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Game Economy

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.

○ “Peaceful” plunder: skirmish, plunder NPC, plunder inactives for gc and/or


ships
■ Skirmish: use base skirmish points per attack, gain extra points with
skirmish tech. Cost in points and turns.
■ NPC: simply search and attack. Cost in turns, repairs (negligible).
Voodoo: Coastal Patrol and Coastal Piracy will add 50% fame and gold
per plunder at specific port, cost of 4 turns per cast. Pacifism will make
NPC fleets 50% weaker at that port -- this is best used when ranking up.
■ Inactives: fleets will be stationary so you can light up any specific fleet
with Ravages or you can light up all fleets with Fugitives from Justice.
● Ravage requires target ships out of fleet, use Disfavor on the
player target to halve the danger reduction then use Ravage to
create a fleet from a specific unfleeted ship. Fleet will have 18
danger and you can get two hits. Reduces chance of other players
stealing your target. Cost in turns (8 for Df and 3 per Ravage)
● Fugitive from Justice will light up all fleeted ships. Since each
FFJ will add 1 danger per hour and the fleets will also lose 1
danger per hour, you will need 3 FFJ casted right before the hour
and you will start seeing fleets on the board after 2 hrs.
■ Taking ships:
● Cast Pouch of Gold to reveal purse and determine likelihood of
commandeering ships. For inactives with a large purse can add
Taxation which will daily upkeep over 3 days, more taxation will
cost them more (and cost you more turns so use only if
necessary)
● Then cast Fugitive from Justice just before the hour to begin
adding danger to the fleets. A Disfavor will half the danger
reduction per hit.
● Swarm of worms casted before the top of the hour will make the
players ships weaker. Call Kraken will similarly add damage
increasing per turn invested but is very costly in turns.
● Ambush will add 18 danger to target fleet but cost 8 turns and you
can only use up to 10 per 24hrs. Defo worth adding Disfavor to
get most out of hits.
● Call Levi will remove tails taking 1 level per cast. High turns cost
only makes this worth it if you are going after MoW or SotLs.
● Fire Ships will sink one of your ships but guaranteed to do 50%
damage to a ship in the target fleet. Use once you have cleared
the tails so you can attack and take the more powerful ships with
your weaker fleets.

This is a lot of voodoo and turns cost so make sure the ships you
take are worth it!

● Vengeance of the Witch Doctor becomes a risk when using so


much voodoo, which can be used against your best fleets just as
you are ready to take theirs. Removing any voodoo that is no
longer effective or needed can help mitigate this.

○ 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

○ Mercenary plunder: contract per client, can involve any combination of


voodoo and/or attack. Must calculate against economics (cost of turns +
market price of voodoo) as well as potential retal. Mercenary options might
include
■ Port/nation influence: increasing or decreasing port population or player
influence through voodoo. By reducing the influence of one nation in a
port you can take over a port for another nation by replacing it with higher
influence by another player/nation. You can also take over a nation by
decreasing player influence of existing nationals and joining that nation
with greater influence such as xProx did with Spain.
As a mercenary you might just reduce influence by X amount, or the goal
might be to do specific damage.
■ Pirate Hunter/protection work for merchants or nations
■ Ships or GC plunder to take specific bounty
■ Turns plunder to remove turns from specific players using Time Spiral
○ War: escalated plunder against nations and/or guilds, for gc, ships, and
port control. See War Voodoo

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