Your specialists gain 1 loyalty point every 10 sea miles, or every 30 seconds out at sea. Whichever comes first.
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Increases your navigation skill and the speed of your fleet. Can force a minimum speed. Prevents wind caused drifting. This skill is not cumulative, but you may have one mate at 1.8 speed bonus, another mate at 4.8 min speed and a third mate with +7 nav skill.
Skill:
Lets you regain condition faster after fencing.
Skill:
Can use wood and cloth to repair your ship. Ship must travel at half speed or stop. It must not be in fighting mode (cannons or fencing). You can only repair within the damage range and ship class of your carpenters (cumulative).
Skill:
Repair damages from low as 30 % up to 94 % with a certain speed (up to 9.9). The more carpenters you have, the bigger and faster are the single steps of reparation.
Increases weapon skill and sometimes fencing skill. Increases the canon range and firepower. This skill is not cumulative, but you may have one cannoneer at 198 range, another cannoneer at 19 firepower, a third cannoneer with +7 weapon skill and a fourth cannoneer with +5 fence skill.
Skill:
(all values not cumulative)
Increases trading skill and thereby allows you higher selling prices for ships (in the shipyard). Has no influence to prices of goods (sadly but true).
Skill:
Increases fighting skill, sometimes weapon skill as well. Increases crew moral when boarding ships. Decreases likelihood that prisoners may escape.
Skill:
(all values not cumulative)
Fishes and produces food while on sea.
Skill:
(all values cumulative)
On the crew screen you can specify how many units of food you want your fishers to gather at maximum. Usually setting this limit at about 10 is sufficient to keep your cargo space free and crew fed.
Increases crew moral while on sea (cumulative)
Skill:
Can increase crew moral on sea by up to 4.9 points. The more crew, the more cooks you need.
Increases visibility and capability of identifying other ships.
Skill:
Allows you to repel an enemy who is trying to board you (fencing)
Skill:
You may have only one 1st officer. So it is wise to choose a 1st officer that is of the same ship class as the one you will prefer to sail.