Yep, my bad, I checked it. I will fix it.Wasn't it supposed to be "Soleil Royal" instead of "Royal Soleil"?
In that case, I will use the base values. Bear in mind that there won't be any "Cargo -, Cargo --, or Cargo ---"; it will be just positive values. Will do a change soon.Cargo modifiers: it probably doesn't matter too much whether you use a median value or the base value, as long as the relative merits of the various nations are shown. Technically it's more correct to use the base value because that's what the game does.
Sure, feel free to use it for the next update I just have a question: If you change between 'Arcade' and 'Realism' modes, is there any differences on the cargo capacity for ships? If you can share with me the new standard value, I can put it right there, after I finish fixing my errors.Gunboat: perhaps I can add the Guide to the "Documentation" folder of the game installation in the next update? That's when the fix for the gunboat's cargo will also go into the game, so if you change its description, it will already be accurate, it won't need to wait for the next next update.
Now I see it. The thing is, you are using the 'Realism' mode for the speed and maneuverability values, which, in fact, are correct as you say: the Fast Galleon is faster than the Fast War Galleon. However, in 'Arcade' mode, which is the mode that I'm using for the guide, and for the speed and maneuverabilty values, it says that the speed of both ships are the same.Fast Galleon: speed 12.5, turn rate 80, capacity 5000, armament 38 x 9lb
Fast War Galleon: speed 11.5, turn rate 80, capacity 4000, armament 38 x 18lb
Frigate1: speed 13, turn rate 72, capacity 1750, armament 36 x 12lb
So the fast galleon is faster than the fast war galleon and slightly slower than the Kreyser class frigate. The fast war galleon isn't that much slower than the frigate, outguns it with 18lb cannons, and has a lot more cargo space.
The fast war galleon should never show up as a merchant. It used to be dual purpose but that meant you could get possibly the most awesome ship in the first three periods far too easily by finding it in a group of unescorted merchants. I changed it to be a pure warship some time ago.
The frigate's big advantage is that it has stay sails, which give it better performance in a cross wind. The galleons are harder to tack.
If anyone agrees, I can add the Speed and Maneuverability values for 'Realism' mode, if anyone wishes. It's not going to take me a lot of time. Bear also in mind that I do not play New Horizons in 'Realism' mode, but only in 'Arcade' mode, so that's why I started using 'Arcade' values.
About the Fast War Galleon being a pure warship and not as a merchant, it might be that I'm confusing between the old patches of New Horizons Mod, and I don't know if I saw it as a merchant or not. The Heavy Pinnace of War, for example, it has shown me a couple of times as a merchant. I will fix it too.
About the HP, yeah, that's the problem with guides: they are very subjective. Maybe I could change it from very to quite, if anyone agrees.I think you overexaggerated a few cons and pros .. maybe thats just the translation
e.g. (swedish) East Indiaman:
Pros:
• Quite good cargo capacity.
• Very good HP. -> about 3000 HP isnt exactly "very good" imo .. the East Indiaman is pretty strong compared to more slender merchants but e.g. a Pinnace is a lot tougher
• Quite notable defensive armament.
• High crew number.
Cons:
• Very low maritime performance -> It actually performs very decent if you take the overall statistics (HP, crew, cargo, cannon calibre and count) into it..
The low maritime performance is, again, subjective: for me, it's a ship that, by it's configuration, should be faster, but as it is, is decent and balanced.