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There are myriad economic opportunities within Pirates Glory, many of which are interrelated.
● Players can exchange Gold Coin (gc) and Credits (cr) for gold bars, trade goods, ships,
and voodoo.
● Nations can collect gc in the form of taxes, and distribute gc in the form of stipends, loan
insurance, and skirmish insurance.
● Players can earn gc by
○ sale of goods purchased in Port Markets or produced by Plantations;
○ attacking the fleets of other players either by skirmish or plunder;
○ Claiming bounties placed on other players
○ voodoo that will give gc to other players or take voodoo from them;
○ investing turns in Treasure Hunts;
○ selling cr for gc in the Credits Market.
● Players can earn cr by selling voodoo or ships or by exchanging gc for cr in player banks
or credit exchange.
● Additionally, players can earn gc or cr through mercenary and other contract activities
tho there is no formal mechanism for this in game.
The two primary economies can be broken down into Trading and Skirmish/Plunder.
Trading
○ Trade Routes: Port to Port (buy low sell high) through the Port Market. Ships
sailing port to port are at high risk for skirmish attack.
○ Fishing: use fleets to fill cargo with fish and sell as food through Port Market or
Resource Market. Maximize cargo capacity with ship speed for highest profits,
but this is a good source of pretty low key income.
○ Shipwreck hunting: use 5 Trade Galleons filled with iron and you will find about
one or two ships per day per fleet. It is a good way to collect useless howkers but
some times decent ships are there. They will all be lvl1 since the ship will not sink
until it reaches lvl1.
○ Party Trading: buying goods in one port and storing them for bulk exchange
using voodoo. Calculate cost of travel and risk of danger (1 danger gained per
○ Gold Bars: produced in Hideouts, at Goldsmiths and sold through Port Market or
Resource Market
○ Contract Shipping and Resources Market: create formal or informal agreements
with other players to stock certain goods at certain ports and sell directly through
the Resources Market to other players
○ Plantations: produce any of the basic resources and sell through Port Market or
Resources Market
Skirmish and Plunder
Skirmish against active traders and plunder against NPCs are pretty straightforward. You
must acquire and spend Skirmish Points for each skirmish attack, and it will cost 2 turns.
For any PvP plunder you must consider the COST of the plunder against what can be
gained. Cost is measured in terms of the cost of the voodoo as well as the cost of turns.
Intangible cost includes retal and escalation against the aggressor as well as against the
faction or nation. Some strategy is to get the other player to spend more on you than you
spend on them. Cost strategies may not be meaningful for players who “pay to play”
and/or those who are so wealthy (in voodoo/gc/or cr) that cost is not longer any
consideration.
This is a lot of voodoo and turns cost so make sure the ships you
take are worth it!
○ Aggravated plunder: “light up” active players for gc and/or ships. For
active players with moving fleets, you can use voodoo that adds danger to
ship movement
■ Hostile Natives will add 1 danger for fleets when they reach port, so 3
will put fleets on the board as they will gain 1 danger just for reaching port
(but lose 1 danger ea hour). HNs are cheap but easy to remove before
they are effective, so you may need to keep recasting.
■ Bless/Drums of War can help your fleets be more effective, can stack 2x
ea per fleet