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Cafe Tropico  |  Tropico 2: Pirate Cove  |  Pirate Cove Discussion/Questions/News (Moderator: CafeDave)  |  Topic: Pirates | Overseers | Guards
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PaulNAdhe
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« on: 05/17/03 at 12:34 AM »

Pirates or Overseers or Guards.  Which???

Consider: I have X pirates completely filling all my ships and Y Overseers completely watching all my production facilities and Z Guards completely manning my Forts, Watchtowers and Palace.

Now, my cruising ships come back with a pot full of Recruits.  

What happens???

Where do the new Recruits go?  Do they wander around causing trouble?  Getting disgruntled because they have no purse or house?  Do they challenge the employed Pirates for their jobs?

Any ideas on this quandary?  My island is full of Pirates and I don't know what to do with the excess that come from cruising.
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« Reply #1 on: 05/17/03 at 01:59 AM »

I have noticed that once all of the available job slots for your pirates are filled, the extra's just run around getting disgruntled unless you keep donating money to them so they can afford their entertainment.
I only give them money if I am building another ship and require them to crew it. If not, I use the log to find the ones with the best traits and assassinate the rest. Or, if my relations with one of the super power's is really low, I will betray all of the pirate's that I'm not keeping of that nation to up my realation's with them. This way I am left with only the best 'o the lot.
I have also found that if you order them to pound 'em and keep the share's set at selfish, that this helps to keep the number of recruits down.
If I suddenly need more pirates, I just order them to board 'em and set the share's to generous/big spender.
Hope this help's ya out some.
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PaulNAdhe
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« Reply #2 on: 05/17/03 at 11:32 AM »

That's kinda what I thought would happen.

I wanted to confirm it before I started offing all my unemployed pirates.
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« Reply #3 on: 05/17/03 at 12:57 PM »

Personally, I would just comission another ship to employ the superflous recruits Smiley
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« Reply #4 on: 05/17/03 at 01:07 PM »

Sometimes you have reached your limit of ships...
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« Reply #5 on: 05/17/03 at 01:25 PM »

In which case expand your industry; farms, factories, entertainment buildings. Expand, expand, EXPAND!
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« Reply #6 on: 05/17/03 at 05:16 PM »

Is there some limit to the number of ships in sandbox?

When I'm recruiting new captains, the list of available seems limited.  I mean when I selected one time there were maybe 4 available, the next recruit there were 3, etc, etc.

The last time I recruited there were 2 listed.  Am I headed to a point where there are no captains to recruit?
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« Reply #7 on: 05/17/03 at 06:40 PM »

Exactamundo.
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PaulNAdhe
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« Reply #8 on: 05/17/03 at 09:48 PM »

What's that point?

I currently have 6 ships.  I don't have room for more pirate housing so I'm not real interested in building more ships.

But ...
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« Reply #9 on: 05/17/03 at 10:53 PM »

The maximim nuber of ships you can have is 6.

Posted by: Emperor Oli
In which case expand your industry; farms, factories, entertainment buildings. Expand, expand, EXPAND!  


That is agood idea and one with which I agree but we were talking about excess pirates, not captives Emperor Oil.
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« Reply #10 on: 05/21/03 at 02:57 AM »

Expanding the industrie is not useless in terms of creating jobs for pirates-there are jobs as overseers, but only few.But I am prefering building watchtowers and forts, which need a lot of guards to be staffed.
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« Reply #11 on: 05/21/03 at 08:54 AM »

Quote
I will betray all of the pirate's that I'm not keeping of that nation
i've never used this edict but i didn't think it was selective.  i thought once issued, ALL pirates of that nation left not just the ones you didn't want.  am i wrong?
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« Reply #12 on: 05/21/03 at 10:05 AM »

Yes, you are correct Mack the Knife, it does betray all pirates of a given nation, I worded that incorrectly.

I'm gonna try and betray them and see if I have some on a cruise, if they get betrayed or not next time I play.
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« Reply #13 on: 05/21/03 at 10:15 AM »

I wonder if in the exp pack or wherever there could be an edict that would cause all unemployed, shore employed pirates to 'fight' for jobs on the ships.

Perhaps adding some randomness to a straight comparison of the the abilities.  I would think that historically there was some merit based way of crewing the ships, not just first come first served.
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« Reply #14 on: 05/23/03 at 04:13 AM »

i think its a good idea! imagine if all the lousy pirates get to work on ships while the good 1s were on shore and unemployed ! The betetr pirates fight it out with the weaker pirates and the better pirates will use the ship and cruise for our stash!
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« Reply #15 on: 05/23/03 at 09:38 AM »

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get to work on ships
ah ha!  bring back the teamster's hall and make 'em all get union cards!
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« Reply #16 on: 05/24/03 at 08:45 AM »

i think its a good idea! imagine if all the lousy pirates get to work on ships while the good 1s were on shore and unemployed ! The betetr pirates fight it out with the weaker pirates and the better pirates will use the ship and cruise for our stash!

My solution to lousy pirates as crew, if I have extra pirates, is to check their abilities.  If they are poor in critical areas, I fire them, let another fill their spot and check again.  I do this until I get the best crew possible.  It takes a little work and time, but is faster than having to send them to school.
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« Reply #17 on: 05/24/03 at 02:05 PM »

well the fight thing would be funner
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« Reply #18 on: 05/27/03 at 04:18 AM »

So far I have found that when faced with this situation, I send a lowly Snow off on a dangerous mission with the intention of getting as many killed as possible.

This allows slops to open for the surplus pirates and a steady supply of undead.

If I happen to be flush with lumber and space prevails, a handful of watch towers serves to use up a few unemployed bodies and help keep the captives under greater control.
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« Reply #19 on: 06/23/12 at 02:12 PM »

Overseers and Guards are Pirates too!

Part of the trick of learning gameplay is to keep the number of pirates and the number of working captives in balance.

If you have too many more pirates than all the jobs you have for them, you can send the excess to school -- or perhaps betray a nationality (I don't remember some of the fine points).

At least you can adjust your practices to slow the growth of the pirate population.
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