagena, Havana, Panama, Santo Domingo and Santiago
are the capital cities of the West Indies. Each is populous, rich, well
fortified, heavily garrisoned and intolerant of foreigners. Here both
tobacco and European goods command premium prices.
   Puerto Bello has replaced Nombre de Dios as Panama's Caribbean port
for the Silver Train and Treasure Fleet. Vera Cruz continues to serve
the vast inland areas of New Spain. Both cities are still unhealthy,
which limits their growth and economic success.
   The majority of the Spanish Main and inland Central America is now
economically viable. The smaller towns of the Main frequently grow
tobacco and welcome smugglers. The hinterlands of Hispaniola are another
area where tobacco smugglers are welcome.
   Trinidad in its heyday as a wide-open smuggler's port. Local
Caribbean smugglers can sell their tobacco for decent prices, then buy
European goods from Atlantic traders in reasonable quantities. The
Spanish governor, without harbor forts and served by a laughably small
garrison, can do little but take lucrative bribes and look the other
way.

English Colonies
   Early colonies exist on St. Lucia and Grenada, although both are at
considerable risk from the cannibalistic Caribe Indians. Both islands
need regular imports of food. No large tobacco plantations or organized
defenses exist yet.

French Colonies
   No French Colonies exist, but old privateering anchorages with small
"tent camp" towns can be found in the Bahamas. Here too there is no
local agriculture. Food costs are dear; precious little is available for
victualling a ship.

Dutch Colonies
   Although Dutch fluytes are common traders in these waters, no Dutch
ports ("factories") exist. This is because the monied interests in the
Netherlands are busy financing colonial ventures in the East Indies
(notably Indonesia). The Dutch spend most of their time trading in
smuggled goods with the smaller Spanish colonies. Trinidad is their
unofficial home port in the New World.

PROSPECTS FOR SUCCESS
   Difficulties in this era are similar to the 1560 period. Furthermore,
Europe is tending toward peace, dimming the prospects for privateering
profits. With the dearth of friendly ports and peace in the offing, you
should serious consider searching for friendly Spanish ports and
smuggling goods between them and Trinidad, with occasional trips to the
new English colonies on the old French privateering anchorages to the
north.

The English Explorer
   The situation and strategies for this era are not unlike those of the
previous decades. Do you settle into a life of peaceful trade and
smuggling, or do you seek out a war and go on privateering expeditions?
Your large crew suggest privateering, but the capacious merchantman with
its sluggish sailing qualities and weak armament makes trading
attractive too.

The French Adventurer
   Your ship and crew are well suited to privateering. However, the lack
of strong, friendly ports is a serious handicap when recruiting men or
selling captured goods. Conquering a few Spanish ports and installing
friendly administration should be a high priority.

The Dutch Trader
   Your ship is admirably suited to mercantile endeavor, but sluggish
and underarmed for battle. While trading keep the crew under twenty (but
not below eight, as that's the minimum to operate a ship). Pay them off
and recruit new ones periodically to keep morale high. Use Trinidad as a
base and experiment at various Spanish cities. Discover which governors
are tolerant, and which will open fire. Privateering against the Spanish
is tricky business -- and you will lose trading privileges until Spain
offers an Amnesty.

The Spanish Renegade
   The renegade's life, never easy, is quite difficult in this era. Only
the most courageous should undertake this course.


                       THE NEW COLONISTS (1620-1640)

INTRODUCTION
   Europe is ablaze with a new and bloody war between Protestant and
Catholic (the Thirty Years War). The decay of Spain's American empire
continues. Towns and cities are financially weaker, with fewer troops
than ever. The economy and culture is stagnant. Spanish ranches,
plantations and mines are increasingly dependent on slave labor imported
from Africa.
   Holland is now the world's leader in mercantile shipping. Dutch
companies finally turn their attention to the West Indies. The renewed
war with Spain offers many opportunities for the large joint-stock
companies to finance military expeditions against the Spanish. The old
English and French privateering anchorages swarm with Dutch warships.
   In England a new round of colonial ventures is fueled by declining
economic opportunity and growing intolerance for radical Protestants
(such as the Puritans). After the demise of St. Lucia and Grenada
colonies, and the near death of Virginia, new and stronger colonies are
being founded. These colonies will persevere.
   France, in the grip of Cardinal Richelieu, is slipping once more into
civil war between the Protestant Huguenots and the Catholic government.
Throughout the 1620s French Huguenots flee France and found colonies in
the New World. Then, in the 1630s, France enters the cataclysm in
Germany: the Thirty Years War.

CITIES AND TRADE

Spanish Colonies
   The cities of Cartagena, Havana, and Panama remain the capital cities
of the West Indies. Santiago and Santo Domingo, the old capitals, have
declined to a secondary position, though each is still rich by American
standards.
   Many cities on the Main are economically viable, but few are
prosperous. Tobacco is a cheap export crop at some towns. The more
backward towns in the hinterlands of Jamaica and Hispaniola are
primarily victualing and water ports.
   Trinidad remains a popular smuggling port where European goods are
plentiful and fairly cheap, having come across on trans-Atlantic
traders, while good prices are paid for tobacco. However, this port is
being overshadowed by the new English colonies to the north.

English Colonies
   Barbados, the first successful English colony in the West Indies, is
growing fast. Increasingly English ships use it as their home port in
the Caribbean. As at Trinidad, merchants serving the trans-Atlantic
trade will pay good prices for tobacco. The colony on Nevis is newer and
smaller. The new venture of Providence island off the Mosquito Coast,
deep in the heart of the Spanish Empire, is the premier base for
privateers and pirates raiding the Main.

French Colonies
   On the shared island of St. Christophe (St. Kitts to the English),
the French have the upper hand. This colony is largely Catholic, while
the unofficial but growing presence in northeast Hispaniola is largely
Protestant. These enterprising Huguenots have already claimed Tortuga
off the coast, as well as establishing Petit Goave.

Dutch Colonies
   Fully fledged Dutch colonies are sparse. Along with the traditional
Bahaman and Florida privateering anchorages, the Dutch have begun a
"factory" (trading town) on an island positioned right in the center of
the Spanish Main: Curacao.

PROSPECTS FOR SUCCESS
   The new colonial ports are a godsend to privateers, who now have
legal employ thanks to renewed warfare in Europe. Pinnaces and barques
with piratical intent are everywhere in the Caribbean. Spanish strength
continues to wane, especially at sea. A well outfitted force can even
attempt to capture the Treasure Fleet on the high seas.
   Still, one must watch political developments closely. Spain is quite
capable of mounting periodic counterattacks to wipe out intrusive
colonies or troublesome privateer bases.

The English Adventurer
   Don't be shy about privateering against the Spanish. After building
your reputation, fortune, and fleet you can venture ashore and try your
hand at plundering the smaller towns and cities. Opportunities abound
for a man of boldness.

The French Huguenot
   Your barque is a handy vessel for the Caribbean, and well suited to
privateering against Catholic Spain and its hated Inquisition. Tortuga
and Petit Goave are ideal bases, deep in Spanish territory and only a
short sail from the Florida Channel and its yearly Treasure Fleet.

The Dutch Privateer
   You have a very powerful force, but there is a lack of Dutch bases.
If possible, cultivate friendship with the French and English
(regardless of your government's opinion). Can you duplicate Piet Heyn's
feat of 1628 and capture the Spanish Treasure Fleet?

The Spanish Renegade
   As in 1560 and 1600, the life of a renegade is unenviable, but
conditions are somewhat improved. The non-Spanish colonies are few, so
it's wise to remain friendly with England, France and Holland.


                         WAR FOR PROFIT (1640-1660)

INTRODUCTION
   In Holland, Germany and France the last great religious war of Europe
(the Thirty Years War), begun in 1618, is degenerating into famine,
plague and starvation across a landscape of ruins. England, having
avoided European disasters, is on the brink of its own ruinous civil war
that will result in a short but brutal military dictatorship by Oliver
Cromwell and his Protestant armies.
   Of all the European nations, Spain is in the worst position. Economic
and political conditions in the homeland are so bad that provinces are
revolting against a bankrupt and ineffective government.
   Disasters in Europe breed new opportunities in the West Indies.
Spain's colonies are at their military and economic nadir. Freebooters
and privateers, veterans of the European conflicts, can pillage and
plunder the helpless Spanish with ease, and with precious little
interference from European governments. Non-Spanish colonies are growing
everywhere, fueled by boatloads of refugees. While some settle into the
plantation economy, others take to the buccaneering life. Meanwhile, the
crafty Dutch are making a fortune carrying trade goods among these new
colonies. Peaceful trading may not be as profitable as privateering, but
it's a safer business.

CITIES AND TRADE

Spanish Colonies
   The richest Spanish cities remain the great capitals of the region:
Panama, Cartagena, Havana, and Santiago. These continue to have wealthy
economies and high prices.
   San Juan and Santo Domingo are prospering, but remain populated by
old, aristocratic families with expensive tastes. Both cities are well
fortified and garrisoned.
   All other Spanish cities are barely prospering, if that. Towns in the
hinterlands are on the verge of disappearing under the tidal wave of
immigration from England, France and Holland.

English Colonies
   Barbados is the unofficial capital of the English West Indies. It is
a trader's dream. European goods are freely available, sugar sells for
premium prices, and the local merchants are wealthy and well-stocked.
   The colonies on St. Kitts and Nevis are economically strong and well
populated while Antigua, Montserrat, Bermuda and Eleuthera are newer,
smaller colonies with little population, low prices, and tiny
warehouses.

French Colonies
   Guadeloupe and Martinique are the major colonies in the Caribbee
Islands (Lesser Antilles). However, all eyes are drawn to that
well-fortified haven of privateers, buccaneers and outright pirates:
Tortuga. Already this name inspires terror.
   Mainland Hispaniola French colonies are developing slowly at Petit
Goave. French privateers still use anchorages in the Florida Keys to
plunder Spaniards in the Florida Channel, as well to descend upon the
north coast of Cuba.

Dutch Colonies
   Curacao is the Dutch equivalent of Barbados. This large, rich,
well-defended free port offers good prices for sugar and sells
quantities of European goods in return. A second international free port
is developing at St. Eustatius, while sleepy St. Martin is a placid
place for sugar planters and other peaceful fellows.

PROSPECT FOR SUCCESS
   Opportunities abound and success awaits. Spain is almost always at war
with somebody, and not uncommonly with everybody! Since Spanish military
power is a joke, the opportunities for privateering and outright plunder
are legion. After a rich cruise against the hapless Spanish, no voyage
is complete without a wild party at Tortuga, Barbados, or Curacao.

The English Adventurer
   As a privateer, everything is in your favor. A plethora of friendly
English colonies are ready and willing to buy your plundered goods,
while the taverns are brimming with sailors seeking a berth with a
successful Captain. Smiling governors will shake your hand and bestow
land and honors for your efforts. Isn't life grand?

The French Privateer
   Privateering is a growth industry with great profits for the French,
as with the English. Tortuga is the ideal base for such activities,
sitting between Santo Domingo, the great cities of Cuba, and the rich
fleets passing outbound through the Florida Channel. Down a pleasant
beam reach to the south lies the heartland of the Spanish Main and the
usually friendly port of Curacao.

The Dutch Trader
   Tired of war, many Dutchmen prefer the peaceful role of trading. The
new and growing French and English colonies offer many opportunities to
a savvy merchant. Trade routes between the large, rich colonies and the
new, small ones yield easy profits. One can also trade with the poorer
Spanish cities, who have cheap sugar and food that sells for premier
prices on Curacao or Barbados. Of course, the lure of privateering
remains strong!

The Spanish Renegade
   This is one of the two eras (the other is 1660) where the life of a
renegade can be fairly pleasant. Raiding the Spanish is a rewarding
occupation, war or no war.


                      THE BUCCANEER HEROES (1660-1680)

INTRODUCTION
   The decline of the Spanish Empire continues when senile King Phillip
IV is succeeded by the lax and inept regency for Charles (Carlos) II,
who in 1665 becomes King at age four. Although Spanish America is left
without military protection, bureaucratic interference in its economic
affairs diminishes also. This combined with renewed output from the
silver mines, starts an upswing in the Spanish-American economy.
   England, France and Holland are now strong colonial powers. Jealous
of Holland's commercial success, England begins economic war against
Holland with the Navigation Act (1651) and the Staple Act (1663),
legislating trade limits that would ruin the free-trade Dutch
merchants. This causes three shooting wars within twenty years.
   Meanwhile, Louis XIV has finally taken control of France with the
death of Cardinal Mazarin in 1661. The "Sun King's" aggressive foreign
policy sparks almost constant warfare with England, Holland, and Spain
as frequent opponents. In short, Europe is a dogfight of international
intrigue and warfare, with enemies and allies changing as frequently as
partners in a court dance.
   In the Caribbean, governors face new threats from all directions St.
Eustatius changes hands ten times between 1664 and 1674. The home
governments provide virtually no military forces, so the governors ask
buccaneers, privateers and pirates to guard their colony and carry the
fight to the enemy. These sensible, profit-oriented warriors are often
difficult to control.

CITIES AND TRADE

Spanish Colonies
   Panama, Havana and Cartagena endure as the three greatest Spanish
cities, rich, well fortified, and well garrisoned. Still sizable but of
declining importance are Santiago, Santo Domingo, and San Juan. The
remaining Spanish towns are beginning to prosper again, but are so weak
militarily that all are prey to buccaneers and pirates.

English Colonies
   Barbados remains the greatest English colony, with St. Kitts close
behind. Captured from Spain in 1655, Jamaica is the home of Port Royale,
the new English buccaneer haven in the midst of the Spanish empire, only
a short voyage downwind from the French colonies on Hispaniola.

French Colonies
   In the Caribbee Islands (Lesser Antilles) Guadeloupe and Martinique
are the main bastions of French power, while around western Hispaniola
Tortuga, Port-de-Paix, Petit Goave and Leogane are buccaneering through
strongholds amid the growing wealth of French sugar plantations.

Dutch Colonies
   Curacao remains the premier Dutch colony and one of the greatest free
ports in the world. St. Eustatius almost surpasses it, but conquest and
reconquest by numerous expeditions has damaged its economy.

PROSPECTS FOR SUCCESS
   This era is sometimes called the "Golden Age of Buccaneering." There
is plenty of warfare to legalize your actions, and a plethora of rich
Spanish and non-Spanish ports to either raid or use as bases, as you
prefer. Because of her military weakness, Spain's ships and towns are
the popular target for buccaneers and pirates of all nationalities.

The English Buccaneer
   Port Royale makes an excellent base of operations, while Barbados is
still the best place to dispose of large amounts of loot at a very good
price. The main disadvantage of Port Royale is that recruiting a good
crew often requires side-trips to the French buccaneer towns on
Hispaniola, while a base in the Caribbees gives you access to many
English ports for quick, easy recruiting.

The French Buccaneer
   Privateer or pirate, it is wise to leave one or two nations alone, so
you have potential trading partners in case an unexpected peace breaks
out. You'll find recruiting especially easy in the vicinity of
Hispaniola, with four separate French buccaneer ports within a short
sail.

The Dutch Adventurer
   Dutchmen of this period weren't shy about offering their services to
other nations, and were always looking for the main chance -- adventure
with profit, be it peaceful or warlike. Don't ignore the excellent
prospects for peaceful trade. Above all, remember that Barbados and
Curacao are the two richest ports in non-Spanish America, good for
either trading or selling a looted cargo.

The Spanish Renegade
   Although a renegade's life is never easy, this era is a bright spot
on a dark sea of danger. Privateering or piracy against Spain is, of
course, the recommended course.


                         PIRATE'S SUNSET (1680-1700)

INTRODUCTION
   Europe is as full as ever of tumult and warfare, rapidly changing
alliances, and strange political bedfellows. But the depredations of the
buccaneers in the Americas have taught politicians and military men a
lesson. Warriors who fight for profit can ruin the local economy.
Meanwhile, nations have bigger and more powerful fleets and armies, big
enough so troops can be spared for important colonies in the West
Indies.
   All this spells the doom for privateering and the buccaneers. Spain
may be ruled by a deformed idiot (the unhappy product of excessive
intermarriage by the Habsburgs), but despite this the pirates disappear,
chased from the sea by an English naval squadron based in Port Royale.
Letters of Marque are harder and harder to get. Buccaneers of all
nationalities flock to the French flag in 1684 when it offers Letters of
Marque again.
   Economically, this is an era of rising wealth and trade for all
nations in the Caribbean. Although some piracy remains, the road to the
future is one of peaceful trade and smuggling.

CITIES AND TRADE

Spanish Colonies
   Havana, Panama, Cartagena, and Santiago are still important cities,
despite the raids and misfortunes of the last century. Caracas has risen
to prominence as the main harbor serving inland Terra Firma (South
America), while Santo Domingo and San Juan have slipped up to a second
rank, isolated among the growing French and English island wealth.

English Colonies
   Port Royale, Barbados, and St. Kitts are the great English ports,
with the other English Caribbee ports are sound and healthy trading
posts. The Bahamas are the new colonial frontier. Nassau, for example,
is a wide-open pirate haven. A small English colony has even sprung up
at Belize in Honduras!

French Colonies
   The French colonial empire has not changed in shape greatly in two
decades. Guadeloupe and Martinique remain the twin economic capitals,
now equal to the largest English ports. Tortuga is declining, but the
Hispaniolan towns of Port-de-Paix, Petit Goave, and Leogane are all
thriving.

Dutch Colonies
   As with France, the shape of the Dutch dominions also is constant;
Curacao is the great free port. St. Eustatius is recovering from wartime
disasters and trying to live on trade with the recalcitrant English
nearby. St. Martin, the northerly satellite, continues to quietly expand
its plantation economy.

PROSPECTS FOR SUCCESS
   Prospects in this era appear as good as the 1660s and 1670s. However,
pirate-hunting warships appear more frequently, while the non-Spanish
ports are larger and better fortified. Indeed, the fairly equal
distribution of strong and weak ports throughout the Caribbean means
that prospects for trading are the best in fifty years. If you do pursue
a bellicose path, take advantage of pirate amnesties when offered, so
you are prepared for a sudden outbreak of peace.

The English Pirate
   Well, mate, ye always wanted a life of piracy. Try it on for size
now! Novices are encouraged to try a voyage or two in the 1660s first,
to get the feel of privateering, before embarking on a career of high
seas crime. Beware the navy pirate hunters!

The French Privateer
   Privateering commissions are legally available still. Take advantage
of them to raid the Spanish. Of course, it pays to beware of the Costa
Guarda pirate hunters.

The Dutch Adventurer
   As a peace-loving free-trade Dutchman, you should think long on the
advantages of trading and smuggling. Dutch ports are few, and although
England and France have laws prohibiting trade with you, in reality the
laws are ignored. Even the Spanish can be coaxed into trading more often
than not. Of course, some of your compatriots made their reputation by
sailing as privateers for France. In fact, two admirals of the French
privateers in 1685 are Dutchmen!

The Spanish Costa Guarda
   Now that the English and French colonies are as rich as the Spanish,
it's only appropriate that they taste some of their own medicine! The
only difficulty is evading those French, English and Dutch warships that
so inconveniently clutter up the seascape.


                              THE CITY GAZETTEER

The Latitudes and Longitudes given in this index are consistent with the
map in this package. While quite good for the era, the measurements on
this map are very inexact by modern standards. All founding dates are
approximate.

Antigua: 21N, 62W. Colonized in the 1640s, this island is a small
   pleasant backwater with a classic plantation economy. In the 18th
   Century it will become one of the two great naval bases for the British
   Royal Navy in the Caribbean.

Barbados: 18N, 59W. The first major English colony in the Caribbean (in
   the 1620s), Barbados is the economic capital of the Caribbee Islands
   (Lesser Antilles) throughout the middle and later parts of the 17th
   Century. Caribbean traders will find European goods numerous and the
   selling of tobacco and sugar quite good.

Belize: 21N, 88W. This small but hardy settlement of logwood cutters
   appears in the 1680s in a region conceded to be Spanish, but as yet
   uncolonized. Its stubborn presence will cause diplomatic problems for
   decades to come.

Bermuda: 39N, 65W. Settled in the 1640s, Bermuda built its early economy
   on shipwrecks, thanks to the many treacherous reefs that surround the
   tiny island.

Borburata: 16N, 67W. This modest city on the Spanish Main is noteworthy
   only in the late 16th Century. Thereafter it is sublimated in the
   growing power and importance of Caracas.

Campeche: 23N, 90W. A well-established "old" Spanish city with
   aristocratic tastes. Campeche is an important port serving the inland
   provinces of southern New Spain and Yucatan. European goods fetch good
   prices here.

Caracas: 16N, 66W. This city rises to prominence at the end of the 16th
   Century. It is the main port for many inland farms and plantations,
   and home of many important Spanish families, who have expensive tastes
   in European goods.

Cartagena: 16N, 75W. This is the largest port city of the Spanish Main,
   and after the 1590s a supposedly impregnable fortress. Here the Treasure
   Fleet winters before its return voyage via Havana and the Florida
   Channel. Cartagena has a powerful garrison of troops and a thriving
   economy with little need for illegal trade and smuggling.

Coro: 17N, 70W. This small city on the east side of the Gulf of
   Venezuela thrives in the 16th Century, but after the 1600s it is
   overshadowed by the new ports to the east. During it brief heyday Coro
   is a good sources of hides and tobacco.

Cumana: 16N, 64W. The main port city of New Andalusia, it forms the
   eastern anchor of the Spanish Main, the last major harbor and fortress.
   It is a good market for European goods. This does not prevent it from
   indulging in smuggling and other nefarious pursuits from time to time.

Curacao: 17N, 69W. First used in the 1620s, this island becomes a great
   free port under Dutch control. Spanish produce smuggled from everywhere
   along the Main is brought here by Dutch merchants, who happily exchange
   them for European products that can be profitably smuggled to the
   Spanish.

Eleuthera: 26N, 76W. At first just an anchorage for privateers,
   Eleuthera becomes an English colony eventually. In the 17th Century it
   really never grows, remaining a backwater haven for pirates, privateers,
   and the other riffraff who hide among the Bahamas.

Florida Channel: 26N, 80W. The powerful Gulf Stream current has cut this
   channel along the southeast coast of Florida, forming a safe path past
   the Bahama shoals. Each year in the spring or summer the  Spanish
   Treasure Fleet passes up this channel from havana, bound for the North
   Atlantic Westerlies and the trip home.

Florida Keys: 26N, 81W. Among this chain of tiny islands and reefs are
   transitory anchorages for privateers of varying nationalities. No
   permanent colonies are founded here -- it is too close to powerful
   Spanish Havana.

Gibraltar: 15N, 71W. This city is a modest-sized port for inland farms
   and plantations of Caracos province. The horrifying rape and pillage of
   the city by L'Ollonais and again by Morgan, destroyed its economic
   vitality, making it a nonentity by the 1680s.

Gran Granada: 17N, 86W. Situated on the shores of Lake Nicaragua, this is
   the largest and wealthiest city of the Honduran provinces.

Grand Bahama: 28N, 79W. This island in the northern Bahamas is used
   periodically as a privateering anchorage. It does not become an English
   colony until the very end of the era.

Grenada: 17N, 61W. A group of English colonists attempt settlement here
   in the 1600s, but fail and the colony disappears by the 1620s.

Guadeloupe: 20N, 61W. Colonized by the French, Guadeloupe becomes
   economically viable in the 1640s. Along with Martinique it is the
   cornerstone of French power in the eastern Caribbean. In the 1660s its
   fortress and garrison are increased as part of France's new interest in
   overseas colonization.

Havana: 25N, 82W. One of the old cities of Cuba, during the middle 16th
   Century it grew rapidly because the Treasure Fleet used its harbor for a
   last provisioning before the dangerous journey back to Spain. Havana is
   a rich town where all mercantile activity is done strictly according to
   law. Prices are extremely high.

Isabella: 23N, 71W. This tiny port town was initially established by
   Columbus himself, but fades in and out of existence as disease takes its
   toll. At the start of the 17th Century it is officially abandoned by the
   Spanish government, its residents forced to resettle around Santo
   Domingo.

La Vega: 23N, 71W. This smuggler's haven of the early and middle 17th
   Century serves the inland ranches and farms of northern Hispaniola.
   Prices are low and the law nonexistent, save the law you make with the
   point of your sword.

Leogane: 23N, 73W. One of the new French buccaneer ports of the 1660s.
   Leogane serves the unofficial but rapidly growing French presence in
   western Hispaniola.

Maracaibo: 16N, 72W. This is the chief port on the Gulf of Venezuela and
   guardian of the Maracaibo Lagoon (also known as Lake Maracaibo). As such
   it has more than its share of aristocratic families, with expensive
   tastes in European fashion.

Margarita: 17N, 63W. In the early 16th Century, this island was one of
   the richest pearl fisheries in the world. Unfortunately, the pearl beds
   were quickly fished out. Margarita is a shadow of its former wealth,
   with ports abandoned and many families moving to bigger and richer
   mainland cities, such as Cumana and Caracas.

Martinique: 19N, 61W. Colonized by the French, Martinique becomes
   economically viable in the 1640s. With Guadeloupe it is the cornerstone
   of French power in the eastern Caribbean. In the 1660s its fortress and
   garrison are increased as part of France's new interest in overseas
   colonization.

Montserrat: 21N, 62W. This English colony, founded around 1640, remaining
   one of small plantations and gentleman farming, a pleasant port of call
   with no especially important characteristics save low prices.

Nassau: 26N, 77W. Since the mid 16th Century this Bahaman island has
   been a pirate anchorage. An English colony, officially begin in the
   1680s, soon degenerates into a loud, squalid pirate haven full of
   verminous and evil men. The port is named "New Providence," to
   distinguish it from Providence Island ("Old Providence").

Nevis: 21N, 63W. This pleasant island, separted from St. Kitts by a
   narrow channel, was populated by the English at about the same time --
   the 1620s. While St. Kitts becomes a port of some importance, Nevis
   remains more agricultural, with pleasant plantations rolling across
   sun-drenched mountainsides.

Nombre de Dios: 15N, 79W. This town is the Caribbean port for Panama and
   Peru throughout the 16th Century. However, it is sited in an unhealthy
   swamp, is almost impossible to fortify, and is plundered mercilessly by
   English sea hawks. At the end of the 16th Century it is abandoned and a
   new port is (Puerto Bello) established nearby.

Panama: 15N, 80W. This large, rich city links the wealthy Spanish realms
   of Peru with the Caribbean. All trade with Peru is by ship on the
   Pacific coast, with Panama the terminus. Panama is linked to a Caribbean
   port (Nombre de Dios in the 16th Century, Puerto Bello in the 17th) by a
   mule trail over the mountains of the Darien Isthmus.

Petit Goave: 22N, 73W. Among the many small and informal French
   Huguenot settlements on Western Hispaniola, this is the first (in the
   1620s) to gain repute as an important port. But as the 17th Century
   continues, planter and plantation lords push out the rude buccaneers,
   gradually civilizing the raw colonial frontier.

Port-de-Paix: 23N, 73W. This later French Huguenot settlement becomes a
   significant port in the 1660s, and by the 1680s is the informal capital
   of the French colonies in Western Hispaniola.

Port Royale: 21N, 77W. In a natural harbor on southeast Jamaica lies a
   curving spit and sandbar. By 1660, just five years after the English
   conquest of Jamaica, the spit is covered by Port Royale, a booming,
   rollicking, buccaneer town. Its reputation was so evil that when an
   earthquake destroyed it at the end of the Century, colonials and
   Europeans alike considered it an act of divine justice.

Puerto Cabello: 16N, 68W. This secondary port along the Spanish Main is
   a city of note throughout the 1620s. Ultimately, however, Caracas takes
   most of it business, while the new Dutch free port at Curacao destroys
   the rest.

Puerto Principe: 24N, 78W. This was one of the first cities founded on
   Cuba. It represents the strengths of Spanish America: a wealthy city
   surrounded by ranches and a cattle economy.

Providence: 18N, 82W. Also known as "Old Providence", it is first
   settled by an English colonial venture in 1620. The tiny island quickly
   becomes a base for privateers and pirates operating deep in the Spanish
   Main.

Puerto Bello: 15N, 80W. By 1600 this city replaces abandoned Nombre de
   Dios as the Caribbean port for Panama and the Viceroyalty of Peru. Each
   year, when the Treasure Fleet arrives to pick up the Peruvian silver,
   Puerto Bello becomes a rich boom town. Weeks later, when the fleet
   departs for Cartagena, it lapses into malarial somnolence once more.

Rio de la Hacha: 17N, 73W. This is one of the two major ports for the
   Colombian highlands (Santa Maria is the other). It does a thriving trade
   in export goods: first hides, then tobacco.

San Juan: 22N, 66W. This is the great port city of Puerto Rico, and one
   of the most powerfully fortified cities in Spanish America. San Juan was
   settled early and remains a bastion of old Spanish aristocracy. Prices
   for all goods except food are high, and most times Spanish law is
   vigorously enforced. Ultimately it becomes a base for Casta Guarda raids
   in the Caribbees.

Santa Catalina: 18N, 82W. When Spaniards take Providence Island from the
   English in the 1640s, they rename it Santa Catalina. Although the island
   is valueless to Spain, a garrison is maintained to prevent it from
   falling into English hands once more.

Santa Domingo: 22N, 70W. This is the great capital city of Hispaniola,
   one of the largest and oldest in the entire American Empire of Spain.
   In the 17th Century its power and importance are fading, but the Spanish
   aristocrats and ranchers remain vigorous enough to defeat an English
   invasion in 1655 (disappointed, the English invade and conquer Jamaica
   instead).

Santa Marta: 17N, 74W. Along with Rio de la Hacha, this is the other
   principal port serving the Colombian highlands. Large farmsteads nearby
   mean this city has low food prices, as well as reasonably priced hides
   and tobacco.

Santiago: 23N, 76W. This is the original capital city of Cuba, and
   remains a large, strong city until very late in the era. Like all the
   great Spanish cities, prices are high while Spanish trade law is
   vigorously enforced.

Santiago de la Vega: 21N, 77W. This is the main Spanish town on Jamaica
   before the English conquest. Spanish Jamaica was a tiny backwater, of
   little economic or military importance.

St. Augustine: 30N, 81W. Originally a French colony in 1560, Spain
   attacks and captures it, massacring the Frenchmen and establishing their
   own fortress and garrison to discourage other Europeans. St. Augustine
   is of such small importance that nobody bothers to dispute Spain's
   ownership.

St. Christophe: 21N, 63W. First colonized in the 1620s by a combination
   of Frenchmen and Englishmen, the Frenchmen are ascendant on the island
   in the early days. Later the English predominate and their spelling of
   the name is commonly used: St. Kitts.

St. Kitts: 21N, 63W. By the 1640s the English gain the upper hand on St.
   Christophe. When the English are predominant, this English name for the
   island commonly is used. The island develops a significant port that
   does a thriving trade with all nationalities.

St. Lucia: 19N, 61W. English colonists settled here in preference to
   South America in the 1600s, but were quickly wiped out by their own
   ineptitude and the ferocious Caribe Indians.

St. Martin: 22N, 63W. This island is colonized by the Dutch in the
   1640s. It remains a quiet, peaceful plantation isle for the remainder
   of the 17th Century.

St. Thome: 15N, 61W. This tiny town, deep island along the Orinoco
   River, acquires a small Spanish garrison about 1600. This is in response
   to Sir Walter Raleigh's expeditions up-river.

Tortuga: 23N, 73W. First settled by French buccaneers and Huguenots in
   the 1620s, it is built up and fortified into a great pirate base during
   the 1640s and '60s. Despite Spanish attacks, it survives as long as the
   buccaneers and pirates remain strong, but disappears as their power
   wanes.

Trinidad: 16N, 61W. Theoretically a Spanish colony, this island never
   has a large population, nor much of a Spanish government and garrison.
   Its heyday as a smuggler's paradise is in the first years of the 1600s.

Vera Cruz (and San Juan de Ulua harbor): 23N, 96W. This city with its
   island anchorage is the main port for the great inland Viceroyalty of
   New Spain (also known as Mexico). Once a year, when the treasure fleet
   arrives, this otherwise unhealthy city becomes a rich boom town.

Villa Hermosa: 22N, 93W. This inland city is the capital of Tobasco
   province, a southerly but nonetheless rich region of New Spain.

Yaguana: 22N, 72W. In the 16th Century this town is a small port serving
   the Spanish west coast of Hispaniola. It is officially abandoned and its
   population deported at the end of the century as a punishment for
   excessive smuggling.

Dark Spectre
Dead Weight 1993