Sid Meier's Pirates! (2004)/Walkthrough: Difference between revisions

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== Getting a perfect score on Swashbuckler ==
== Getting a perfect score on Swashbuckler ==
=== Before the game ===
=== Before the game ===
You can start in any era, but things tend to be easier in the later eras thanks to the presence of more cities. 1660 and 1680 have a good distribution of cities from each country, whereas, in, say, 1600, the Dutch only have one city that's in the middle of nowhere, since nearby cities like St. Kitts haven't been established yet. 1660 and 1680 are exactly the same map except Gibraltar is missing on the latter; the difference has more to do with things such as the frequency of pirate hunters, the types of ships used, and how much wealth each nation, city, and ship has.
You can start in any era, but things tend to be easier in the later eras thanks to the presence of more cities. 1660 and 1680 have a good distribution of cities from each country, whereas, in, say, 1600, the Dutch only have one city in the middle of nowhere, since St. Martin and St. Eustatius haven't been founded yet. 1660 and 1680 are exactly the same map except Gibraltar is missing on the latter; the difference has more to do with things such as the frequency of pirate hunters, the types of ships used, and how much wealth each nation, city, and ship has.


Out of the skills, the Fencing skill is likely the most useful, since you'll be spending so much time fighting and you will eventually have to face the lightning fast Montalban. Navigation and Medicine are also strong choices, since Navigation will get you from place to place faster (especially when sailing against the brutal winds you'll find on Swashbuckler), potentially saving you years' worth of game time, and Medicine will broaden the window for when it's possible to beat Montalban. Navigation is particularly helpful in 1600, since there are so few cities. Gunnery is not a good choice unless you just really love shooting at ships, because usually you want to capture the ships near intact, thus getting their gold and goods, plus the price of the ship when you sell it. Wit and Charm is also not a good choice once you've practiced the dancing game enough, but it may be useful until then, since it is quite difficult until you get the hang of it.
Out of the skills, the Fencing skill is likely the most useful, since you'll be spending so much time fighting and you will eventually have to face the lightning fast Montalban. Navigation and Medicine are also strong choices, since Navigation will get you from place to place faster (especially when sailing against the brutal winds you'll find on Swashbuckler), potentially saving you years' worth of game time, and Medicine will broaden the window for when it's possible to beat Montalban. Navigation is particularly helpful in 1600, since there are so few cities. Gunnery is not a good choice unless you just really love shooting at ships, because usually you want to capture the ships near intact, thus getting their gold and goods, plus the price of the ship when you sell it. Wit and Charm is also not a good choice once you've practiced the dancing game enough, but it may be useful until then, since it is quite difficult until you get the hang of it.
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