Trading In
New Horizons
TRADE…
…the glue of the game.
“Let it not be said that he was a cheese merchant.”
--Commodore Ruthless
Trade and the world trades with you.
Money is the key to anything you want to do in the world of the 1520s.
All scenarios must start the game trading, forsaking the blast of War and
the glory of Discovery. In fact,
Trade is what makes possible the other two joys of Uncharted Waters: New
Horizons, kicking butt and exploring the dark waters.
These are the calling of the true Commodore.
But every character from pirate to cartographer must make
some cash to get going, and must make that cash fast. I have some good early-game trade routes for each of the
scenarios, but the rest of this section is geared towards the theory behind the
trade routes listed here. Early in
the game, you might start out with Wool and Raisins before you can finance a
decent trip to the Bosporus. Later,
you learn that Art and Carpet are the foundation upon which you make the
transition from a “starter kit” fleet of sloops and cogs to a more mature
fleet of Naos, Galleons and La Reales.
Trade strategy changes throughout the game, and so this
page is divided into a few parts, each devoted to a different phase of the game.
First, though, here is the nugget you most likely came here for, the
6-Month Money Machine:
This is the best trade route in the advanced stages of a
game (when you are
able to do it with large, fast ships like Frigates or Tekkhousens, and you
are
an Earl or higher social rank, and when you can afford
a tax permit from your King):
MY PATENTED SIX
MONTH MONEY MACHINE:
-
Start
on April 1st or October 1st with a fresh tax permit.
-
Go
to Lubeck and buy Silver. Sell it right back to them, until you stop
making a profit. You want to have about one-quarter of your fleet's
carrying
capacity full of Silver.
-
Go
to Amsterdam. Buy as many glass beads as you can carry and still have
food for a 15-day sailing trip. Unload
some Glass Beads at the West African
ports where you stop for food and
water. Try to get
90 gp or more
per lot of Glass Beads.
-
Go
to SouthEast Africa. Sell the remaining Glass Beads for cash, and then
sell the Silver to depress the price of Gold, then buy Gold really cheap.
Do this in small enough lots to manage the economy, but large
enough lots to
maximize your profits. Repeat until your holds are full
of Gold.
You can get the price of Gold down to around
130 gp per lot.
-
Go
to India. Sell the Gold for Pepper and Cinnamon (in Ceylon).
Keep a
small amount of Gold to manipulate the price of Silver later on in Nagasaki.
-
Go
to the Far East. Sell the spices and load your holds with 60%
Porcelain,
20% Silver (from Nagasaki) and 20% Silk Cloth (from Sakai).
-
Go
back to India and sell the Porcelain and Silk Cloth for Linen. Again,
by
selling small amounts of Silk Cloth, you can keep the prices of Linen
low,
and the Porcelain is just more profit for you.
-
Go
back to East Africa and sell the Linen for a profit and load up on Gold,
using the Silver from Nagasaki to keep the price of Gold low.
-
Back
to Nagasaki. Sell Gold for
Silver.
-
Back
to East Africa. Sell Silver for
Gold.
-
Return
to Lubeck with your Gold. Sell it for 1650 gp per lot by using small
Silver purchases to keep their buying price for Gold high.
-
Go
back to Amsterdam to load up on Glass Beads, go find a Tax Permit,
and
you're off to the races. It should be very close to April 1st
or October 1st.
You should earn about 60 million gp per circuit using this
trading route, with a large enough fleet. I definitely recommend getting
ten well-made Tekkhousens as soon as possible. They are as fast as
Frigates, and larger. With 10 Teks,
you can carry 9500 lots of cargo easily. Another important reason to seek
out the Tekkhousen is that with five of them, with 100 guns on each, you can
beat any fleet on the sea. I once used 3 Teks to beat a fleet of 8 Flemish
Galleons. I sunk them all, because
I’m like that. Who needs to
confiscate cargo when you know the secret of the Six-Month Money Machine?
If you use ten Tekkhousens, the finest boats from Japan, you can reliably do the
route twice a year, with time to take care of some business in Europe and the
Mediterranean. If you want the highest profits possible, you need a
tax-free permit and you need all the cities on your route to be solidly
invested-in. For hyper-profits, I
usually leave Europe in early April or early October and go straight to East
Africa, making a few stops along the way for food and to sell the Glass Beads
for a profit in West Africa. Selling
Silver for a loss, or only a small profit, is the key to the whole enchilada.
When you depress the prices of Gold by selling enough Silver, you can make over
1500 gp profit on every lot. Wow.
A tax permit bought in Europe on April 1st will expire on October 1st.
To
maximize a six-month trade route, go Europe-East Africa-Nagasaki-East
Africa-Nagasaki-East Africa-Europe, selling Glass Beads and Silver for Gold in
Africa, selling Gold for Silver in Nagasaki (using Silver purchases to make them
buy Gold at 1350 gp), then back to Africa to sell the Silver for more Gold.
Selling the Japanese silver in Africa will only net you about 50 gp or less per
lot, but the profits when you bring the gold back to Nagasaki are about 1200 per
lot, a damn good trade-off. Each
leg of this itinerary should take you about 1 month, if you have Teks or La
Reales or well-captained Frigates.
Unfortunately, Full-Rigged Ships are just a little too
slow… it takes them about 7 months to do the cycle, which throws everything
off track because you either have to leave Europe with a Tax Permit that won’t
last you the whole trip, or you have to visit Nagasaki only once per cycle, and
have a month of wasted time every half-year hanging around in Europe waiting for
a fresh Tax Permit. This lost time
makes the Full-Rigged less profitable, despite its huge holds and despite the
fact that it’s a kick-ass boat. I
gotta admit that I always keep a fleet of Full-Riggeds as my War Fleet, docked
half in Lisbon and half in Seville. With
maximum Carronades and Goddess figureheads, they rule the waves.
Speaking of moored ships, as soon as I’m at the point
where I can afford it, I customarily build the following fleets as an insurance
policy against whatever the game may throw at me:
-
War
Fleet: 10 Full-Riggeds in
Lisbon (5) and Seville (5), outfitted with 300 crew bunks, max guns, Goddess
figureheads.
-
Explorer
Fleet: 10 La Reales in London
(5) and Amsterdam (5), outfitted with no guns and 40 bunks, Goddess
figureheads.
-
Trade
Fleet: 10 Tekkhousens in Genoa
(5) and Istanbul (5), outfitted with 50 bunks, no guns, Goddess figureheads.
-
Obviously,
I fill the holds of every moored ship with Gold, so I have a
multi-million-gp nest egg that cannot be touched by any disaster or
misfortune.
If you leave Europe on April 1st and time it right and
don't dawdle, you can
do the route from Africa to Nagasaki twice before your tax permit expires.
You can then return to Europe to renew your permit, but now with a load of gold
worth 15 million at Lubeck (with 10 Tekkhousens full of gold), and be ready to
buy a new permit on October 1st.
This six-month cycle can net you over 60 million gold pieces each time, with
good luck and the right crew on the right boats. That's a billion gold
pieces every eight years, which is more money than you could ever hope to spend,
even if you had every barmaid in the world begging for trinkets.
OK, with that out of the way, let’s look at the trading
system in Uncharted Waters: New Horizons in a bit more depth, and learn how you
can squeeze it for cash. You start
with some cash, but not even close to enough to make Idin Leis interested in
you. You have to get more, and you
can’t do it by piracy right out of the gate, unless you have a suicide wish.
Make sure to visit every building in your home capital multiple times
until no one offers you any more money, except if you are Ali, in which case you
don’t want to take cash from the innkeeper, so you’ll get a cat instead.
Try to buy another boat as soon as you can. If you came here for a quick fix to get your young commodore
financially fluid, here are the best Early Game trade routes for each character:
EARLY
GAME TRADE ROUTES:
Pietro:
Ragusa – Buy Dye
Venice – Sell Dye, Buy Glassware
Ragusa – Sell Glassware, Buy Dye
Ali:
Istanbul – Buy Carpet
Marseilles – Sell Carpet, Buy Perfume
Athens – Sell Perfume, Buy Art
Istanbul – Sell Art, Buy Carpet
Marseilles – Sell Carpet, Buy Perfume
Joao and Catalina:
Lisbon – Buy Salt
Bordeaux – Sell Salt, Buy Raisins
London – Sell Raisins, Buy Wool
Amsterdam – Sell Wool, Buy ½ Iron, Buy ½ Glass Beads
Lisbon – Sell Iron, Buy Salt
Madeira – Sell Glass Beads, Buy Sugar
Lisbon – Sell Sugar, Buy Salt
Ernst and Otto:
Same as for Joao and Catalina, but
you should start the cycle by buying Wool in London.
These routes should allow you to break out of the Caravela
Latina you’ve been dragging around in, and at least get you up to a few Naos
or Carracks with a decent figurehead.
The best trade route depends on how far along you are in the game.
Athens-Istanbul is a great way to make early-to-midgame cash.
Sugar-Perfume-Wool is a good trade route for stability and long-term profits,
even if the margins are lower per lot. Gold
is the ultimate commodity and the trade in it must be joined as soon as you can.
The thing you need to understand is how and why a trading route becomes
unbalanced, and the best ways to keep a trade route healthy.
As a general rule, making as many stops as possible is
better for profits, until you are trading in goods which are valuable enough
that express trips between ports yields bigger profits.
Buy as much as you can of the initial commodity for your
character as listed above. The
basic idea is to enter into a trade route that will be profitable enough for you
to build a crew and fleet strong enough to carry you into the midgame phase of
your scenario. If you start the
game with the Eastern Routes (Athens-Istanbul-Marseilles and Venice-Ragusa),
then by the time you exhaust these routes you should be able to move to the
Western Route with 3 to 5 boats. By
the same token, if you start out riding the Western Route
(Lisbon-London-Amsterdam-Etc.), then when this route gets unprofitable, you
should be able to score big on the Eastern Routes with 3 to 5 boats.
If you’re Ali, then you will find that the Art/Carpet racket gets out
of hand quickly. Prices get whacked
and you are no longer able to make a profit.
Take a break for a few months and work Pietro’s route, to let Athens
and Istanbul calm down. The same in reverse holds true for Pietro’s scenario.
The idea is to mix it up for maximum profits over the long haul.
If you are working the Western Route out of the gate, then
you are advised to start the cycle in either Lisbon or London, and outfit your
ships to be able to sail for ten days. Starting
the route in Amsterdam (by loading up with ½ Iron and ½ Glass Beads) tends to
throw the route out of kilter faster than a start in London or Lisbon.
You will need 10 days of sailing range to reach Madeira, which is
straight southwest from a point on Iberia just North of Lisbon.
When I say “throw a route out of kilter” or when I talk
about “exhausting” a route, I am expressing the essence of trading in
Uncharted Waters: New Horizons. When
you sell a commodity in a city, their buying and selling prices go down.
When you buy a commodity in a city, their buying and selling prices for
every commodity go up. This effect applies double to other commodities in the same
category as the one you are selling or buying.
Thus, if you sell 50 lots of Glass Beads in Madeira, the price they
charge for Sugar goes down a bit, but if you sell 50 lots of Rock Salt there,
then the price for Sugar goes down much more.
Of the commodities that can be sold or bought in the world,
only a few are available in each city. The
more you invest in the economy of a city, the higher the Economy level will go,
and thus they will sell more commodities. As
a port’s Economy level goes up, its economy will recover faster from the
effects of buying and selling. By
this I mean that all accounts are settled at the end of each month.
It is at this time that the effects of your investments will be applied
to the city’s Industry and Economy. At
certain thresholds, more commodities will be offered and better ships and
figureheads and guns will be available. Also
at this time, the prices for every commodity will readjust back towards the
“normal” level of 100%. Depending
on how much trading has gone on in the port in the past month, this process of
readjustment may take only one month, or several months.
This is the basic drawback of the Athens – Istanbul route.
The two cities are so close to each other that you can make the trip many
times per month, and the route as a whole cannot possibly readjust faster than
you can pump money out of it.
In a way, this facet of the game is one of the subtle
things that make UW:NH highly replayable. If
you sell lots of Art in Istanbul, then the buying price for Art will go down.
Simple enough. If everyone
in Istanbul is selling Art nowadays (Art which they bought from you), then the
price of everything else in Istanbul will go down, including Cotton and Dye. But the price for Carpet will be affected more.
Unfortunately, there is simply not enough demand for Art in Istanbul
itself to absorb the huge shipments you can run over from nearby Athens.
This means that the Turkish merchants must work their own internal trade
routes to get rid of the Art you bring, perhaps by dispersing it out to the
Balkans or Syria (places that you can’t go), and this process takes time. When you sell 1000 lots of Art to the merchants in Istanbul,
a month later they may still have 600 lots in stock, waiting for buyers in the
Caucasus to show up. Of course,
they will be less interested in another 1000 lots of Art. If the city is left alone for several months, then the price
index will creep back to normal, but you don’t have several months, do you?
Since Istanbul is a capital, you cannot invest in it to help the economy
repair itself. You can only pump
their buying price for Art up again by purchasing other commodities.
Fortunately, Carpet is in the same category as Art, and happens to be
Istanbul’s specialty.
Finding a pair of cities whose specialties are in the same
category opens the door for market manipulation on a grand scale.
The price you pay for a commodity depends on your social status, the
price index of the city, the skill of your bookkeeper, whether you have a tax
permit and your luck, but by buying and selling other commodities you can more
directly manipulate the prices at a marketplace.
If you buy 1000 lots of Art in one transaction at Athens, the price for
Art will jump, and their buying price for Carpet will jump accordingly.
A purchase or sale of as little as 50 lots, though smaller, will affect
the prices of commodities almost as much as a whopping 1000-lot transaction.
With 4 or 5 50-lot purchases of Silver in Lubeck, for example, you can
drive the price that they will pay for Gold through the roof – to 1650 gp per
lot! Thus, it is easy to see that
by a series of small Carpet sales in Athens, you can drive the price you’ll
pay for Art way down. Sometimes it
is to your advantage to take a loss on 200 lots of Carpet to reap huge profits
on 2000 lots of Art. The trick is
to find the balance point that will keep a trade route healthy.
In the case of Lubeck, you do not care about the economic
health of the city. You are not
interested in buying Silver cheaply; you just want them to pay through the nose
for Gold. Most of the time,
however, you have to take into account the stability of the markets in the
cities on your route. Say you have
a cargo capacity of 100 lots. If
you go to Athens and load up on Art at 360 gp per lot, you are pumping 36,000 gp
into the local economy. When you
trade it at Istanbul for Carpet at 254 gp per lot, you are only putting 25,400
gp back into the local market. Obviously,
filling your fleet to the brim at each port puts the Athenian economy out of
whack faster than Istanbul’s. To
make matters worse, the Port Economy of Athens starts out at only 640, which
means it will take longer for the city to absorb the shipments of Carpet you
sell there. Both of these factors
(price of Art vs. Carpet and the differing Economy levels) make the trade route
very unstable.
We now see that even though Art and Carpet are in the same
commodity category, and even though they are the specialties of their respective
ports, this route is still not a one-to-one trade.
Add to this the fact that your profit margin is high on this route, which
means that you can increase your cargo capacity very quickly, and you are on the
road to disaster. Athens will often run out of Art to sell to you, until you
have invested the Port Economy up quite a bit.
You will have to take a loss on more and more lots just to keep your
profits at an acceptable level. In
short, you see rapidly diminishing returns as you increase your carrying
capacity. This is what I mean when
I call a trade route “out of whack”.
An example of a one-to-one trade route would be buying
Cotton in Amsterdam at 54 gp per lot, selling it in London, then loading up on
Wool in London (in the same category as Cotton) at 54 gp per lot, then selling
the Wool for a profit back in Amsterdam, then rinse, repeat.
Since Amsterdam pays 60 gp per lot for Wool, this would seem to make a
tidy profit for the beginning trader. The
cities are very close to each other, the prices are low enough for a poor
character with only a small boat to break into, and the profits are steady.
Amsterdam and London are also equals in Port Economy (700 and 720), so
this is the perfect early game trade route, right?
Unfortunately, no. The catch
is that London also sells Cotton, for 54 gp per lot, and thus pays very little
(20 gp) for imported Cotton. Even
if you buy many small lots of English Wool to drive up their demand for your
Dutch Cotton to the point where you make a profit on it, the premium you pay for
Wool at the now-expensive Thames docks wipes out your earnings.
If London did not sell Cotton, then this would indeed be an ideal and
nearly inexhaustible trade route. Oh
well, back to the drawing board.
There are over two dozen economically perfect one-to-one
trade routes in the game, but none are good for the early game because:
-
the
distance between the ports is great, or
-
profits
are low (10 gp per lot or less), or
-
one
or both ports must be heavily invested in to produce the desired goods,
-
or
they are located in Asia or the Americas, where nobody sells good boats.
In fact, they aren’t so good for the middle or late game
either, because you have better things to do than chasing down exotic routes
that deep into the game.
The best early game trading strategy is to run either the
Western European or Eastern Mediterranean route, depending on your character,
building to about 3 – 5 ships with 500 to 1000 lots of cargo capacity, then
switching to the other route, which so far is untapped.
This should earn you enough cash to upgrade your fleet considerably.
Each of the two beginning routes (excluding Pietro for the
moment) has unique advantages and drawbacks.
The Western Route involves much more sailing, which lets you and your
crew rise in Navigation level and other Abilities, and the time you spend
shuttling between ports lets the ports on your trip recover their economic
health naturally month by month. The
profits per month are lower than the Eastern Route, but it keeps you near
Antwerp and Bordeaux, which are cities that you will want to have invested up to
1000 in Economy and Industry by the time you reach the midgame.
Other drawbacks are that you need to keep more space available for food,
and you visit 3 capitals, so you need to be nice to at least 2 rival empires.
When Otto, Catalina, Joao or Ernst get to 500 – 800 in cargo space,
they should go plunder the Eastern Route.
The Eastern Route yields greater profits per month, but as
we learned above, it is very unstable. It
can be done with used boats that are cheap, fat and slow, but doesn’t give
much experience to you or your mates. If
you need to let Athens and Istanbul cool off for a while, you have many options,
like involving Marseilles or Beirut in the circuit, or doing the Venice –
Ragusa run for a while. Pietro
should do this right away, then join the Art for Carpet trade when he gets up
over 100 in cargo space. When
either Ali or Pietro gets up to 800 to 1000 in cargo capacity, they should go do
the Western Route and should be in a position to pour some cash into Antwerp and
Bordeaux to prepare for the midgame.
INVESTING:
Investing your hard-earned cash in a port sometimes seems
like a waste of money. Actually, it
is one of the most important things you can do in the game for long-term
success. Investing in a port’s
Industry has the following benefits:
-
The
Port Industry level goes up one point for every 300 gp you give, up to a
maximum of 50,000 gp per month, which nets a gain of 163 points.
49,800 gp gets the same result, so save yourself a few bucks.
-
The
city’s favor towards your empire increases, which can have a snowballing
effect of good things if the port allies with your king.
-
If
allied, you get lower prices in the port, and the economic power of your
king gets greater, which increases the size of the gifts he can bestow on
you.
-
Your
Fame goes up and this can attract the attention of your king, progressing
you along your scenario and gaining you social advancement.
-
The
vulnerability of the port to foreign investments luring it away from your
king is reduced. 10,000 gp
invested in a port at 100/100 (Economy / Industry) has more influence over
their favor than the same 10,000 gp invested at a port which is 500/500, and
even less at a 1000/1000 city.
-
The
port will offer a better class of ships, both new and used.
Every port shuffles their stock of used boats at the end of every
month.
-
The
port can offer higher quality figureheads and guns.
Investing in a city’s Economy has most of the benefits
above, as well as:
-
Your
Fame in Trade goes up, which increases your Charm, which gets you better
prices at every marketplace around the world.
-
The
port will offer more commodities for sale, and will run out of their
specialty less often. It is a
rude surprise when Athens runs out of Art.
-
The
city’s economy will recover more quickly from the effects of your trading.
MIDDLEGAME
TRADING:
To know when you are ready to graduate into the midgame,
you should have a set of goals. No
matter where you begin your scenario, this is a good set of goals to have in
mind for moving from the early game to the midgame:
-
6 or
7 quality mates, a good mix of bookkeepers and gunners.
-
5 or
6 well-built (not used) La Reales from Antwerp or Bordeaux.
The La Reale is a good fighter and trader, and it excels at running
away too.
-
Antwerp
and Bordeaux invested up to 1000 in Industry and Economy.
-
If
you arm your ships, don’t bother with anything less than Cannons.
If you can’t afford Cannons, then don’t fight: run away until you
can buy Cannons.
-
Figureheads
should be upgraded to at least Dragon.
-
If
you’re going to war, have 200,000 gp in cash and you should have A-level
or *-level armor and sword.
-
If
you’re going trading, you should have 1.5 million gp (150 gold ingots),
and you should know where to get a tax permit.
-
If
you’re going exploring, you should have 500,000 gp.
-
You
should not owe money to anyone anymore.
The midgame is when you decide whether you will concentrate
on piracy, trade or adventure. The
wise commodore combines some of all three while concentrating on one talent.
You must also now decide whether you want to romp through your scenario
to complete the game as soon as possible, or if you want to try to play the game
as if you were trying to take over the world.
If you are trying to complete the game as intended, then there are many
walk-throughs available on the web that are very helpful for any scenario, so I
will not attempt to reproduce them here. If
you have achieved the goals above, you will have the means to get as much cash
as you need for any task, whenever you want, by using the Gold trading
techniques of the Money Machine.
If you are trying to rebuild the world as to shape the
approaching Renaissance in your own image, then see my World Domination section.
Either way, when you have graduated to the midgame, then you are
primarily interested in advancing your scenario, which means three things:
fetching things, fighting people and building your empire.
There is no better way to gain the attention of your king than winning
cities to his control. This gets
you social ranking, which propels you along your scenario.
You need a fleet ready for anything, and the La Reale is the best boat
there is for the tasks in the midgame. End
of Argument.
Not only is the La Reale the second-fastest boat on the
planet, but also with a cargo hold that can be over 400 lots, she can take you
where you want to go and pay for herself along the way.
The only drawback to the La Reale (the ONLY ONE) is that she can hold
only 40 guns, if you’re thinking of making trouble.
Actually, 40 guns ain’t bad, since the La Reale can always just run
away if you get into a tight spot in combat.
Available in Nantes, Bordeaux, Scandinavia and most Baltic Sea ports, the
La Reale is quick, maneuverable, and low-maintenance.
The low minimum crew makes it ideal for long voyages, making exploration
a snap. The fact that she sports
both sails and oars doesn’t leave you at the mercy of the currents or winds,
which is helpful for digging into coastal nooks and river systems.
The cargo space speaks for itself, and the speed also makes up for
captains who are, shall we say, not so sharp a tack, making the La Reale perfect
for training mates.
Midgame trading is largely dictated by your king, as you
try to make money while finishing the tasks, which drive your scenario.
If you are sent to pick something up in SouthEast Asia, fill up on
Cinnamon in Malacca, which can fetch 130 gp per lot profit in Europe.
Coral from Amboa or Nutmeg from Banda can bring good money.
If you are sent to the New World, bring back Vanilla from Caracas or
Havana, or Gold from Rio de Janeiro or Veracruz. When you have enough money to keep 1,000,000 gp in the bank,
you can support a fleet of 10 ships with a crew of 500 indefinitely as long as
you can visit a bank once a month to collect interest. But while you can reach a food/crew equilibrium at 1 million
gp, you will still need cash from trading to upgrade your fleet.
I suggest that you trade during the midgame to get enough
money to build and outfit a fleet of Frigates from Antwerp.
Set them up with maximum guns, and go raise some hell.
When your Fame in Piracy is as high as you need, moor the Frigates and
take the La Reales out for some speedy adventuring.
When you need to trade, it should depend on your scenario’s demands. If you need raw cash, work the Money Machine while working on
a fleet of Tekkhousens. If you want
ultimate Piracy Fame, trade just enough Gold to get the best fleet and
armaments, then let the profits of privateering sustain your expenses.
When out adventuring, head back to Europe every six or eight months to
cash in your discoveries and the goods you have found around the world.
Here are some things that are worth bringing back to Europe:
-
Vanilla
from Caracas and Havana
-
Gold
from Rio and Veracruz, East Africa
-
Musk
from Mecca
-
Amber
from Aden
-
Ivory
from Mogadishu, San Jorge, Timbuktu and Sofala
-
Silk
Cloth from Chang-An and Sakai
-
Silk
from Zeiton
-
Pearls
from Sakai and Zeiton
-
Art
from Hanoi and Nagasaki
-
Cinnamon
from Ceylon and Malacca
-
Nutmeg
from Banda
-
Clove
from Dili and Ternate
-
Pepper
and Tea from India
The midgame is for taking time to hire mates wisely,
gathering various serious “power boats” into formidable fleets, putting
money away into untouchable resources, advancing to high rank in the Court and
getting your credentials as an adventurer and warrior together.
You should be building a base of experience among your crew by rotating
them into and out of various commands, so that when you finally get up to ten
Tekkhousens, you have at least nine mates with enough experience to handle them.
Trading works into this overall strategy by making you money while you
are doing tasks, and making you more money when you are waiting for your king or
your scenario to contact you.
In sum, worldwide trade involves the cities mentioned above
for the best profits. You can
achieve more in the midgame by running a fleet of La Reales, and storing a fleet
of 5 boats (large used and cheap) in Istanbul for whenever you need a quick cash
infusion in the European Theater. When
you are in War mode, and are planning on spending some quality time whacking
every fleet you see, you should be hanging around Europe most of the time
anyway, so plan on spending one month out of every year spent at War doing the
Athens-Istanbul route. This keeps
your fortune increasing for the day when you will be shopping for Tekkhousens.
As with the early game, the midgame must be spent laying
the foundation for later stages. The
rewards of the late game are great, but so are the costs.
You should be starting to get some key cities throughout Asia and Africa
invested up towards 1000/1000. You
should be taking great care to preserve your luck by saving the game frequently
and upgrading every boat to the Goddess figureheads.
Speaking of Luck and the Goddess, there is a way to see your luck by
visiting a fortuneteller, but she can only narrow it down to the nearest 25%.
A more accurate way to judge your luck is to invest in Antwerp up to
1000/1000, and then try to buy figureheads at the shipyard there.
Try it 1000 times. Add up the number of times that you are offered the Goddess
figurehead. That is your Luck
rating, on average. In theory, you
can get a more accurate reading of your Luck by doing it 10,000 times and
dividing the result by 10, but I have not done this.
Just as there are signposts to tell you when you are
entering the midgame and must adjust your strategy, there are guidelines for
when you are graduating into the late game.
You should have achieved the following things:
-
You
should have a social rank of Earl or better.
-
You
should control at least 10 serious ships which you had custom built brand
new, and this doesn’t include the La Reales. This includes Tekkhousens, Frigates, Full-Riggeds and
Barges.
-
You
should have at least 200 gold ingots at your disposal.
-
You
should have control (100% loyalty and 800/800 or better) of the following
cities: Antwerp, Bordeaux,
Lubeck, Athens, Madeira, San Jorge, Luanda, the Six Golden Cities of East
Africa, Goa, Ceylon, Ternate, Nagasaki and Sakai.
-
You
should know where Capetown and Batavia are.
-
You
should have 12 to 13 mates with multiple skills, including a competent
bookkeeper like Charles Darling, Simon Sekeira, Carmine Lasagna, Palah Abdul
or Raymond Wilson. Try to only
hire Lucky Dogs.
-
Your
boats with guns should only carry Carronades, and you should not have any
figurehead lesser than the Goddess.
-
You
should be in the later stages of your scenario, i.e.: learning about
Atlantis, finding Joao, building an orphanage, finding your sister, etc.
LATE
GAME TRADING:
The late game affords two choices: you can quickly complete your scenario, or you can
investigate everything the world of Uncharted Waters: New Horizons has to offer.
If you choose to defeat the game quickly, you should not have a need to
trade. Your midgame should provide
enough cash for you to end the game whenever you like.
If you choose to extend the game, however, you may find some interesting
trade techniques that you can employ. Because
the late game is either very short or very long, I’ll concentrate on the long
version to expose some of the deeper concepts about the trade system in UW:NH.
If the game were strictly historically accurate, slaves
would be a commodity available in West and East Africa.
Thank goodness the programmers did not include such a commodity!
But, the fact is that a lot of wealth was made on exports from Africa in
the 1500’s, so to model that part of the global economy, the game’s
designers substituted Gold.
Diamonds may be a girl’s best friend, but a Trader’s
best friend is Gold. The huge costs
that you incur throughout the game to upgrade your fleet to La Reales then
Galleons, then to Frigates then Tekkhousens, not to mention the financial black
hole of investing in Africa, Asia and the Americas are costs that can only be
met by trading in Gold and Silver. Some
West African and South American ports will sell Gold when coaxed, but the most
reliable source is East Africa. In
the Advanced Game, when you have decided to play the world instead of just
playing a scenario, East Africa is the most important place in the world. All six cities of East Africa will sell Gold, once they get
up to about 400 or so in Port Economy level.
I haven’t nailed down the exact Economy level yet, because I usually
just want Gold, Now. While on
investing trips before anyone’ll sell you Gold, don’t be afraid to pick up
Ivory and Coral in East Africa, both of which will turn a tidy profit in Europe.
Concentrate your investments on Mombasa and Mozambique,
because they have banks, then in Quelamine and Sofala because they are closest
to Europe. For a guaranteed
invitation to the palace for a social rank advancement, invest a region (Middle
East, SE Asia, India, Far East) into allegiance to your empire.
Become a Duke as soon as possible. Finish
out your fame in Piracy to 50,000 by smacking the big pirates around.
The capturing of cities by investment is an ongoing process that consumes
simply enormous amounts of gp, and can only be financed through trade, not
piracy. You need the power of Gold,
and you need to leverage that power to make you rich.
Do not underestimate the power of Tax Permits and social
rank in trading. A Duke with a good
bookkeeper and a Permit is going to get the lowest possible price, period.
When trading in Gold, you need every advantage you can gain.
You will want to run 10 Tekkhousens ideally, and have one
boat set up with no guns and the bare minimum crew, to maximize the cargo hold.
It may be useful to store a Barge in Amsterdam and pick it up on the way
to Lubeck when selling Gold in Europe. You
want to use small purchases or sales to drive prices as far as they can go in
your favor, and then use your biggest ship to make a huge transaction.
For instance, a fully laden fleet of 5 Frigates can use a Full-Rigged
Ship to sell their cargo of Gold in only four transactions, limiting the number
of lots of Silver, which you have to take a loss on.
To make the Six Month Money Machine work right requires
some tight sailing. You must know
just where to turn South West from Iberia to hit Madeira, know just how far East
of San Jorge you must go before turning due South East to hit Luanda, and how
far North of Madagascar you sail before you turn North East so you’ll hit
India before you run out of food. Once
you’ve got it down, though, you’ll have enough cash to do anything.
If you choose to delay the end of your scenario for whatever purpose, you
enter the Advanced Game.
ADVANCED GAME TRADING:
A common objective of the advanced game is to invest in as
many cities as you can, to ally them with your king and increase their power to
1000/1000. I’ve shown you how to
squeeze the Gold trade for huge cash, but if you want to go off investing for a
few years, then I’d recommend that you pick up your fleet of La Reales.
They are fast enough that you can run through hundreds of millions of gp
(100,000 per city per month!) in a few years.
Inevitably, you’ll have to go back and hunt for Gold.
During your long absences, rival fleets will have time to
woo some of the town councils of your Mediterranean and European cities away.
Politicians just don’t stay bought, I guess.
You need a rhythm to your game, a schedule for maximum effect.
You may find that you can remain “in the field” for longer periods if
you adjust your travel strategy. For
instance, the developing world in Asia and South America require huge amounts of
gold to lift them to respectability. You
can remain in a position to hit SE Asia every month by splitting the region in
half. Visit the eastern island
cities once a month, while running some goods up to the Far East.
Then once the eastern towns are up to snuff, run a route from the western
cities of SE Asia and India. Nutmeg
from Amboa or Banda sold in the Far East brings a good profit.
Pepper from any SE Asian port will earn 50 gp per lot in the Far East.
On the return trip, bring Silver from Nagasaki, which will earn 150 gp
per lot in SE Asia.
Likewise, the Middle East is an area that requires much
investment and lots of sailing to lift up.
The region may be broken in two as well, with the Persian Gulf cities
visited once a month, amidst a trade route from East Africa to India.
India will pay well for Gold, just not as much as Europe and Nagasaki.
Then switch to the Red Sea and Arabian Sea cities while maintaining the
East Africa-India route. You’ll
get filthy rich, and possession of the Middle East as well.
Of course, you could just gather up a ton of money and set
up a route to visit each city in SE Asia or the Middle East once a month, but
such a route to cover all the cities in South East Asia is very difficult.
This means that you’ll have to cut a couple of cities out, and spend
the same five months getting them invested in.
If you choose to visit a handful of cities, combined in a trade route,
for five months, you get money to support the huge sums you have to drop into
towns, and your crew gets lots of sailing experience, much more than making a
stop every few days.
If you want, you can do this with warships and sink any
interlopers. The rhythm you
should be in ought to allow you to grab about ten cities before heading back to
tend to European matters. This
allows for about a year between visits to your king.
If you are wise, you’ll time these visits to occur in March or
September. When you have retaken
some cities (they always go for Antwerp) and sold a bunch of Gold and you are
ready to leave Europe, consider where you’ll be heading.
If you’re going to get some of the Middle East, bring a load of Arms
from Lisbon or Seville. If you’re
going towards the Far East, bring lots of Glassware from Copenhagen, which can
bring 220 gp per lot in any Far Eastern city.
When you are investing in South or Central America, Sugar
bought in Jamaica or Santo Domingo can get you a 70-gp profit in any other
American port. This is very useful,
because Veracruz takes a lot of attention before they’ll part with their Gold.
When they do, though, you can easily set up a Gold-Silver trade route
with Caracas, Rio de Janeiro, Pernambuco, Maracaibo, Cayenne, Cartagena and
Margarita. Rio can also sell Gold,
when their scores are raised up a bit. The
fact that these ports are so widely distributed around the New World naturally
lends itself to involving trade in your investing excursions, and you can still
bring the customary load of Gold back to Europe when you are ready.
There are so many cool things in the game that are
historically accurate, like the effects of weather on sails vs. oars, and how
the weather at sea changes in some areas in certain months of the year.
Another one is that the best profits in trading are had by bringing odd
things back to Europe and the Mediterranean.
Spices, Pearls, Art, Vanilla, they are all valuable and sexy in Europe,
but you really need to be carrying Gold when you return every year or so.
The rhythm that works best for me when I’m trying to subjugate the
world is a 12/6 rotation. Twelve
months at sea in a route that gets ten cities, then six months around Europe,
reinvesting and kicking butt.
West Africa, well, West Africa doesn’t seem to ever need
attention. Just stop in a different
WA town for food every time you round the horn, and dump 100,000 gp into the
place. Eventually, you’ll have
them all without trying, except for that damn Timbuktu.
You’ll have to try for that one. Try
to get there at the end of a month, so you can hit them twice in just a few
days.
If you are trying to complete the World Map, another common
objective of the Advanced Game, don’t bother to trade.
Just get lots of money, and La Reales.
If you want to crush all enemy fleets, then don’t bother
to trade either, just sell a captured boat now and then if you need the cash.