They get progressively more expensive as you obtain more. Keep an eye on wind direction and storm areas. When you are setting up a trade route, you'll be able to see the general direction the wind blows.
You'll save a ton of time if you have your trade routes mostly go with with wind. If an area has no wind direction, your ship will move extremely slow through that area. If the wind direction is red on the map, that's an area where storms frequently occur, which can cause damage to your ships. You don't have to sail directly to the next town on the list. You can click on the lines being created as you set up your route and drag them to a new area in order to create waypoints.
If you add new cities in or want to change a route, you can either move those waypoints around or delete them all together. Make sure you're meeting citizens needs first and foremost. On the trading and production screens, items are listed by how important they are to citizens. If you're sailing into town trying to sell fancy furniture, but the citizens of that town barely have enough food to eat, you're going to have a hard time moving your fainting sofas. You start as the administrator of one town, meaning you can build things besides production buildings.
As you obtain more fame and favor with your viceroy and build a lot of businesses in neighboring towns , you can lobby to become administrator of more. Keep building and earning, and soon you'll rule the entire Caribbean. There's plenty more to mastering the trade of Port Royale 4 , but this should be more than enough to get you started. Jordan Baranowski Contributor. I set up a task force in New Orleans, Tampa, Tampico and Corpus Christi and other ports that have the French flag but these are the ones that usually are French towns.
Here is a trick I undertake when I'm expanding business. I took one of my smaller warship convoys and converted it into a Raw Materials juggernaut for Wood and Bricks. I have bricks at New Orleans and Havana.
Lets say I want to expand production of Rum in the town of Port Royale. I build 20 more distilleries. What I do with the route is this:. Lets say that I want to expand clothing production in Tampa. The quickest way to do that is this. It sounds complex but the whole process takes about 20 seconds. This is a fantastic trick as it is a "fire and forget" type of plan to address building. The "leftover" cargo from the sales only intensifies the re-supply effort.
The route will lose money so you have to make sure to deactivate it unless you're such a shipping tycoon that you don't notice it. I like having specialty ports where I have one or two products produced and a modest amount set aside barrels and the excess sold to town folk.
The manual for the game says that you can induce a town to grow and have free sailors in the following manner:. For this purpose, heavily armed convoys regularly come from Europe to bring new settlers, but also to pick up export commodities and other treasures. Export commodities are only collected from the governor and viceroy towns. Then if a treasure fleet lands in the harbor, it will take the commodities from this warehouse and supply settlers to the town in return.
A treasure fleet will return to Europe as soon as it is fully loaded. Otherwise it will travel to another town.
The more export commodities a treasure fleet can load, the more settlers it will leave behind in the town". While I have never seen this happen directly, I have noticed that there does seem to be a lot of sailors being dropped off at Turk Island and San Juan where I have a large dye route that is quite active. You can adjust the minimum price downward to make sure you're over-stocking the town and thus, if the manual is correct, get a steady and dependable supply of sailors that you can put on your warship convoys to invade towns or send more workers to ports where you're expanding production.
What will likely happen is that when you set up industry, ports that are near that industry often produce the same goods. For example, Port St. So it only makes sense that you by-pass one or more of these ports. Once you get rolling and have some disposable income, you may want to set up a distribution port that has nothing but warehouses. Open businesses at those previously bypassed ports and have the goods produced there stockpiled at the distribution port.
I sat one up in Cancun with 24 warehouses 24, storage. Each good had a minimum quantity of 1, with 1, of that being locked. That allows any quantity over 1, to be sold locally to keep the locals happy.
Once you set up the distribution port, I have a fleet of heavily guarded Trade Fluyts go from port to port and scoop up a thousand barrels of each commodity and bring them to this port. The next step is to have trade routes take the goods to the towns and deplete the stockpiled quantities making sure they return unsold quantities to the warehouse. When the trade routes are set up, I have them ignore the locks so they always have a steady supply of goods as long as the Fluyts are operational.
Above and beyond is that you can set up food routes with Wheat, Sugar, Fruits, Corn as well as Meat, Cocoa, Bread to visit all towns where you have set up production.
This will stave off famine which will hurt your production. When you need to win favor in a town, you can store the essentials I call, "Bananas, Beef, Booze, Bread" in quantities sufficient to have festivals in the towns by visiting churches.
Of course, you can also satisfy most "missions" given to you by governors, viceroys, and town officials with the commodities stored there. I also like setting up one "master route" that visits the large towns likely where production has already been sat up and having one or two trade routes that supply food and one that supplies luxury goods from these ports.
Ropes and Meat are not the highest grossing goods but they are pretty solid income. I'm also dumping any commodities from pirate raids in the warehouses. The expansion to 40 warehouses is expressly to handle the overages due to the pirate raids as well as the "returns" from the routes.
If you're going to take over towns, here is a bit of advice. I play the game with high pirate activity. Solution L1-L2. Trap opponent M. Talk P. Solution M. Open P. Talk T. Use Magical Compass A. Solution B. Solution 2 C. Take BOW. Go left. Talk C. Use Lockpicking Gear K.
Select L. Remove M. Take lockpick O. Select T. Solution: Use Lockpicking Gear B. Select C. Remove D. Move items. Go to Lighthouse Lantern Room. Look Y. Use flint Z. Take NET E. Find symbols. Turn stones as shown. Use Magical Compass R.
Solution S. Find differences U. Solution 1 M. Solution 2 N. Take RAG R.
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