World of Pirates/Skilling

Here are some tips to help you raise the 4 skills in the game:

Navigation

 * Sail a lot. Always keep your speed up.
 * Take out the black! Bonus for each percent of the world discovered is huge
 * Deliver letter/package/person missions give nav bonus (Delivering letters across the map (Corpus Christi to Port of Spain for example) can get you up to 800 bonus nav points PER letter)
 * Sailing a higher ship class gives more nav gain

Weapon Skill

 * You want to do as much damage as possible to the highest ship class you can attack. (shoot WG with cannon fullups)
 * Always try to hit with a full broadside (your shots hitting perpendicular to the enemy ship)


 * The calculation of damage includes 3 parts:
 * 1) Firepower of flagship
 * 2) Firepower of the fleet
 * 3) Firepower of the cannoneer

Base firepower is defined by the flagship. Its power goes fully into the calculation. Parts 2 and 3 together may double the firepower of the flagship at maximum.
 * Part 2 is calculated by the relation of the both fleets. Its value will be 80% of part 1 at maximum.
 * Whether you get the full 80% bonus or lower depends on the relation between your fleet and enemy's fleet.
 * You have 1 WG as flagship and another 4 WGs in fleet. Your enemy has 1 WG as flagship and no more ships in fleet. You will get the full 80% bonus, because your fleet contains all remaining involved ships (except both flagships) of the battle.
 * But if your enemy has another 2 WGs in fleet, the relation changes: 4 WG / (4WG + 2WG) = ~66%. Your fleet contains 66% of firepower of all involved ships (except the both flagships). So you get only 66% of the max. 80% bonus.  Converting it to the firepower of your flagship:  0.66 * 0.8 = ~ 53% firepower of flagship.
 * So your Fleet bonus is about +53% of the firepower of your flagship.


 * Part 3 is calculated by the relation of the cannoneers of both fleets. Its value will be 20% of part 1 at maximum.
 * It is again a question of the relation between you cannoneers and the enemy's cannoneers:
 * If your enemy has no cannoneers and you have any kind of a cannoneer (even if it is a really poor one), you will get the full 20% bonus, because your fleet contains 100% of all involved cannoneers of the battle.
 * If your enemy's cannoneer equals yours, you will get only half (10%) of the max 20% bonus, because your fleet contains 50% of all cannoneers strength in the battles involved cannoneers. Converting it to the firepower of your flagship:  0.10 * 0.20 = ~ 2% Firepower of flagship.
 * So your Cannoneer bonus is only about +2% of the firepower of your flagship.

Further on:
 * If you hit a lower ship class (than yours), you'll do less damage. If the enemy's flagship class is equal to yours or better, you will do the best damage.

Fencing Skill

 * Capture an enemy ship with a lot of crew, leave all the crew on the ship and continue to fence it
 * Fence at a port where ships spawn that have a condition which you can beat without shooting them down

Trading

 * Trade between two very close towns. Whatever you can sell in one town, immediately buy back and sell to the original town. Repeat this until you can no longer make a 1 gold profit. This gets expensive but trading goes up fast.
 * Trade with nations other than your own. You receive:
 * 1 trade point per 20 goods with your own nation
 * 1 trade point per 13 goods with other nations