Quickstarts in I If 9 ... p | P i.U It fl I t„ , r ■ ■ A ft* - - ■ ,, 7?Z .1 CONTENTS 2 INTRODUCTION 3 INSTALLATION r " ji - _--4‘ MAIN MENU 4.1 New Game s? C 2 Scenarios ^ 4.3 Loading 4.4 Options %$■ £ 5 GAME CONTROLS A . - 5.1 General Information 5 5.2 Town View Ar Town Center 3N' Area Outside the Town Ey, Harbor 5 ' Mini Map 5.3 Sea Chart Towns Convoys Floating Objects Mini Map 5.4 Sea Battles = Encounter £ l « Evading Sea Battle View Battle Sequence Maneuvering _ Centering Switching Ships Open Fire! Reloading Selecting Ammunition and Boarding S Fleeing 5.5 Attacking a Town 5.6 Land Battles 2 Land Attack Sequence f Tied Units ; . Surprise Attacks Supporting Your Units 5.7 Duels Controlling the Duel ' • Special Attacks The End of the Fight Taking Hostages XU A* I nr m -J23- ~£L jd.. 'y&r^L. J3, 5.8 The Chronicle J . . . . V. ..... 22? 5.9 The Log 23 5.10 Game Speed > 23 6 TOWNS 24 6.1 Governor Towns 24 6.2 Colonial Towns 24 6.3 Seats of the Viceroys 24 6.4 Town Population 24 Settlers 24 Workers and Citizens 25 Soldiers 25 6.5 The Status of a Town 25 6.6 Traders 26 6.7 Your Own Town 26 i&L. M 7 ACTION BUILDINGS 27 7.1 The Warehouse 27 ! Overview 27 Stock 28 Buying Goods 28 Selling Goods 28 7.2 The Docks 29 ‘ Transfer Between Convoy and Warehouse & Cargo Trade 29 7.3 Shipyards 29 7.4 The Inn 30 Hiring Pirates 30 7.5 The Council Building 30 The General 30 The Treasurer 30 The Governor 31 The Governor’s Daughter/Your Wife 31 The Viceroy 31 7.6 The Master Builder’s 31 7.7 The Church 31 7.8 The Market 31 M U — 8 SHIPS AND CONVOYS 32 8.1 Ships 32 I Ships in the Harbor 32 .-J Ship Types 32 fgsg ■‘•■yflggj , v __ . 37 ' 8.2 Convoys Assembling a New Convoy 37 Choosing a Convoy and Goods List 37 v Ships List, Overview and Costs 38 Attack Mode 38 [^" Transfer Between Convoys and Harbors 39 -transfer Between Two Convoys 39 Escort Ships 39 Docking Unnoticed 39 H Wear and Tear on Ships 40 8.3 Captains 40 V v . Navigational Experience 40 £ - Trading Experience 40 Combat Experience 40 8.4 Crew 41 X Morale 41 f§£;.\ r n i : X o \i Pricing 41 How to Trade 42 Scarce Goods 43 Types of Goods 43 Imports and Exports 44 Balance of Goods 44 Trading Tips 44 Li ■I 41 fe 1 IV m n Ko; m m 10 CONSTRUCTION AND PRODUCTION 45 10.1 Buying a Building Permit 45 10.2 What You Can Build 45 Buildings 47 Businesses 48 Community Buildings 51 10.3 Maintaining Buildings 51 10.4 Workers and Production 51 Where do new workers come from? 51 Boom and Recession 52- Goods and Raw Materials 52 Production Problems 52 10.5 Competition 53 ^Buying up Businesses 53 Ruining Businesses 53' r n r A«.« It SB 4 I ' 11 TRADE ROUTES I . v . AT . . . . . 53 1 11.1 Leave it to the Captain! 53 11.2 A Little More Control 55 11.3 Specific Instructions 55 11.4 Using Your Warehouse for Trading 56 Distributing Produced Goods 56 Finding Raw Materials 57 11.5 Attacks 57" 11.6 Maintenance and Repairs 58 11.7 Trade Route Overview in the Log 58 L hP* . 16 CREDITS ENGLISH - CONTROLS AND KEYBOARD CONFIGURATION . SdANISH - QUICKSTART |H FINNISH - QUICKSTART NORWEGIAN - QUICKSTART 70 rM 12 POLITICS AMONG THE NATIONS 59 12.1 War and Peace 59 12.2 A Nation’s Strength 59 12.3 Viceroys and Capturing Towns 59 12.4 Letters of Marque 60 12.5 Buccaneers 60 12.6 Pirates 61 Active Pirates 61 Pirate Hideouts 61 Hunting for Pirates 61 Destroying a Pirate Gang 62 Ef , /S 13 REPUTATION AND RANK 62 13.1 Your Reputation with the Nations 62 Rising Reputation 62 Falling Reputation 62 Nothing Lasts Forever 63 13.2 Rank 63 MUSING YOUR OWN LOGOS 64 15 SERVICE AND SUPPORT 64 66 .67 68 69 SWEDISH - QUICKSTART 71 simulation game set in the Caribbean during the 1 The game takes you back to the beginning of the 17^ century, when the great colonial powers | were competing for control of the Caribbean and when towns could rapidly expand (and ~ - collapse again) over a short period of time. You take on the role of a young adventurer who, with bravery and skill, aims to establish a large trading enterprise of great economic and military power. You can trade goods between towns, set up your own production facilities, accept all kinds of | 1 tasks and missions and set off on voyages to capture enemy ships and loot towns. If In contrast to the first version of Port Royale, there are no longer any limits to the expansion of your enterprise. You can command an unlimited number of convoys and set up production facilities in all towns. And that’s not all: If you have the money, you can also buy businesses from local producers and create a monopoly in a town. Alternatively, you can take control of all the businesses producing a particular product in various towns, which would then enable you to create a monopoly for that product throughout the entire Caribbean region. If you want to follow a more militant route, you can take possession of a town. By attacking I and capturing the towns belonging to enemy nations for a viceroy (that is, taking possession of the towns on behalf of a viceroy), you can expect to be generously rewarded with plots of land. Bit by bit, each viceroy presents you with a town that you can then set up and develop yourself. You can also capture all the towns for a particular nation so that peace is finally brought about. We in the Port Royale 2 team have taken great pleasure in preparing this game and we are particularly proud to present you with an exciting trade simulation, giving you free reign to shape and develop an historic world. However, don’t be too ambitious at the start. First take a look at the available scenarios. There, you are sure to find a topic of interest to introduce you to the world of Port Royale 2. H»>Knr \ 1 ‘ * y ' • , We wish you good luck and many happy hours exploring the Caribbean. Daniel Dumont and the Port Royale 2 Team. wm&Mm' *** 1 3 INSTALLATION Insert the Port Royale 2 CD into the CD drive of your computer. If the AutoStart option is activated, the AutoStart menu opens automatically. Then click on “Install” to install Port Royale 2. If the AutoStart menu does not start automatically, you can start it yourself by double- clicking on the “Autorun” or “AutoRun.exe” file. J To carry out the installation, follow the instructions on the screen. It is essential that you refer to the readme.html file in the installation directory of the game, as this file contains important technical information as well as the latest changes. m i J The latest news covering all aspects of Port Royale 2 is available on the Internet homepage I www.ascaron.com. 4 MAIN MENU After starting the game, you reach the main menu. If you are playing the game for the first time, you should take a closer look at the 1 “Scenarios” section. This section contains special introductory games covering various topics ; in the game. 4.1 New Game You can start a new game here. Choose a town (and therefore the nation) in which you want to start the game. The most important thing to remember about the town where you start the i game is that you already have a warehouse and a permit to build businesses and residential buildings there. Choose a nation carefully, because the smaller the nation, the harder it will be for you when you pick a fight with the enemies of that nation. However, you needn’t worry, as you can still turn to another nation during the game. 4.2 Scenarios Port Royale 2 offers great depth of play. For this reason, we have included scenarios that deal with the different areas of the game, such as trade, sea battles or construction. If you are playing Port Royale 2 for the first time, you will find it easier if you choose one of the introductory scenarios. On the other hand, if you are looking for a challenge, you can choose one of the more advanced scenarios. 4.3 Loading a Game Load a previously saved game. 4.4 Options You can set the graphics and sound here. You can also change the assignment of game ! functions to the various keys or change the gameplay settings (under “Gameplay”). is: 5 GAME CONTROLS S 5.1 General Information Note the following: To select a convoy or a building, left-click on the object. To send a convoy, select it and then right-click on a town or a position at sea. You can use the mouse to do everything, but there are also several keys on your keyboard that make it easier for you to play the game. During the game, you can press “FI” to display a summary of the game controls. Use the arrow keys on the keyboard to move the area of the screen displayed. Press the fast forward key (the space bar) to accelerate the gameplay. You can use this function if you do not want to wait until a convoy has reached another town, for example. : . . 5.2 Town View After you start a game, you reach the town view of the town where you start the game. Each , of the 60 towns in Port Royale 2 has one of these views, in which you can carry out specific actions. The town view displays the town’s buildings and the ships docked in the harbor. Every town has a harbor, a town center, as well as residential areas and businesses located outside the town. From the sea chart, you can enter every town in which you have constructed buildings or in which a convoy is anchored. Switch convoys with no mission Scroll convoys with mission ®List your convoys ( Chronicle, see section 5.8 (y)Lo g , see section 5.9 © Your cash (^) Game speed (5 ) Inhabitants ’ consumption of goods Population J Your reputation with the nation of the town (8 j Highlight your own buildings iiKMOii-ivair H i • (u?) Options menu I - Action buildings (important buildings that you can enter to carry out actions) *4 \A5) Event window Rank display, section 13.2 (j 7 J Selection window (this window displays the object (ship, convoy or building) that you y have just selected). rsr 323 - Reave town (display sea chart) Selection buttons I (^9^ Mini Map of the town (20 J Toggle map nS'»ow Only part of the town is displayed on the screen. You can use the arrow keys on the keyboard to move the area of the screen displayed. Alternatively, you can do this by moving the mouse pointer at the edge of the screen, holding down the middle mouse button and moving the section, or by left-clicking on the Mini Map. You can also zoom into the section of the screen by pressing the Page Up or Page Down keys or by turning your mouse wheel. Town Center The town center is always surrounded by the town walls, which protect the town from attack by land. The important action buildings (see section 7 : Action Buildings) in which you can meet various people are always situated in the town center. Simply click on one of these building to enter it. Area Outside the Town You or a local producer in the town can only construct a business or a residential building outside the town walls. Section 10: Construction and Production describes which buildings can be constructed in a town and the construction process involved. To display information about a residential building or a business, left-click on it. You can also implement settings in some businesses. j Harbor The harbor contains all the convoys and ships that are anchored in a town. A convoy is a I " group of ships under the command of a single captain. If a convoy consists of several ships, only the largest ship in the convoy is displayed in the harbor, so as to give you a clearer overview. To display information about a ship or a convoy, simply left-click on it. You can also J implement settings in some convoys. M ini Map m The Mini Map displays the entire town and surrounding area in the bottom right of the game | view. Different colors are used to indicate the buildings and convoys in the town. 8) Buildings belonging to local traders 9 ) Your warehouses Your anchored ships and convoys (^2^ Ships belonging to other traders (^) Area of the screen displayed (f) Harbor Town center with action buildings A reas outside of the town (^7^ Your businesses and residential buildings 5.3 Sea Chart The sea chart is always displayed when you leave a town. You can use the sea chart view to follow the movements of your convoys. It also displays all the towns that you have discovered so far. You only have to approach a town to discover it. To send convoys, select a convoy and then right-click on a town or a position at sea. (1 ) Pirate convoy (ijPirate hideout discovered (^3^ Display political overview map (^4 ^ Military convoy or buccaneer of a particular nation (jf) Trading convoy ( 6 j Your convoy at sea (7) Town symbol Town name and nation (9) Town icons representing scarcity of goods, surplus of settlers and M 0 ) Your convoys anchored in the town (l ])Mini Map of the game world As with the town view, the sea chart view only displays a part of the sea. arrow keys to move the area of the screen displayed. Alternatively, you can also moving the mouse pointer at the edge of the screen, holding down the middle mouse button and moving the section, or by left-clicking on the Mini Map. 0 Town symbol. Left-click to enter the town (you can only do this if you have a convoy c buildings in the town). If you have selected your docked convoy: Right-click to trade with your convoy. If no convoy is selected but you have a warehouse in the town: Right-click to trade with your warehouse. J f2J Click on the town name to display the town information. ( 3 ) Click on your convoys docked in the town to scroll through convoys. | symbol depicting a product indicates that there is a shortage of this product in the town. I© The settler symbol indicates that there is either a surplus or a lack of settlers in the town. Various event symbols indicate the occurrence of a particular event in the town. 2B- 7^ -<>i: ■■ . a — -&L- — — A — * Possible events in towns •'SAc toiler Gold discovered A gold mine has been discovered near the town. The quality of life has risen as a result and the consumption of luxury goods is twice as high for one month. ^3 Plague of rats There is a plague of rats in the town. The consumption of wheat, fruit, com and meat is twice as high for one month. Plague A plague has broken out in the town. The quality of life has worsened and the demand for garments is twice as high for one month. While the plague lasts, the town’s citizens perish daily and traders are reluctant to sail to the town. Food supplies contaminated Food supplies in the town have been contaminated (this has the same effect as a famine). Famine A famine has broken out. While the famine rages, the price of wheat, fruit, com and meat will rise. Storm A storm is raging over the town. Production on crop farms is halved. Attack by military convoy, pirates or natives W The town was recently attacked from the land or from the sea. The status of the town has fallen. Effects: • Military convoy: Many goods looted • Pirates: Finished goods looted • Natives: Luxury goods looted and number of workers/citizens reduced Treasure fleet in the town The Spanish treasure fleet has anchored in the town. . Sabotage by buccaneers This symbol is displayed to indicate various acts of sabotage carried out by buccaneers. Buccaneers are only activated in times of war. Overview of acts of sabotage carried out by buccaneers I ■ Stocks destroyed A buccaneer sneaked into the town and destroyed large stocks of goods belonging to various traders. The town i council refuses to accept liability. Town’s goods stocks destroyed A buccaneer sneaked into the town and destroyed large stocks of goods belonging to the town market. Settlers poached A buccaneer has poached many workers and their families. Many businesses in the town are now no longer 1 operating at full capacity. Goods bought up Today, a buccaneer posing as a trader docked in the harbor of the town under a false flag. By doing this, he , | was able to buy up stocks in the town. Many goods are i f now unavailable or very scarce. Traders intimidated A buccaneer sneaked into the town harbor and threatened arriving traders. For at least four weeks, traders from other towns will only very reluctantly call at the town. Workers on strike A buccaneer entered the town under a false name and caused a great deal of unrest among the workers. All workers cease working for two weeks. Food supplies contaminated A buccaneer contaminated large amounts of food in the town. A famine has broken out as a result. Crops destroyed A buccaneer sneaked into the town and destroyed all the crop farms along with their harvest. You cannot harvest again for approximately 2 weeks. *0 i Convoys All convoys belonging to you are displayed on the sea chart. Any other convoys that come into their field of vision are also displayed. For each convoy displayed, the sea chart also displays the number of ships in the convoy and the nation to which the convoy belongs. There are various types of convoys, which can be identified by the different symbols that they carry: £ liPil Your OWN CONVOYS fly a flag displaying a logo that you can choose in the Options menu (also see section 14 Using Your Own Logos). ]§§ This symbol is used by TRADING CONVOYS and TRANSPORT CONVOYS. TRANSPORT CONVOYS supply the Caribbean with goods from Europe (see section 9 Imports and Exports). The Spanish treasure fleet is a special type of TRANSPORT CONVOY. It travels from Europe and collects gold from the Spanish colonies. MB MILITARY CONVOYS carry a red warning symbol, patrol the waters belonging to their nation and also become militarily active in times of war (see section 12.2 A Nation’s Strength). Buccaneers represent a special type of MILITARY CONVOY that attacks towns in times of war and carries out particular actions (see section 12.5 Buccaneers). J PIRATE CONVOYS carry the pirate symbol (see section 12.6 Pirates). I <, You can left-click on each convoy to select it and to display information about the convoy. For example, this allows you to determine the type and number of escort and trading ships in a convoy. In the case of pirate convoys, you can see which pirate gang owns the convoy. By right-clicking on a town or a position on the sea chart, you can send your own convoys there. To attack another convoy, right-click on the target convoy. 12 Your convoys can pick up flotsam ; This object indicates a mission object: Sometimes you receive a mission to search for a missing object. This symbol is also used to indicate objects that are very rare and particularly difficult to find. These objects are always located near to the shore. If you are married to the daughter of a governor, she will give you more information as soon as you find one of these objects. It is always worth making a detour to pick up a floating treasure chest. A message in a bottle turns out to be parts of a treasure map. You can use the “Treasure Map” option in the log to view parts of a treasure map that you have found. Mini Map The Mini Map displays the entire game world in the sea chart view. and convoys have particular colors: \r£ wmte diamonds Diamonds with a blue center Diamonds with a blue border Blue squares White squares Black squares Small black squares S Small yellow squares • ^4 Towns Towns in which you have buildings Towns in which one of your convoys is anchored Your convoy A foreign convoy Pirate hideouts A floating object (for example, castaways) A convoy belonging to a pirate or a buccaneer may also spot floating objects. You can take these objects on board by right on them to send your convoy over to them. "^7 The Mini Map also has other very useful functions: Left-click on the map Shift the area of the sea chart displayed j Left-click on town Enter town if you have a convoy or warehouse there Right-click on town Send a selected convoy to the town or trade with the town, if selected convoy is anchored there 'V- is A 5.4 Sea Battles If you have selected one of your convoys, you can provoke a sea battle by right-clicking on another convoy on the sea chart. As soon as the convoys are near enough to one another, the Encounter dialog box is displayed. TIP To wage a sea battle, you must have defined escort ships in your convoy, as only the escort ships from both sides can take part in a battle! For an explanation of how to define escort ships, see section 8.2 Convoys. « t •t t & Your relationship with England: friendly iMuty.iuum 2 O0 JL & m 233 <- O0 ^ 24 O0 W n ' 180 J (7) Your opponent ’s flag (T) Your flag (^3^ Escort ships in the convoy (7) Trading ships in the convoy ^5 ^ Cannons on board the escort ships (^6^Sailors on board the escort ships (j^If your convoy is attacked, you cannot stop the battle. In this case, you can only resort to the “Evade ” option (see below). m If you now choose “Attack”, the sea battle view opens and the battle can commence. Evading You may not always be the attacker. Military convoys and pirates may attack you if your convoys enter their field of vision. In this case, the Encounter dialog box also opens, provided that the convoy is not on an automatic trade route (see section 1 1 Trade Routes). You cannot stop this kind of battle. However, if you do not want to wage the battle yourself, you can choose the “Evade” option*. In this case, the battle is waged automatically by the captain of your convoy. However, the t 14 33: Z M . 3 captain adopts a very defensive position. His aim is to bring the battle to an end while minimizing the amount of damage to his convoy. It is of no interest to him how much damage > has inflicted on his opponent and nor will he loot or capture any ships. The outcome of this type of battle is displayed immediately. TIP | Convoys sailing on a trade route always select the “Evade” option automatically. You will ■r I then be informed of the outcome of the battle by a message, which you can call up from the menu in the log. Sea Battle View Ei 1 » L ••••! -4- | ill l # i a a ml 0 Your active ship ^7) Opponent ’s ships (^7) Wind direction © The direction in which you) ship is heading (^5^) Morale of the crew and the captain ’s combat experience ^ 6 ^ Your escort ships and the selected ship. Before the battle commences, you can select the ship that you want to start the battle by clicking on it. (^T^Here, you can view the condition of the ship as well as the number of cannons and the size of the boarding crew it is carrying. ( 8 ) Select your ammunition and activate the ready to board function H >< ( 9 ) Your opponent ’s ships OjMini Map of the sea battle with your active ship and your opponent’s ships If you have several escort ships at the start of the battle, you can select the ship that to use to begin the battle. Then press the fast forward key (this is normally the space [«r i ! rrr 323 - Battle Sequence Only the escort ships take part in the battle (see below section 8.2 Convoys). Trading ships take no part in the fighting. However, the trading ships always fall to the victor. The battle ends when the last escort ship belonging to one side sinks, flees or is boarded and the winner can then decide whether to loot or capture (that is, take command of) the trading ships. To simplify the operation of the game, you can only control one ship at a time during the battle, while your opponent can control up to 5 ships. Before a battle begins, you must therefore select from among your escort ships the ship that you want to use to start the battle. To do this, click on one of your ships in the list of ships above and then press the fast forward key (space bar) to begin the battle. Maneuvering As on the sea chart, use the right mouse button to control your ship. Note that, in sea battles, . : you specify a direction instead of a destination. Since each ship has a certain amount of inertia, it always takes a little while before it turns in the direction specified. Naturally, the ship makes much slower progress if it is sailing against the wind. Centering You can always center your ship during sea battles using the Shift key. Centering will remain activated if you press the “Caps Lock” key. Switching Ships If you have several escort ships, you can switch to another ship during the battle simply by selecting another ship from the list. Bear in mind that your previous ship is then set to the fleeing mode and can no longer be used in this battle! TIP | Since a ship in fleeing mode can still be attacked, you should only select a new ship when | the ship to be replaced has approached the edge of the map. A ship in fleeing mode always tries to reach the edge of the sea battle area. Open Fire! Left-click to fire a broadside from your ship. In this case, you do not have to decide which side of the ship should fire: Fire is automatically directed from the side of your ship that can hit an opponent. This may also result in both sides of the ship firing if there is an opponent on either side of your ship. To indicate to you which opponents your ship is attacking, the relevant opposing ships are marked with a red crosshair. TIP | You can only fire if a red crosshair is displayed over an opponent’s ship. However, this does I not necessarily mean that all your cannons will hit their target. You must always decide | whether you have reached a good firing position. me * i p A . &E3L ,'>51 Reloading After you have opened fire, your cannons must be reloaded. This is indicated by the blue circle beneath your ship. If you have fewer crew members than ca nn ons on board, the time taken to reload will increase dramatically. The time taken to reload is also affected by the motivation of those on board. TIP i It is difficult to win a sea battle in which your opponent has far superior ships. Military . | convoys are especially powerful. If you find that you have underestimated the strength of an | opponent during an attack, you can also set the level of difficulty to “Easy”, even in the Selecting Ammunition and Boarding In the ship’s selection window below, you can choose between 3 different types of ammunition (provided that you have them on board your convoy). The ammunition is not . ' stored on a particular ship in your convoy, but is always available to the entire convoy. You can also signal to your crew to prepare to board a ship. m Heavy cannonballs: Inflict the heaviest damage to the ship’s hull. Select this ammunition if you want to sink an opponent quickly. The more damage that is inflicted on a ship, the harder it is to maneuver. Chain balls: These are particularly useful for destroying a ship’s sails. In this way, a ship can be rendered impossible to maneuver. Grape shot: This puts the crew of a ship out of action. Useful if you intend to board a ship subsequently. Ready to board: Choose this option to prepare your crew to board a ship. Once your crew is ready to board, all you have to do is ram another ship to start the boarding procedure. You no longer have any control over the battle on board the ship. Of crucial importance here is the size of your crew and the number of cutlasses that the sailors have at their disposal. TIP ga l i As with reloading your cannons, it always takes a little while to switch ammunition and jprepare to board a ship. During this time, you cannot fire your cannons. Fleeing ... ' , Any ship that leaves the area of the sea battle while the sea battle is being waged is considered to have fled. It can no longer take part in the battle and falls to the winner after the battle is over. 5.5 Attacking a Town ’ . If you sail to a town with a convoy, it normally docks in the harbor. However, you can also ■ specify that the convoy is to attack the town instead of visiting it. To do this, click on the “Attack Mode” button in the selection menu of the convoy and activate the “Attack Towns” option (also see section 8.2 Convoys). When your convoy reaches the town, a dialog box displaying both the strength of the town and of your convoy opens (in the same way as for an encounter at sea). (^) The defensive towers in the town ’s harbor Gontnoftto Virn ofS dfft Jtrari ML Your relationship with England: friendly it's ^ n u,,2< KD The strength of the town guard (^3^ Your escort ships (^4^ Your cannons Your boarding crew that is available for attacks from the land. It must be armed with cutlasses or muskets. ® You can decide here whether to attack from the land or from the sea Mow do you want to attack? from the sea B| I rom land 2l ym Choose “From the Sea” to carry out an attack from the sea. If military convoys are anchored in the town, you must first attack and defeat them. Only then can you paralyze the harbor defenses by firing at the defensive towers. Once the final tower goes up in smoke, the town capitulates and can then be looted. Alternatively, if a viceroy has issued you with a mission to capture a town (see section 12.3 Viceroys and Capturing Towns), then you can take possession of the town on behalf of another nation. 5.6 Land Battles If you choose the “From Land” option when you attack a town, this means that you attack the town from the land. However, you must first defeat any military convoys that may be anchored in the town. Before mounting an attack from the land, you must first decide how many close combat fighters and how many long-range fighters you want to deploy. The game always automatically deploys the same number of sailors from your boarding crew on the convoy as 1 the number of muskets and cutlasses you have on board. However, if you have more weapons than sailors, you can control how these weapons are distributed. H | » r ' 3 troops Son | iinn ( 7 ) 77ze town is swordsmen © 77ze town \s musketeers (7) Your close combat fighters (armed with cutlasses) (7) Your long-range fighters (armed with muskets) (^5^Ifyou have more small arms than sailors on board, you can determine the distribution of the weapons yourself. Your men are automatically organized into troops. Each troop consists of either close combat or long-range fighters. The more men you deploy, the more troops are formed (up to a maximum of 10 troops). Land Attack Sequence Your objective when attacking a town is to destroy one of the enemy’s town gates. If you si 1 succeed, the town capitulates and you can avoid further casualties. On the other hand, you can also win the battle by disabling all the defenders. However: You do not have an unlimited amount of time to achieve victory. If the fighting becomes too protracted, your troops lose courage and flee back to the ships. The amount of time that you have depends on the morale of your crew and the status of the town. The passage of time is measured by an hourglass. The fuller the hourglass is at the start |i, I of the battle, the more time you have at your disposal. ™ & 1.246 1012 Select the allocation of wcapop^to your sailors. 06 \Q igj 806 1 Once the battle begins, you can position your troops by clicking on them and then right- clicking. Your troops will automatically attack an enemy as soon as they are close enough. w m nr, ■im i — /or. rr (^Left-click on a unit to select ■ESniHaR’ it. Selected troops are indicated by a blue circle. ^ |E i'~ v ' 1 ^ 1 ^"^* inii You can dispatch these troops by right-clicking on them. ((l^By moving your mouse ! . . ‘f / f *. -L pointer over a unit, you can •' > i ' f f f ~ ~ * display the hit points and I y if $ 101 1 1 ( im if iM 1 1 1 iu endurance of the troops. “ 1 TW n JEv 1 (3^ The hourglass displays the time you have remaining to achieve victory. If the battle takes a long time, your troops suffer a loss of morale and flee. > units y° u ^ ave se l ecte d are highlighted in color. (j() The number of troops and the total number of sailors or soldiers. (^6^ Select all close combat or long-range fighters. (j(() Order a retreat. Tied Units Troops that are attacked by an enemy are tied to that enemy. They can only be moved on if the enemy troops have been defeated. Exception: Surprise attacks. Surprise Attacks By right-double-clicking, you can order your troops to attack. The unit then moves towards the specified target more quickly than it would otherwise. However, enemy attackers are then ignored and the defense of your troop is reduced. . Apart from this, a unit can only carry out a surprise attack for a short period because it |i reduces the unit’s endurance (of which it only has a limited amount). However, the unit’s | endurance will recover once the surprise attack is over. ! Supporting Your Units I By right-clicking on selected troops, you can tie them to a friendly unit, which will then I follow the tied troops and support your unit. I to board a ship during a sea battle, the captain of your convoy may be challenged to a matter of courtesy, your captain always accepts this type of challenge because it him to spare his crew. same thing may also occur during an attack on a town. The following situations may If, during a sea battle, the captain of the opposing convoy happens to be on the ship that you want to board, this may result in a duel. - If you attack a town and manage to destroy the last cannon tower or the last town gate, this may result in a duel with the commander of the town guard. During a land attack, the commander may also challenge your captain to a duel to avert another defeat if the morale of the troops in the town is too low. If you win the duel, you take control of the enemy ship. If you lose, you lose your ship to the enemy. If you win the duel, the attack on the town is deemed a success and you can then loot the town or capture it (provided that you have been assigned a mission). If you lose, then your attack on the town is also unsuccessful. The crew then returns to the convoy and the convoy continues to lie in wait in the town (see section 8.2 Convoys). A situation that results in a duel is actually always to your advantage. This is because the two adversaries fight it out between themselves and your troops suffer no further losses. (7) The health and endurance of your convoy ’s captain The health and endurance of the opponent ^3^ Right-click to enable your captain to ward off an attack attack your opponent, left- click on an area of his body ~ r • * • » m TIP I • A hospital and a school will somewhat improve the quality of life in a town. H'i ]• A town’s status doesn’t change overnight. It takes a couple of days for a lack of goods or a | sudden improvement in supplies to become noticeable. | • You can view the status of the town and the trend at any time in the town information I (which you can reach by clicking on the name of the town in the town view or on the sea | chart). KIT ' 7b 1 ^ ‘ J 6.6 Traders The Caribbean is home to many traders, who build workshops in the towns and conduct trade between them. They see to it that goods produced in one town are distributed to other towns. This is very important because a town can never produce all the different types of goods. The trading convoys also make sure that the available settlers are distributed among the towns that require workers. u. 6.7 Your Own Town If you are on good terms with a viceroy and have captured many towns for him, he will present you with a parcel of land. You can choose the location yourself from a couple of alternatives. This parcel of land already contains the foundation stone for a new town, which you can immediately start to develop. Using additional gifts of land from the viceroy, you can expand the town further and further until you eventually own the entire area. You are the only person who can construct buildings in the town and nobody else can interfere. As well as the usual residential buildings and businesses, you must also construct other important buildings: J Docks Already built - 1 Palisade (town walls) Already built As of 6,000 inhabitants, the palisade is upgraded to town walls. Marketplace Already built Adjusts automatically to reflect the wealth of the town. 1 Your palace Already built Replaces the warehouses. Has an unlimited storage capacity. Master builder Already present Only relevant for the Construction menu. You cannot speak to the master builder himself. Inn Must be built Required as of 500 inhabitants Church Must be built Required as of 2,000 inhabitants Small dockyard Must be built Repairs your convoys free of charge Harbor defenses Must be built Defensive towers protect the harbor against buccaneers and pirates. As soon as your town has a population greater than 1 ,000 inhabitants and provided that there are lucrative trading opportunities there, it will be visited by traders from the various nations. ✓ l ( m i TIP : Don’t forget to take measures to defend your town. i Harbor cannons and a town guard will help you to repel attacks by buccaneers and pirates! : r'v 7 ACTION BUILDINGS vEvery town contains some special buildings. Most of these are located in the center of the town, surrounded by the town walls. To enter a building, left-click on it in the town view. 7.1 The Warehouse The warehouse is always the first building that you must construct in a town if you want to set up businesses there. This is because all the ^ goods that your businesses produce end up in the warehouse. Some businesses also require raw materials. These are always taken from &S ' the warehouse . J You can find more information about this in section 10 Construction and Production. • Each warehouse can accommodate a specific amount of goods. Therefore, if you need a lot of storage space, you should build a sufficient number of warehouses. The warehouse gives you an overview of your production of goods in the town. You can alsb instruct the storekeeper to automatically buy or sell specific goods in the town. Overview To display the overview, click on a warehouse. I The number of warehouses in the town and their capacity Costs per day The number of tenants in your residential buildings The number of workers in your 878 & Rental income per day businesses l This overview shows which products and how much of each you produce per day in the town. The current production price is also displayed. )Production here is not running smoothly (for example: due to a lack of raw materials). amount of goods you are storing exceeds the available storage capacity, you incur * Costs per day Wage costs per day I Each of your buildings has maintenance costs of 50 GC per day. 6 J This product can be produced in this town. instruct the storekeeper to sell goods m acceptable price at which he is to sell is to retain (that is, not ■ town w r\rm mm w i mj i » g — - Overview (^9^ Stock (w^Automatic buying (\\^Automatic selling Stock You can use the second selection button to call up the current stock of your goods. Here, you can also view the daily production and consumption of goods. Buying Goods U . Here, you can instruct the storekeeper to regularly check the stock of goods and to maintain 1 them at a specific level if necessary, by buying goods in the town. You can also set the maximum price at which the storekeeper may purchase goods from the town. Stocks in the warehouse Consumption of goods by your businesses in the , (^3^ Click on a product to activate automatic buying of " goods by the storekeeper ^4^ Production of goods in your businesses in the town Click here to prevent captains on trade routes from oversupplying your warehouse, which will cause the maximum levels you have set to be exceeded. Selling Goods In the same way as for goods bought, you can ; automatically. In this case, you can set the minimum acceptable pri goods in the town. In addition, you can specify the quantity of goods that the f sell). You can always sell goods that you produce yourself at a reasonable profit in the same town 7.2 The Docks The docks are always situated directly in the harbor of the town. All JER trade with the town is conducted from there. You can buy and sell . ... goods. Depending on whether you have a convoy or a warehouse in the -town, you can trade between town and warehouse or between town and convoy. If you want to trade with a convoy, you must first select and it must also be anchored in the town’s harbor. S.r. For more information on how to conduct trade at the docks, see section 9 Trading Goods. . Transfer Between Convoy and Warehouse •' If y°u have a convoy and a warehouse in the town, you can transfer goods between your warehouse and your convoy. Cargo Trade The trade in cargo is also conducted in the docks. To do this, choose the “Cargo Trade” w selection button in the docks. You can obtain weapons and ammunition here. You can also hire the boarding crew for your convoys here as well as take waiting settlers on board your convoy or set them ashore. TIP | The sailors that you can hire in the docks only count as the boarding crew, which you need | for boarding ships or attacking towns. The sailors to sail your ships are always automatically M Ion board and do not have to be hired separately. | The number of sailors who are prepared to work for you depends on your reputation with I that nation. 1 7.3 Shipyards There are two types of shipyards: The small shipyard of colonial towns and the large shipyard of governor and viceroy towns. In small shipyards, you can only repair individual ships and convoys or change the name of a convoy. In large shipyards, you can also buy and sell ships. I 1 To do this, ships must be anchored in the harbor as free ships. Ships in convoys cannot be sold. m • The greater the damage to a ship or a convoy, the more shipyard workers work on the repairs and the faster the repairs are completed. Therefore, it makes more sense to send the entire convoy for repairs rather than sending the individual ships. • While the repairs are being carried out, the boarding crew on your convoy goes ashore on leave (for which you do not have to pay). You only continue to meet the basic costs of the ship and the captain’s pay. I * m man i. □ ■ I iUlHji! r»„'U i V 7.4 Inn At the inn, you can hire captains, try your luck in a game of chance or meet particular individuals who will offer you missions. Hiring Pirates You can also meet pirates at the inn, who may offer to capture ships and treasure on your behalf and share part of the spoils with you. If you want to do this, you must provide them with a convoy of up to five ships. The more powerful the convoy is, the greater is the chance that these voyages will be successful. As soon as you have provided the convoy, the pirate searches the surrounding area for a hideout to be used as a base from which to launch attacks. You can collect your share of the spoils later on at the inn where you hired the pirate. The total amount that the pirate has brought you is displayed in the log under “Pirates”. 7.5 The Council Building I Each town has a council building where you can meet different characters, depending on the town type. You can only meet these characters if you enjoy a certain reputation with the nation to which the town belongs. Town type Characters Visit possible if: Normal town General Reputation neutral or higher Treasurer Reputation neutral or higher Governor town Governor Always General Reputation neutral or higher Treasurer Reputation neutral or higher Governor’s daughter Reputation friendly (maximum) Your wife Always Seat of the viceroy Viceroy Reputation friendly (maximum) General Reputation neutral or higher Treasurer Reputation neutral or higher j i The General The general provides you with information on the status of the town’s defenses. You can support him by giving him gold for new troops or harbor cannons, which will slightly enhance both your reputation with the nation in question and your trading record in the town (see section 10.1 Buying a Building Permit). The Treasurer When you visit the treasurer, you can either take out or grant a loan, depending on the state of your finances. SSES If your reputation with his nation is unpopular or hostile, you can win him over by paying him a sum of money. Your reputation will then return to “neutral”. three important functions: If your reputation with his nation is neutral or higher, he can assign missions to you and you can own a building permit in the town. If your reputation with his nation is neutral or higher and that nation is at war, he can issue you with a Letter of Marque against the enemy nation. A Letter of Marque allows you to attack the enemy nation, without this damaging your reputation with the other nations that are not involved in the war. mnV The Governor’s Daughter/Your Wife Once you have reached a certain rank, you may flirt with the governor’s daughter and, after several visits, you may ask for her hand in marriage. You should visit your wife from time to time because she may have some interesting information for you. The Viceroy Only the viceroy can assign you a mission to capture an enemy town on behalf of his nation when it is at war. For more information, see section 12.3 Viceroys and Capturing Towns 7.6 The Master Builder’s If you want to buy a building permit to construct buildings in a town, you have to visit the master builder. If you already have a building permit, the Construction Menu will be displayed when you visit the master builder (see section 10 Construction and Production). As a rule, you can buy a building permit in any town. However, the more building permits - you have, the more expensive it is to buy another. You must also prove that you are committed to ensuring the welfare of the town before the master builder will grant you a building permit. This means that your previous trading record must indicate that you have the interests of the town at heart. See section 10.1 Buying a Building Permit. 7.7 The Church At the church, you can have your convoys blessed to boost your crew’s morale, for example. If you make donations to the church, new decorations can be bought and this will improve mr reputation with the nation to which the town belongs. 7.8 me Market KJT Bach town has several market stalls. Click on any market stall to organize a feast or to meet someone to transfer goods. These characters only appear if you have already accepted a mission at the inn or from the governor. . A feast improves both your trading record and the town’s wealth. Your reputation with the nation to which the town belongs also improves. I 323 - I ImL 8 SHIPS AND CONVOYS There are 16 ship types in Port Royale 2. Certain nations prefer certain ship types. 8.1 Ships You can buy ships in the shipyards of governor towns. You can also capture ships. The nation to which the town belongs determines which ships are available in the shipyard. Note also that the large warships are not available. r •• J Ships in the Harbor Whey you buy a ship or capture one from a convoy, it is anchored in the town’s harbor. You then have the option of adding the ship to a convoy or using it to assemble a new convoy by hiring a captain at the inn. You can also have it repaired or sell it in a large shipyard. To see which ships are in the harbor, simply click on the waters in the harbor. A list of the ships that are lying at anchor is then displayed. However, individual ships that are part of convoys are not displayed! (^2^ Click on a ship to select it Ship Types An overview of all available ship types is provided below. Pinnace (J^Data on the selected ship and daily maintenance costs Alternatively, you can click directly on an individual ship. This displays both the list of anchored ships and the selected ship. Basic Costs When you buy a ship, it is anchored in the harbor and you can then add it to a convoy. Each ship automatically has a crew, which you can discharge or keep. The crew steers the ship on voyages and protects it when it is in the harbor. This means there are basic costs involved in maintaining each ship. NATION LOAD CAP. IN BARRELS AGILITY IN % DRAFT All 60 100 Shallow MASTS MIN SPEED INKN. MAX SPEED IN KN. CANNONS 2 6 10 8 PRICE IN GC STABILITY COSTS PER DAY BOARDING CREW 10,000 5 20 30 Barque Pirate Barque JMDK NATION LOAD CAP. IN BARRELS AGILITY IN % DRAFT Pirates Only 80 90 Shallow MASTS MIN SPEED IN KN. MAX SPEED IN KN. CANNONS 3 5 13 24 PRICE IN GC STABILITY COSTS PER DAY BOARDING CREW 36,000 * 8 60 80 NATION LOAD CAP. IN BARRELS AGILITY IN % DRAFT All 80 90 Shallow MASTS MIN SPEED IN KN. MAX SPEED IN KN. CANNONS 3 5 12 20 PRICE IN GC STABILITY COSTS PER DAY BOARDING CREW 36,000 8 60 60 NATION LOAD CAP. IN BARRELS AGILITY IN % DRAFT All 80 95 Shallow MASTS MIN SPEED IN KN. MAX SPEED IN KN. CANNONS 2 5 11 16 PRICE IN GC STABILITY COSTS PER DAY BOARDING CREW 27,000 8 50 50 — — \ Ik NATION LOAD CAP. IN BARRELS AGILITY IN % DRAFT All 60 1 00 Shallow MASTS MIN SPEED IN KN. MAX SPEED IN KN. CANNONS 1 6 11 14 Sloop PRICE IN GC STABILITY COSTS PER DAY BOARDING CREW 19,000 5 30 40 Flute NATION LOAD CAP. IN BARRELS AGILITY IN % DRAFT All 200 80 Medium MASTS MIN SPEED INKN. MAX SPEED IN KN. CANNONS 3 4 10 16 PRICE IN GC STABILITY COSTS PER DAY BOARDING CREW 40,000 12 40 80 NATION LOAD CAP. IN BARRELS AGILITY IN % DRAFT Holland 250 70 Medium MASTS MIN SPEED INKN. MAX SPEED IN KN. CANNONS 3 5 10 8 PRICE IN GC STABILITY COSTS PER DAY BOARDING CREW 50,000 18 40 100 Trading Flute-Ship ± # Corvette NATION MASTS 60,000 LOAD CAP. IN BARRELS 140 MIN SPEED INKN. STABILITY 14 AGILITY IN % 80 MAX SPEED IN KN. 12 COSTS PER DAY 100 DRAFT Shallow CANNONS 22 BOARDING CREW 80 -C I <, NATION LOAD CAP. IN BARRELS AGILITY IN % DRAFT All 160 80 Medium MASTS MIN SPEED INKN. MAX SPEED INKN. CANNONS 3 3 11 26 PRICE IN GC STABILITY COSTS PER DAY BOARDING CREW 70,000 15 1 00 1 00 r Frigate ” NATION LOAD CAP. IN BARRELS AGILITY IN % DRAFT France 120 85 Shallow 1 W& L MASTS MIN SPEED IN KN. MAX SPEED IN KN. CANNONS 3 5 14 32 PRICE IN GC STABILITY COSTS PER DAY BOARDING CREW Military Corvette 100,000 16 150 1 20 NATION LOAD CAP. IN BARRELS AGILITY IN % DRAFT England 140 85 Medium §L MASTS MIN SPEED IN KN. MAX SPEED IN KN. CANNONS 3 5 13 40 PRICE STABILITY COSTS BOARDING IN GC PER DAY CREW Military Frigate 120,000 16 150 1 20 I r i NATION LOAD CAP. IN BARRELS AGILITY IN % DRAFT Spain 180 75 Deep MASTS MIN SPEED IN KN. MAX SPEED IN KN. CANNONS fay 3 4 10 36 PRICE IN GC STABILITY COSTS PER DAY BOARDING CREW Galleon 120,000 18 1 00 120 NATION LOAD CAP. IN BARRELS AGILITY IN % DRAFT Holland 1 40 75 Deep MASTS MIN SPEED IN KN. MAX SPEED IN KN. CANNONS 4 4 12 40 PRICE IN GC STABILITY COSTS PER DAY BOARDING CREW 140,000 * 20 200 140 Carrack lai^mnr t rr.rw.iy^ , Caravel NATION LOAD CAP. IN BARRELS AGILITY IN % DRAFT France 160 75 Deep MASTS MIN SPEED INKN. MAX SPEED IN KN. CANNONS 3 5 12 40 PRICE IN GC STABILITY COSTS PER DAY BOARDING CREW 160,000 * 22 200 1 60 £ War Galleon Ship of the Line * These ships cannot be bought in the large shipyards ! tip • Each nation has two ships it prefers to use. • The prices shown vary depending on your reputation with the nation from which you are NATION LOAD CAP. IN BARRELS AGILITY IN % DRAFT Spain 1 60 60 Deep MASTS MIN SPEED INKN. MAX SPEED IN KN. CANNONS 3 4 13 46 PRICE IN GC STABILITY COSTS PER DAY BOARDING CREW 180,000 * 24 200 180 | buying the ship. | -The price you get for selling a ship is much lower than the purchase price. •Some ships cannot be bought in the large shipyards. NATION LOAD CAP. IN BARRELS AGILITY IN % DRAFT England 1 70 50 Deep MASTS MIN SPEED IN KN. MAX SPEED INKN. CANNONS 3 3 14 50 PRICE IN GC STABILITY COSTS PER DAY BOARDING CREW 200,000 * 26 300 200 t ;< Goods List Your flag Convoy name Crew morale Captain ’s rank ^5 ^ Convoy selection buttons Condition of the convoy (average of all ships) and cargo in percent (^7^ Goods on board in barrels ^8^ Convoy ’s current action, current speed, goods, weapons or boarding crew on board your ships or if you simply to set sail, you need a convoy. A convoy always consists of between 1 and 10 ships and, importantly, must have a captain. -You generally use a convoy the same way you use an individual ship. For example, if you want to load goods onto your convoy, you don’t have to specify the ship on which the goods are to be stowed. The individual ships in the convoy are only important when you are v_ selecting escort ships and during sea battles. Otherwise, you can always treat them as one ship. A convoy is always displayed as one ship on the sea chart and in the harbor. The name of the convoy, which is displayed above the convoy in the town, tells you straight away that this is a convoy rather than an individual ship. PI Assembling a New Convoy You assemble a convoy by hiring a new captain. To do this, go to the inn in the town where your ship is anchored in the harbor and approach a captain. Then select the ship you want him to captain. Now you have a new convoy. Selecting a Convoy w Click on a convoy to select it. You can also switch between convoys using the convoy buttons at the top of the screen. Alternatively, you can select convoys from the convoy list. When you have selected a convoy, it appears below in the selection screen. You can then switch between the various displays for the convoy using the selection buttons to the right. " - ■ ?4pb Condition, number of cannons, and boarding crew. Overview and Costs Fieser Konvoi Ships List Ship of the line 170 I 300 3 - H (T) Click here to define , . 5/u/? <35 <372 escort ship. ^2^Data on the selected ship. Click on a ship to display its data. m Fieser Konvoi Viatel (T^Name and <$> •Jr ^ 1 a IS ® --"J IJgjH experience of San luan 0 120 1 1.612 | M Captain Fenton Owens *4 •aj 5 3 s tfriKSm captain (see section Costs 8.935C& 800 I M 75 1 8.060 8.3 Captains) Capacity 620 £ Morale 100 % r 3 1 .98-4 1 .293 » \ V L/7) 2.694 2.689 2.657 am ) Total costs of the convoy and individual costs for upkeep of ships, captain and boarding crew 3 J Total capacity of convoy and crew morale (see section 8.4 Crew) 4 J Cutlasses, muskets and ammunition Trade Route See section 1 1 Trade Routes Attack Mode \ " -Jr ^ -j ; San luan 0 1 20 1.012 j 1 J 1 Protect the town harbor (convoy is in the harbor and an escort ship is present) Attack towns (when approaching a town) Click here if the convoy is in the harbor and you want it to protect the harbor. (2) Click here if a convoy is not in a town but you want it to attack a town. • If a convoy is protecting a harbor, the Encounter dialog box opens (see section 5.4 Sea ■| Battles) as soon as the harbor is attacked. ! i • If you activate the “Attack Towns” option, the Encounter dialog box opens when you enter j | a town (see section 5.5 Attacking a Town). ! i TIP Cannons take up a lot of space (3 barrels per cannon) and boarding crew is very expensive (5 gold coins per man per day). You should therefore only take as many cannons and men as you have room for on board your escort ships. Docking Unnoticed If a nation is hostile to you, your convoy cannot anchor openly in its harbors for all to see. iigr However, if you dispatch a convoy to a hostile nation, it would be unwise of your captain to wait outside the town for further instructions from you, since this could be dangerous (military convoys!). Therefore, the captain will automatically enter the town secretly by disguising your ship and . i ) , flag. The convoy can then anchor as normal in the harbor but cannot trade with the town. , UJ Transfer Between Convoys and Harbors When you assemble a new convoy, it consists of only one ship at first. If you have other ships in the harbor that you want to add to the convoy, simply select the convoy and then right-click free ship or on the harbor. opens a dialog that displays the ships in the convoy and the free ships in the harbor. You click on a ship and drag it from the harbor to the convoy or from the convoy to the Between Two Convoys have two convoys in the harbor, you can move goods, cargo, ships, or captains between To do this, click on one of the convoys and then right-click on the other convoy. Escort Ships When you have a convoy, you can define which ship is to be an escort ship in the ships list. The following points apply to escort ships: ! Only escort ships take part in sea battles. ) , ! When you take weapons and a boarding crew on board your convoy, the escort ships are armed and manned before the other ships. ! When you define escort ships, you must make sure to take enough boarding crew, cannons, ammunition and cutlasses on board your convoy. These are distributed evenly among all escort ships. It would be too bad if you only discovered during a sea battle that none of your escort ships were properly armed and manned! • m ESSENTIAL GOODS (800) M Wheat all towns m Fruit all towns a Wood all towns m Bricks all towns RAW MATERIALS (100 O) Corn colonial towns m Sugar colonial towns Li Cotton colonial towns Li Hemp colonial towns FINISHED GOODS (3000) < Meat governor towns requires com JL Garments governor towns requires cotton Itl Rope governor towns requires hemp Rum governor towns requires sugar Jiei I COLONIAL GOODS (150 0* Coffee colonial towns requires tools % Cocoa colonial towns requires tools Dyes colonial towns requires tools Tobacco colonial towns requires tools 1 \ |IMPORT GOODS (500O) B Spices governor towns :|g| Wine governor towns 1 Tools governor towns 3m Art Imports and Exports Import goods cannot be produced in the Caribbean. Instead, transport convoys transport them from Europe to the governor towns. Settlers are transported to the Caribbean in the same ! way. They are dropped off in the governor towns and traders then transport them from there to all the other towns. i & Transport convoys take colonial goods from governor towns with them when they travel back to Europe. As a result, there is always a very high demand for colonial goods in governor towns. You can use the following rule of thumb: Half of the colonial goods produced are consumed in the towns of the New World. The other half is destined to be transported to Europe. Balance of Goods A town can only ever produce 5 goods. These are divided into the following groups: • Each colonial town can produce 2 essential goods, 2 raw materials and 1 colonial good. • Each governor town can produce 3 essential goods and 2 finished goods. £ J Since each town usually needs all of these goods to keep its citizens as happy as possible and will therefore pay a good price for the goods it needs, there is a bustling goods trade between the towns. It may happen that a governor town can produce finished goods but cannot produce raw materials. If this is the case, it must source these in the colonial towns. m t On the other hand, colonial towns require finished goods and import goods, which they can obtain from governor towns. V \J Trading Tips • The lower the supply (stocks of a good in the town) and the higher the demand, the higher the price will be. ''JSBs • The better your reputation with a nation, the lower the price at which you can buy goods in the towns belonging to that nation. lurt zl\oyn 22 - - * 4 -- — /•/, — £5 • You should only buy goods in the towns where they are produced. ’ • The fastest way to get your hands on some gold is to buy colonial goods and raw materials in colonial towns and sell them in governor towns. Buy finished goods and import goods there and transport them to colonial towns. Establish trade routes as soon as possible. They may be very lucrative and could reduce your workload significantly (see section 11 Trade Routes). - Events like a famine push up the demand for certain goods in a town. You can then sell more goods there at a higher price. • Prices are calculated in real time. If a transport convoy has just docked in the town, prices for importing goods are low. You should take advantage of this situation before the local ‘o: if' traders do. 7*1 10 CONSTRUCTION AND PRODUCTION 10.1 Buying a Building Permit Before you can construct buildings in a town, you have to buy a building permit from the master builder (see section 7.6 The Master Builder’s). As a rule, you can buy a building permit in any town. However, the more building permits you have, the more expensive it is to buy another. You must also prove that you are committed to ensuring the welfare of the town, before the master builder will grant you a building permit. This means that your previous trading record must indicate that you have the &■' interests of the town at heart. Your trading record in a town always improves when you deliver goods that are urgently required there (in this case, the quantities of the goods are shown in red in the Trade window). You can check your current trading record in a town at any time in the town information. To display the town information, click on the town name in the town view or on the sea chart. As soon as your trading record reaches 100%, you can buy a building permit. jg,.. Go i- 4 is w* TIP • You can also improve your trading record in a town by donating money to the church or to the general, or by organizing feasts (at the marketplace)! • The more building permits you have, the longer it takes to improve your trading record in other towns. 10.2 What You Can Build To display the Construction menu, click on the master builder’s building in the center of the town or press “B”. The Construction menu is divided into three sections - Buildings, Businesses and Community Buildings. Choose a section and click on the building you want to construct. I ( 7 ) Click on the building you want to construct. I (^2^ Buildings © Businesses ( (^4^ Community buildings .© Consult the master builder. l ® Land and construction costs (^7^ Each building requires bricks and wood. These goods are taken from your warehouse. Any goods you don ’t have are automatically purchased from the town. You need building materials to construct each building and gold to pay for the construction work and the construction site. If you have a warehouse in the town, the building materials are taken directly from the warehouse. Any building materials you don’t have are automatically purchased from the town if they are available there. If you don’t have a warehouse in the town, the display shows which goods are available on your selected convoy, provided that this convoy is anchored in the harbor. Once you have all the necessary building materials and enough cash, construction can begin. All the areas that are available for building in the town are highlighted and you can select a construction site by positioning your mouse pointer over a free area. Then left-click to ( confirm that you want to build there. Construction of the building then begins. Progress towards completion of the building is displayed on a progress bar. TIP • You should try to save space when you construct buildings because, at some stage, free | spaces for building will become scarce. • You have to leave enough space between buildings for paths and streets. • Businesses that farm the land can be joined together to form large businesses (see below). MmN The first building you always have to construct in a town is the warehouse. It provides you with an overview of your residential buildings and businesses in the town and is also used to store the goods you produce (see section 7.1 The Warehouse). It is also very important to build a residential area. Unlike other buildings, no construction period is required for a CTY residential area. All you do is provide the construction material for later inhabitants, who will . -initially live in tents, but will eventually construct magnificent homes for themselves. The extent to which a residential area is developed depends on how old it is and on the status of the town. Trees 1,000 O Trees enhance the appearance of the town and make the inhabitants happy! Warehouse 30 30 y 10,000 o 15 Days The warehouse provides storage space for your goods and an overview of your residential buildings and businesses in the town. You can also instruct the storekeeper to buy or sell goods automatically. Residential area 30 a so m 5,000 O No Construction Period Each residential area has space for 120 tenants. You can only take new settlers into the town if there is sufficient living space for them. Each settler family that Q finds work in the town will give you 4 tenants. The rent paid by each tenant is 1 per day. A' Mr TBSt I w- I Hospital 60 H 20,000 O 30 Days Building a hospital is a noble gesture. It improves the quality of life in the town and your reputation with the nation to which the town belongs and has the practical effect of reducing the risk of plague in the town. School You will also be held in high esteem if you build a school. A school improves the quality of life in the town. TIP ■ If the amount of living space in the town exceeds the number of tenants, this means that not I jail residential areas have a full number of tenants. To avoid this, don’t build too many | residential areas at once. | • Build exactly one residential area for each business you set up in the town. This ensures | that each residential area fills up with tenants very quickly and you can also clean up very | nicely on the rent. Businesses Each town can produce 5 different goods. You construct businesses the same way you construct other buildings, with one exception: You can construct different businesses that have crop fields (wheat, cotton and so on) next to each other without any spaces between them. You can combine up to four businesses of this kind (for example, four wheat farms) in this way. This gives you large businesses. Advantage: You save valuable building space and the town’s appearance is enhanced. I Each business can employ 30 workers and should do this to operate effectively. A business produces a certain quantity of goods each day. Some businesses rely on raw materials. If these raw materials are not available, production stops. BUSINESS COSTS PRODUCTION CONSUMPTION Wheat farm 30 0 30 M 10,000 O 15 Days 2.5 & Wheat average production price: 80 O Fruit farm 30 g] 30 B 10,000 O 15 Days 2.5 J Fruit average production price: 80 0 Sawmill 30 g] 30 B 10,000 o 15 Days 2.5 a Wood average production price: 80 Q ♦ Brickworks 30 g] 30 B 10,000 O 15 Days 2.5 J Bricks average production price: 80 O I ( w : y BUSINESS COSTS PRODUCTION CONSUMPTION ♦ Cora /arm 30 m 30 m Q 10,000 15 Days 2 4 Corn average production price: 100 O Sugar cane farm 30 M 30 ■ 10,000 O 15 Days 2 4 Sugar average production price: 100 O # Cotton farm 30 ■ 30 B 10,000 o 15 Days 2 4 Cotton average production price: 100 o % Hemp plantation 30 g 30 H 10,000 Q 15 Days 2 4 Hemp average production price: 100 o # Cattle farm 60 g] 60 B 20,000 o 30 Days 1 4 Meat average production price: 300 0 1 4 Corn # Weaving mill 60 ■ 60 B 20,000 O 30 Days 1 4 Garments average production price: 300 0 1 4 Cotton life Ropery 60 ■ 60 B 20,000 O 30 Days 1 4 Rope average production price: 300 O 1 4 Hemp % Rum distillery 60 a, 60 B 20,000 O 30 Days 1 4 Rum average production price: 300 0 1 4 Sugar A own . i I BUSINESS COSTS PRODUCTION CONSUMPTION Coffee plantation 30 |g] 30 is 0 10,000 15 Days 2 J Coffee average production price: 150 0 0.2 J Tools % Cocoa plantation 30 gj 30 B 10,000 O 15 Days 2 J Cocoa average production price: 1 50 O 0.2 3 Tools Dye plantation 30 B 30 B w.ooo o 15 Days 2 J Dyes average production price: 1 50 O 0.2 3 Tools ♦ Tobacco plantation 30 B 30 B 10,000 Q 15 Days 2 J Tobacco average production price: 1 50 O 0.2 J Tools 1 — si yi PROPERTY COSTS NOTE Squares SO H 1,000 o Squares enhance a town ’s appearance. ♦ Small shipyard 60 & 60 £ 20,000 O 30 Days Can only be constructed in your own town (see section 6. 7 Your Own Town). You can always repair ships free of charge in your own shipyard! Can only be built in a particular location. m Inn 60 m 60 B 20,000 o 30 Days Can only be built if you own the town. Is required if there are more than 500 inhabitants. Must be built in a particular location. % Church 120 |fg 120 M 40,000 Q 60 Days Can only be built if you own the town. Is required if there are more than 2,000 inhabitants. Must be built in a particular 1 location. § Defensive tower 60 g] 60 HI 20,000 O 30 Days Can only be built if you own the town. Defends the harbor in your town. Must be built in a particular location. \ i 10.3 Maintaining Buildings The residential buildings and businesses you construct incur daily maintenance costs: • Businesses: 500 + 50 per worker = 200 O for a full complement of workers • Warehouses: 50 O • Residential buildings: 500 TIP ;• Each warehouse has storage space for 800 barrels of goods. If you store more goods in a [town than you have storage space for in your warehouses, this costs 1 O per barrel per day. 10.4 Workers and Production SfaKT m Where do new workers come from? 1 ■ Each business can employ 30 workers, which requires 30 settlers. As soon as new workers are required in a town, settlers who are waiting at the harbor in the town can be converted into workers and citizens. Each converted settler increases the number of workers by 1 and the J , number of citizens by 4. ®*r /• i , mn - - Saks liu , I “ST I ~W\r ^ 23 - -Jygy 3L. If you ever need additional settlers, that is, if you do not have enougfTworkers for your businesses, you should set off straight away to look for settlers in other towns. Your first port of call should be the governor towns because settlers from Europe are dropped off there before they are dispersed throughout the surrounding towns. Boom and Recession If a town’s status drops to “Stagnation”, or if the town has been recently attacked by pirates or buccaneers, then no settler will want to set foot in the town. This means that you won’t be able to employ any new workers there. Ti If the town’s wealth continues to drop, workers and citizens will migrate elsewhere. They are converted into settlers and wait in the harbor for a passage to a better life. However, the town’s status can also have a positive effect on production. If the status is “flourishing economy” or higher, your businesses receive a bonus of up to 15% on wage costs. You should therefore take the matter of the quality of life the towns in which you produce goods very seriously. Ensure that these towns have a particularly good supply of goods! ' K f TIP • For an overview of the various status levels a town can have and the relevant conditions and effects of these, see section 6.5 The Status of a Town. Goods and Raw Materials All of the goods produced in your businesses end up in the warehouse in your town. If a business requires raw materials, these must be available in the warehouse at the beginning of each day, or no goods can be produced for the rest of the day. ; Production Problems All goods have specific production costs, which comprise the cost of maintaining the building, wage costs and the cost of buying raw materials. Production costs may rise dramatically if your businesses do not have enough workers. On the other hand, production costs may drop if the town achieves a high status. You should always keep a close eye on your production costs. As long as all your businesses are operating efficiently, that is, as long as there are enough workers in the town and all required raw materials are available, there is no cause for concern. However, you should still pay close attention to events in the town, such as an outbreak of plague. But don’t worry! The Event window and the Chronicle keep you informed of all events and describe the consequences of each. ■ j . ... . ' r ^'" .. ,v ■ • . A . _ . . i also have the following options to help you monitor production costs: Click on one of your businesses for an overview of that particular industry in the town. K Take note of the overview in the warehouse. You will be able to tell you at a glance if one of | your businesses is not operating efficiently. CTL In addition, all towns in which at least one businesses is not running at full speed are -displayed under “Production Problems” in the Log. The reason is also specified. From here, you can go directly to the town in question. 10.5 Competition Buying up Businesses ' . If your competitors’ businesses prove to be a fly in the ointment, you can buy up these businesses. To do this, select the business you want to buy in a town in which you own a warehouse and click on the “Buy” button. This displays the price at which you can buy the m, business. This price is usually very high. It depends on the price of goods in the town, your reputation with the nation to which the town belongs and the number of businesses you already own in the town, in the surrounding area, or in the whole of the Caribbean (monopoly position). Ruining Businesses You can ruin businesses belonging to local traders by ensuring permanently low prices at the docks. If the price of a good is at a minimum for a long period of time, the producer stops making a profit and immediately begins sacking workers. A business is demolished once a J [ certain number of workers (30) have been made redundant. You can keep an eye on this by clicking on a competitor’s business and checking the number of workers employed there. 11 TRADE ROUTES Once you have a couple of extra convoys to play around with, you probably won’t want to look after all the trading yourself. But you don’t have to! You may be surprised by what your captains can actually do. Got As soon a the captain of one of your convoys has more than four experience points (see section 8.3 Captains), you can hand over a trade route to him, which he will operate on his own to trade in the individual towns. You can specify exactly how much decision-making power your captain is to have. You can plan a route with very simple or very complex instructions. 11.1 Leave it to the Captain! For the simplest trade routes, you only have to instruct the captain to visit a couple of towns. To do this, select a suitable convoy and click on the “Trade Route” button in the selection menu. Then press the “Sea Chart” button to display a map on which you can plan the route. O Click on towns to define a route. 1 You cannot select towns belonging to enemy nations. After you select the ' final town on the route, the route is automatically plotted back to the first town. 2 )Activate the trade route. Charles Tovvnc Elcuthera Grand Bahama Florida Key > r& Active for 1 .1 35 days. Average daily profit 2.6902£yC J3, 14 USING YOUR OWN LOGOS In the Options menu (under Gameplay), you can select which logo you want to use in your quest. This logo is displayed on the flags and sails on your ships during the game. You can also change this logo at any stage during the game (but the new logo will only be activated after you restart or reload a game). If you want a unique logo, you can also modify existing logos or design your own. You need a graphics program to do this. You need to save your own logos in the following directory: “Program FilesVAscaron Entertainment\Port Royale 2\Logos”. Here you will also find a sample logo, which you can modify as you wish. All logos in this directory are automatically available during the game _ j f under “Options/Gameplay”, provided that they have the correct format. Logos must be 96x64 I pixels in size, in 24-bit color format (16.7 million colors), and must be saved as BMP (bitmap) files. The color white is transparent. 15 SERVICE AND SUPPORT The following information is provided in case you encounter any technical difficulties when 8 you install or run Port Royale 2: asi Tips and Supplements to the Manual ^ You will find important technical information in the “Readme.html” file in the installation I directory of the game (the default location is C:\Program Files\Ascaron Entertainment\Port \ Royale 2\). 1 Forum You can use the forum to chat and exchange information with other fans of Port Royale 2. I You can also contact the game developers through the forum. Forum: www.ascaron-forum.com Patch/ Web site A patch is a program that optimizes the function of a program you have already installed. The Port Royale 2 website will tell you whether you need a patch for Port Royale 2 and whether one is already available. j Website: www.ascaron.com Due to the multitude of hardware and software components and system configurations on the market, it is unfortunately impossible to guarantee that problems won’t occur when you install and run software. Even though we do all we can to prevent this with extensive test runs and comprehensive beta testing, some errors (that can usually be rectified quickly) may still occasionally occur. If you experience any unexpected problems while running Port Royale 2, you can contact our technical support department by email: Technical Support email: service_pr2@ascaron.com If you email us, please remember to include the basic . specification of your PC. It is also .. essential that you attach the “DXDiag.txt” file. •; To create this file: 4) Click “Start” in the bottom left comer of the screen in Windows and select “Run”. Enter “dxdiag” and press “OK”. The DirectX diagnostic program should then start. This may take a while to run. Click on “Save all information” at the bottom of the screen and a “DXDiag.txt” file will be created. You can also speak to one of our technical support staff by telephone: Telephone: +49 (0) 52 41 / 96 69 0 (Germany - lines open 14:00 - 17:00 GMT) K ' l Make sure you’re in front of your PC when you call and have your PC’s hardware specification to hand. m You can of course contact us by post or by fax at: Ascaron Entertainment GmbH Dieselstr. 66 D-33334 Giitersloh, Germany Fax: +49 (0) 52 41 / 96 66 10 Ascaron Entertainment UK Ltd Chantry House High Street, Coleshill Birmingham, UK. B46 3BP Fax: +44 (0) 1675 465570 We will, of course, exchange faulty media. Please send in the original discs to the above address. Subject to availability, we will be pleased to send you a replacement without delay. Our warranty conditions do not apply to damage caused to the game discs by incorrect handling. In the ) \ event that your original discs become unusable due to scratches or other misfortunes of daily life, we will 2 _ be pleased to replace it for a handling charge of €10. Please include payment of €10 in the package in which you return your faulty discs. . We are only able to offer our exchange service for two years from date of first publication of a title. We offer no warranty for older titles. The exchange service is a voluntary service offered by Ascaron Entertainment. There is no statutory right of exchange. Technical FAQs (Frequently Asked Questions) L L.O- W- The CD is not recognised Possible solutions: Deactivate anti-virus software and other programs or background programs that are running before starting Port Royale 2. Virtual CD-ROM disk drives should be deactivated or, preferably, uninstalled. m After starting the game the screen remains black This is probably because your graphics card or sound drivers are not up to the fastest standard. You can download the latest drivers from the websites of the respective equipment manufacturers. m- Further information and assistance For further technical support please do the following: read the readme.html file which can be found in your game installation folder visit ascaron-forum.com and read the latest FAQ visit www.ascaron.com and check for updates contact service_pr2@ascaron.com <• I - 1* . **Jl 16 CREDITS Music and Sound Effects Technical Direction Design and Project Sound Kay Struve Management Dag Winderlich Daniel Dumont Henrik Hobein Music Producer Holger Flottmann 4iJ Head of Programming Yanco \ ] Bernd Ludewig Head of QA Voice recording M&S Music Marketing Director Christian Franke Lars Berenbrinker QA Gameplay International Managing Director — Programming Sebastian Neuhaus Roger Swindells Simulation and missions Roman Grow Peter Grimsehl Jorg Beilschmidt International Product Town display Jan Langermann Manager Boris Fomefeld Dirk Niestadtkotter Alan Wild 3D graphics and special Ramses Schiller 1 | effects Nils Grime Our special thanks to... £ Michael Kopietz Denis Rehbock > Stephan Hodes Hardware . . .the many participants in ** Sea battles Markus Reiser the Port Royale forum, Bernd Ludewig Beta test management, whose ideas and / Land battles mastering suggestions made the > Thorsten Bentrup Torsten Allard second part of Port Royale l Interface 1 Ralf Rudiger QA tools Daniel Balster Matthias Sub possible. ....the beta testers of Port i ( Graphics Bastian Clarenbach Royale 2, who showed a Technical research Localisation tireless commitment to the ' Mark Kulker Mirko Worsley project during open beta Animation arts Alan Wild testing. Thanks in particular Marco Zeugner to Uday Biswas, Gerald Christian Fischer Intro Flemming, Jens Mensching, and MBA Studios Heinz Schroer, Mario Andreas Jupe Game Design Markus Baader Andras Kavalecz Stiele, Andy Ziese and Ernst Beck. 1 Town design Handbook and Cover ... Nicole Jeannette Pescher, 1 UL ! Sebastian Neuhaus Design Don Geraldo and BMP j Missions Layout from the beta test for their Peter Grimsehl Jurgen Venjakob logos. Daniel Dumont Alan Wild Sebastian Neuhaus Text I Design support Daniel Dumont Bjorn Lilleike Editing lit [ Chronicler texts Alan Wild [ Claus Fritzenkotter I CONTROLS AND KEYBOARD CONFIGURATION jS- Left mouse button (LMB) • Left-click on convoy Select on individual ships or on harbor Display free ships on a building Enter the building p— 2- on town symbol (sea chart) Enter the town Right mouse button (RMB) Right-click on sea chart/Mini Map Send selected convoy . . and hold down CTRL Set route points om anchored convoy Transfer with convoy selected ; 'A • qn harbor Ship transfer with convoy selected Mouse wheel rev Town view/sea battle Zoom i In lists Scroll In towns 32: J Backspace Leave the town " : ' R Send selected convoy for repairs H Enter the docks : 'f B Enter the master builder’s _ W Enter the shipyard 5 | G Enter the council building m M Enter the market P Enter the inn J Enter the church Sea battles LMB Fire a broadside RMB Set a course 1, 2, 3 Select ammunition 4 Ready to board A! Land battles LMB Select unit RMB Send unit 1...0 Select unit General ESC Close dialog, open Options menu Space Activate Fast Forward Shift Center selected convoy r Caps Lock Always center on/off Arrow keys Move display window Ctrl + 1...0 Save selected convoy 1...0 Retrieve saved convoy TAB Select next convoy in town/on sea chart A +/- Change game speed \ F5 QuickSave (not available during battles) [V ' Print screen button Save screenshot (to “Program filesV . APort Royale 2”) h Dialogs C Open Chronicle : N Open Log K Onen convov list •i H 4 m ! 223 - j&L DANISH - QUICKSTART Venstre MuseKnap (VMK) Venstre klik pa konvoy vaelg Pa et enkelt skib eller havn Viser ledige skibe Pa en bygning Ga ind I bygningen Pa en byjsokortet) Ga ind I byen H o j re MuseKnap (HMK) Hojre klik pa soko rtet/m i n ikortet Send den valgte konvoy . . og hold CTRL nede Lav en rute Pa konvoy der ligger for anker Handl med valgte konvoj Pa en havn Handl med valgte by Muse hjul I byen/soslag Zoom 84 I lister Rul I byer Backspace Forlad byen Send valgte konvoy til reparation R H Ga I dok' B Ga til "master builder's" W Ga til skibsvaerftet G Ga til radhuset L Ga til lageret M Ga til markedet P Ga til kroen J Ga til kirken 21 So slag VMK Affyr en bredside HMK Udstik en kurs K - 1, 2, 3 Vaelg ammunition 4 Klargor til hording Land slag VMK Vaelg enhed HMK Vaelg enhed 1...0 Vaelg enhed General ESC Luk dialog, aben options fcii Space Aktiver hurtig tid Space Aktiver hurtig tid Shift Centrer pa valgte konvoy Caps Lock Altid centreret aktiver/deaktiver j Arrow keys Flyt vindue Ctrl + 1...0 Gem valgte konvoy 1...0 Hent gemt konvoy TAB Vaelg naeste konvoy + /- Amdrer spil hastighed F 5 QuickS ave (deaktiveret under slag) Print screen button Gem skaermbillede(i "Program filesV . .\Port Royale 2") Dialoger C Aben dagbog N Aben log bog K Aben konvoy liste Ctrl I handelsvinduet: skift enhed storrelse HMK Lukker abne dialog bokse ■ gg'i Ifl |ll! {» a-_ ,'1“ — =EC FINNISH - PIKAOHJE S Hiiren vasen painike (LMB) Painallus saattueen ylla Valinta Yksittdisen laivan tai sataman ylla Nayta vapaat laivat Rakennuksen ylla Astu rakennukseen Kaupunki symbolin ylla (merikortilla) .... Astu kaupunkiin (Hi Hiiren oikea painike (RMB) Painallus merikortilla / mini-kartalla Laheta valittu saattue ■ • CTRL-painike painettuna Aseta reittipiste Ankkuroidun saattueen ylla Siirto valitun saattueen kanssa 5$ Sataman ylla Laiva siirto valitun saattueen kanssa Hiiren rulla Kaupunki nakyma/meritaistelu Zoomaus S , Listoissa Vierita Kaupungeissa . J Askelpalautin Lahde kaupungista R Laheta valittu saattue korjattavaksi - v H Mene satamaan y B Mene rakentaja-mestarin luo . \ . W Mene telakalle v G Mene kunnanvaltuustoon > . ] L Mene varastoon M Mene markkinoille P Mene kievariin J Mene kirkkoon Meritaistelut LMB Ammu tayslaidallinen RMB Aseta kurssi 1, 2, 3 Valitse ammustyyppi 4 Valmistaudu laivaan nousuun $ erfy PS*' f. G01 w Maataistelut LMB Valitse yksikko RMB Laheta yksikko 1 .. . 0 Valitse yksikko Yleisia ESC Sulje dialogi, Avaa Options-valikko Valilyonti Pikakelaus eteenpain Shift Keskita valittu saattue Caps Lock Automaattinen keskitys, paalla/pois Nuoli-nappaimet Siirra nakyma-ikkunaa Ctrl + 1...0 Tallenna valittu saattue 1.. .0 Nouda tallennettu saattue TAB Valitse seuraava saattue kaupungissa/merikortilla + .7 - Vaihda pelinopeutta F5 Pikatallennus (ei kaytettavissa taistelujen aikana) Print screen -nappi Tallenna kuvakaappaus ("Program filesV.APort Royale 2" -hakemistoon) M Dialogit C Avaa kronikka (Chronicle) N Avaa loki (Log) K Avaa saattue-lista Ctrl Kaupankaynti ikkunassa: Vaihda yksikon kokoa RMB Sulkee avoimet dialogit, joissa on Sulje-nappi ('Close') I Venstre museknamp (VMK) Venstre-klikk pa flate Velg Pa enkelte skip og havner Vis frie skip Pa en bygning Ga inn i bygning Pa et bysymbol(sj 0 kart) Innta byen Heyre museknapp (HMK) Hoyre klikk pa siokart/Minikart Send utvalgt flate . . . og hold neae CTRL Sett reisevei Pa en flate som har kastet anker Flytte med valgt flate Pa havn Bytte skip mea valgt flate Muse hjul Byoversikt/sjokamp Zoom ^ • I lista Scroll I byer Backspace Forlat byen R Send valgt flate til reparasjon H Innta havna B Ga inn i master builder's W Ga inn I shipyard G Ga inn I radhuset L Ga inn I varehuset M Ga inn I markedet P Ga inn I vertshuset J Ga inn I kirken 2J Sjokamp K LMB Fyr av en salve RMB Sett en kurs 1, 2, 3 Velg ammunisjon 4 Gjor deg klar til a borde Landkamp LMB Velg enhet RMB Send enhet 1...0 Velg enhet X I ( Generelt ESC fS Mellomrom Shift Caps Lock Piltastene Ctrl I 1...0 1...0 TAB I +/- | F5 J Print screen button | Dialog K . . . . Ctrl . . RMB . Lukk dialog, apne Options meny Aktivere Fast Forward Midstill valgt flate Alltid center pa/av Flytt display vindu Lagre valgt flate Laste ned lagret flate Velg neste flate i by/sjokart Forandre spillhastighet QuickSave (ikke tilgjcngelig I kamp modus) Lagre screenshot (til "Program filesV . APort Royale 2") Apne dagbok Apne logg Apne flate liste i Trade vindu: Skift enhetstorrelse Lukk apne dialoger som har "close" knapp jr Vanster musknapp SWEDISH - SNABBSTART Vanster klicka pa en konvoj Valj denna enhet pa individuellt skepp eller tiamn Visa tillgangliga skepp pa en byggnad Tilltrade till byggnad pa en staassymbol (se sjokarta) Tilltrade till staden Hoger musknapp Hoger klick pa sjokarta/minikarta Skicka vald konvoj ^ ... och hall ner CTRL Satta kurspunkter pa ankrad konvoj Forhandla med vald konvoj > pa hamn Fartygsforhandling med vald konvoj Mushjul I staden / sjokartan Zoom I menyer / listor Nedrallning I staden Backsteg Lamna staden R Skicka vald konvoj for reparation H Tilltrade till skeppsdocka ■ B Tilltrade till byggmastaren W Tilltrade till varvet r" G Tilltrade till radhuset L Tilltrade till magasinet M Tilltrade till marknaden P Tilltrade till vardshuset J Tilltrade till kyrkan Sjo Bsi . tA(« Cio- 4 |M, Vanster musknapp Attack fran bredsida Hoger musknapp Satt en kurs 1, 2, 3 Valj ammunition 4 Ombordstigning Faltslag Vanster musknapp Valj en enhet Hoger musknapp Skicka en enhet 1.. .V Valj en enhet Diverse ESC Stang dialog, oppna installningsmenyn Blanksteg , Aktivera paskyndning av tid Shift Centrera vald konvoj Caps Lock Centrering: av / pa Piltangenterna Flytta visningsfonstret Ctrl + 1...0 Spara vald konvoj 1.. .0 Aterfa sparad konvoj TAB Yalj nasta konvoi i stad / pa sjokarta + /- Anara spelhastighet F5 Snabbspara (inte tillganglig under sjoslag) Print screen Spara skarmdump (till "Program files\. . APon Dialoger C Oppna oversikten N Onnna lossen Ctrl I forhandlingsfonstret: Andra enhets-storlek Hoger musknapp Stanger oppna dialoger som har en avslut ningsknapp t Notes CaX>:* Tr.ouA in 4 - V.. BBM~rSTvi/; Vv i*v«. i/Toi jl.. !t«»,i if !*»•*.