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Cafe Tropico  |  Tropico 2: Pirate Cove  |  Pirate Cove Strategy/Hints/Cheats (Moderator: CafeDave)  |  Topic: fleets
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ltgguy
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« on: 10/28/03 at 01:40 PM »

I've been watching this forum for a few weeks, and I keep seeing stuff about "fleets" meaning more than one ship.

so my question is, how do you set up a fleet? I haven't found anything on my own yet.
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« Reply #1 on: 10/28/03 at 05:41 PM »

Hi ltgguy.  Welcome to the Cafe!  You can find a little info on cruising in fleets in this thread about the best ship to use.  

There is also more in my game guide to the scenarios.  Go here and go to the bottom of the page for tips on sending out a fleet of 2 or more ships.
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« Reply #2 on: 03/26/12 at 07:24 AM »

...  You can find a little info on cruising in fleets in:
http://www.the-nextlevel.com/tropico/cafe/index.php?action=display;topic=6751.0
about the best ship to use.  

There is also more in my game guide to the scenarios.  Go to:
http://www.strategyplanet.com/tropico/trop2/gameguide/gameguide2-3.shtml#episode10
and go to the bottom of the page for tips on sending out a fleet of 2 or more ships.

The quote from the Game Guide:
Using fleets of ships: Sending ships out together [to the same seazone] is a great way to increase the success of cruises and prevent having your ships sunk right away. You can start with the snow and brigantine together if you want, but a better match is to combine a fast schooner to pursue the enemy ships with a brigantine to add firepower. Or if you can afford it, build a frigate to bring on the big guns and combine it with the brigantine for moderate speed.
But first you have to know how to send them out together. There is no automatic function for this (yet), but it is not that hard to do. Watch your ships to see when the captain is fairly satisfied or has returned to the ship. Sound the boarding call on the ship with the most pirates first, especially if most are ashore. Then when a few are on board (as indicated by their coloured clothing), sound the boarding call for the smaller ship. If the ships are the same size, you can judge by how many are on board each for when to call the pirates up for duty. When the first ship leaves the dock, check the other one and if most pirates are there, click the green arrow to send it out immediately. If just a few stragglers are almost there, you can afford to wait a few days, but not too long. If the captain is still ashore, you are out of luck, which is why it is important to wait until the captains are on board or well-satisfied.
The sight of 2 or 3 ships sailing off side by side brings joy to the heart of any bloodthirsty pirate.
« Last Edit: 03/26/12 at 08:01 AM by Coconut Kid » Report to moderator   Logged

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« Reply #3 on: 03/26/12 at 08:27 AM »

Useful cross reference about sightings during cruises:
http://www.the-nextlevel.com/tropico/cafe/index.php?topic=8496.msg177901#msg177901
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« Reply #4 on: 03/26/12 at 09:39 AM »

DESIGNER TIP:
HOW TO GET MULTIPLE BOATS INTO THE
SAME REGION AT THE SAME TIME

Odds of victory in a naval engagement increase when you have more than one boat cruising in a region at the same time. But often, when you give the “Set Sail” order to multiple ships at the same time, the crews assemble at very different paces, some quickly and some really slow. So what’s the best way to get ships into a sea region simultaneously?

We asked Bill Spieth, lead designer of Tropico 2: Pirate Cove, and he offered the following suggestions:

“If I want to send out, say, a Frigate/Galleon pair into the same region, I don’t click the Set Sail button for either ship until both captains are relatively satisfied. To check that quickly, I open the Pirate Satisfaction page in the Island Log and make sure the captains are in the Content Pirates section.

“If the satisfaction levels of captains (who are the most difficult customers to keep happy) are good, I can be pretty sure that the crew is generally good too. Then I click the Set Sail button for both ships at the same time and keep an eye on both, clicking back and forth to see the crew windows. Remember, you can see which crewmembers are aboard (color icons in the crew window) and which are still ashore (grayed-out icons in the crew window).

“My plan is this: If both captains are aboard, and one ship loads its crew faster and sets sail, I click ‘Set Sail Immediately’ to force the companion ship to departure, even though it is still loading crew. This slower-loading boat sometimes has to leave two or three sailors behind, but rarely more. If, for whatever reason, the two ships just don’t seem to match up — say, the captains arrive at very different times — I’ll click Cancel Boarding Call for the faster-loading ship (just for a few seconds usually) and then re-issue it when the slower-loading boat is ready.

“By the way, this is another reason why you should make sure all your island’s entertainment and pirate housing is close to the docks … so part of this boat-boarding challenge is island planning and layout.

“My brother Ted Spieth [co-designer of Tropico 2] sometimes does something even trickier. He matches a Galleon with a pair of swift Schooners. First, he orders the Galleon to set sail. Then, when it is fully boarded and ready to depart, he orders the first Schooner to Set Sail. With its small crew, the Schooner boards quickly, and its speed lets it quickly catch the Galleon at sea. Obviously, this only works for sea regions that the Schooners can reach with their limited range.

“The Schooner returns soon, as it can only carry a supply of eight sea rations and soon runs out of food. (Galleons take 60 rations.) As it returns, Ted immediately sends out the second Schooner. This strategy relies on the fact that Galleons rarely get sunk, even when sailing alone. One on one, it is very likely to survive. Its problem is catching other ships. So if the Galleon is out there by itself, it will usually survive until its fast escort shows up to hunt down prey for the big boat.”

Page 122 of the Strategy Guide.

The Ted system suggests to me that nearly simultaneous departure of ships is secondary to having several ships operating in the same region (seazone). It also covers the problem often mentioned of different length of cruises which leaves the longer cruising ships alone and at a disadvantage. The contact algorithm determines which captain is the semi-official commodore of the fleet. The player need not worry about how the ships find each other and group-up; they evidently do so.

Spreading ships over several seazones has advamtages when searching for something or becoming familiar with several zones. It also presents less of a target for the enemy nations. But it is not required for universal use. There is a limit of six captains\ships in the game, so you have to set objectives for yourself.

...  I do know for sure though that ships crusing in the same region at the same time do count as fleet. If either ship catches a foe or gets caught, the other(s) shows up at the rate of 1/round

This is why I've always advised pairing a relatively fast ship with one that has more power. The frigate for instance can intercept and fight for one round. Then the galleon comes up and you devastate your foes. If the fast ship is weak you might even set it to harrass 'em and then bring the big ship in and board 'em.
« Last Edit: 03/26/12 at 10:19 AM by Coconut Kid » Report to moderator   Logged

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« Reply #5 on: 03/26/12 at 12:35 PM »

Comment in thread titled Cruse Orders.

The battle orders very generally parallel the effect of distance between ships on the combat actions which may be taken. The ships approach each other (probably with one fleeing and one chasing, but perhaps with both "chasing") in "rounds" which reflect decreasing distance. The final intent of the chasing ship is to capture and loot the subject ship -- generally, national naval ships had less interest in loot and were more intent on simply sinking pirates to save the trouble of hanging them.

  • "Pound 'Em" is the long (relatively) distance cannon fire used to disable the opposing ship so as to make it easier to overtake and board (or to escape from). The game's first round of a sea battle is always a 'Pound 'Em' round. If your ship doesn't have cannon, well -- good luck. If your ship is limited by your order to offensive 'Pound 'Em', it will stand off firing its cannon until the subject ship is reduced to a helpless hulk incapable of resistance before it finally boards just before the hulk sinks. The loot and captured are almost worthless salvage equal to beach litter.
    • Practical use is limited to fleet "scout" ships who "soften up" the prey ship until joined by others.
  • "Harass 'Em" is the intermediate distance between the initial 'Pound 'Em' and the final 'Board 'Em' game "Rounds." During these intermediate distance rounds, the cannon fire continues and to it is added the fire from small arms (game muskets). If your ship is limited by your order to offensive 'Harass 'Em', it will stand off firing its cannon and muskets until the subject ship is reduced to a helpless hulk incapable of resistance before it finally boards just before the hulk sinks.
    • Practical use is questionable. I have not figured it out for offensive action only.
  • "Board 'Em" is the default for good reason. It actually includes the other two levels of action anyway, albeit taken only in the defensive phase. Probably canon fire is not used, and the action is dependent on muskets and swords. It is unclear to me who actually has the assault advantage, the pursued or the pursuer. I suspect the pursuing ship which is under battle orders of 'Pound 'Em' or 'Harass 'Em' enters the 'Board 'Em' round in the defensive phase. That sounds strange.
The offensive vs defensive phases have to do with which side takes causalities first - or so I think.

This part of the game is not especially intuitive for players who are not familiar with (students of?) naval warfare in the age of sail.
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