Thanks again to Robert for making his write-ups.
Here are some comments and corrections of mine.
They don't necessarily all need to be incorporated into the final text; just mentioning them here for completism.
Your ingame career should have nothing to do with your skills though.
You can be a "Privateer who has also joined the Pirates and even has a Merchant License".
Of course that may not work out very well, but it's not impossible.
It definitely was before and maybe it still is, but that isn't really intentional....
Also important to mention here that as a member of the navy, you have to abide by their rules.
This means you cannot choose what ship to command until you reach Rank 7.
That is a rather huge difference from "regular play" and could be quite confusing for new players.
Basically the only disadvantage is that they're stupidly expensive (if you have to buy it) and easily lost through piracy.
You can raise your relation with them up to zero by doing Governor Ship Hunting quests.
As long as your piratical acts aren't directed at any nations allied to the one(s) you serve, you won't lose your LoM.
Capturing/sinking any non-pirate ships is considered an "act of piracy", unless you have a LoM to legalize your actions.
That makes it quite important for most players to get one!
An honest merchant basically NEVER has a legal reason to sink/capture non-pirate ships.
This will take some getting used to for players!
False flags around friends are a bit silly, unless you intend to double-cross your friends.
Normally you would use a false flag around ships/forts that are technically hostile to you.
Using false flags doesn't affect your relations; but your acts while under a false flag do.
Capturing/sinking a ship while under a flag friendly to them is considered a VERY serious offence.
It has been possible to change flags for a long time; it just didn't work right and now it does.
Normally your served nation doesn't matter much (except to update your relations to follow your nation's if Changing Nation Relations is on).
But if you conduct enough unrespectable acts, your "served nation" can change to PIRATE by itself.
If this happens, you will show as "Pirate Captain" in F2>Character, the "Pirate" text will show yellow in F2>Questbook and you should get a Ship's Log entry to inform you of what happened.
Here are some comments and corrections of mine.
They don't necessarily all need to be incorporated into the final text; just mentioning them here for completism.
The "background profession" you select at the start of the game does affect your skills (but not your abilities; you assign those yourself).Needless to say your character's skills and traits will fit accordingly.
Your ingame career should have nothing to do with your skills though.
In case you're interested, careers aren't necessarily mutually exclusive.You can check your 'career' in the bottom right hand of Character screen.
You can be a "Privateer who has also joined the Pirates and even has a Merchant License".
Of course that may not work out very well, but it's not impossible.
If we did our balancing properly, it shouldn't really be "well paid" anymore.Selecting 'Naval Officer' career at the beginning of the game ensures you a well paid, lucrative job in your regent's very own Navy! This is a highly polished corner of gameplay, in which you can not only be promoted, get given powerful ships and hire free crew as you progress, but also get given land and titles! Be careful though; breaking the rules or firing on friendly ships may have strong consequences....
It definitely was before and maybe it still is, but that isn't really intentional....
Also important to mention here that as a member of the navy, you have to abide by their rules.
This means you cannot choose what ship to command until you reach Rank 7.
That is a rather huge difference from "regular play" and could be quite confusing for new players.
You need to officially join them by talking to the pirate leader on Nevis. Joining isn't automatic.Fed up with those governors and all their rules? Or maybe you dream of nothing but bloated cargo vessels, ripe for the taking? Well now you can actively seek such a living! With our improved pirate gameplay, you can explicitly choose the life of a Pirate; and benefit greatly from corsair ship designs, brilliant blacksmiths and high resell prices on all captured vessels! You can now also gain ranks from within the pirating community. All you need to do is break any allegiance you have with the great nations of the game, and pirates will welcome you among their bretheren!
You can also buy a Merchant License ingame from the WIC (Curacao) and EITC (Jamaica) offices.Perhaps, though, you have slightly different dreams; dreams of bloated cargo vessels, en-route to financial freedom? Pick up a merchant license (by selecting the 'Merchant' career at game start) and start watching the gold flood in! Say goodbye to hardship!
Technically, that isn't true. There are no "companies that enforce their will on you" once you get a license.you still have the will of the great West and East India Companies to appease
Basically the only disadvantage is that they're stupidly expensive (if you have to buy it) and easily lost through piracy.
Any non-hostile governor should be willing to sell you a LoM; though they're much cheaper if you indeed have a "zero relation" with them.As a non-commissioned servant of your chosen nation/s, you'll still benefit from promotions and ranks within that nation's forces, whilst at the same time being free to pursue your own desires. So long as they don't include piracy, the horizon really is yours! Simply visit any governor with whom you have zero relation count, and ask for a Letter of Marque.
You can raise your relation with them up to zero by doing Governor Ship Hunting quests.
As long as your piratical acts aren't directed at any nations allied to the one(s) you serve, you won't lose your LoM.
Capturing/sinking any non-pirate ships is considered an "act of piracy", unless you have a LoM to legalize your actions.
That makes it quite important for most players to get one!
"legal reason" is actually "having a LoM" or "being in the navy".- Unrespectable acts, such as attacking without a legal reason (ie, if your nation is at peace with them) or flying a false flag around friends (you can now change flags mid battle), may also lower your reputation among nations.
An honest merchant basically NEVER has a legal reason to sink/capture non-pirate ships.
This will take some getting used to for players!
False flags around friends are a bit silly, unless you intend to double-cross your friends.
Normally you would use a false flag around ships/forts that are technically hostile to you.
Using false flags doesn't affect your relations; but your acts while under a false flag do.
Capturing/sinking a ship while under a flag friendly to them is considered a VERY serious offence.
It has been possible to change flags for a long time; it just didn't work right and now it does.
Not technically "evenly". You do get more points in total when you have multiple LoMs. But you do get less per nation.So for example, killing a pirate ship will evenly distribute any points you get among your various allegiances; thus reducing overall progression.
This is not actually linked to reputation at all, but to your "served nation".- Your character can be recognised as being pirates by citizens; making shore parties mandatory for Horrors of the High Seas!
Normally your served nation doesn't matter much (except to update your relations to follow your nation's if Changing Nation Relations is on).
But if you conduct enough unrespectable acts, your "served nation" can change to PIRATE by itself.
If this happens, you will show as "Pirate Captain" in F2>Character, the "Pirate" text will show yellow in F2>Questbook and you should get a Ship's Log entry to inform you of what happened.