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However, if you want a fresh start each time, you can also change the options for the final town by clicking on the 123 button for each of the goods. The only way to really avoid this becoming a problem is to use fleets large enough that that cargo doesn't fill up completely, letting it eventually sell it on a later trip. Doing it this way can lead to a lot of surplus stock in your hold that doesn't sell because of changes in prices over the time of the journey. If you repeat this process with each town in the list you have your trade route almost set up completely.Īs we said this is the easiest option but might not be exactly what you want. The simplest option here is to click the top button that says STANDARD and this will set the convoy to buy whatever the town produces and sell everything it doesn't based on the demand from other towns on the route. Once you have the towns chosen (or while you're still doing it) you can click on each and select what you want to trade. The marketplace is broken down quite logically, with the most important commodities to the inhabitants at the top and some subsections set up for demanded goods, exports and craft, quality goods, and right at the bottom, Sailors. The Market Tab in the colony window shows you all sorts of information that you'll need to know and even though we will be learning about automation later on, it's a good idea to become familiar with this screen. Once you are able to trade in a town you can start filling your hold with the goods you want to trade. Especially important in the early game is to pick a small handful of towns you are interested in trading with based off the differences in production. Hint: The more you buy the more expensive they become.
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This info box also shows what is being produced by that town, showing you what is likely to be cheap there.
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If you've been waiting patiently for ten years, we're sure you can hold out a little longer.Before you can trade with other colonies you will need to purchase a Trade Licence from their town administrator, which can be found by clicking on the colony flag or info box. While Sid's new game certainly won't be as deep, we'll wager it will be more action-packed. With Sid Meier's Pirates! due in port very soon, we reckon you should hold fire on this one. However, as solid as Port Royale 2 is, few people can afford to have more than one seafaring adventure in their collection. And, of course, no pirate game would be complete without a treasure map. A set of tutorial missions is designed to break in the newcomer, while a giant open-ended game is available if you prefer to dive in at the deep end, with missions to conquer towns, pirates and trade routes. Better yet, you can also secure permission from local governments to build your own towns from scratch.Īlthough improvements to the original game aren't immediately obvious, they are there. Setting up trade routes is a relatively easy affair, and with some investment in warehouses, plantations and workers huts (no mention of slaves, you'll notice), it isn't long before you have a thriving business empire stretching from Florida to Havana. Buyers' MarketĪs with its predecessor, trading is well done, as prices fluctuate in response to the various convoys zipping across the tropical waters. In it, you control one ship at a time - and as unrealistic as it sounds, the method is surprisingly effective, making it easier to access the firepower of your entire fleet. Much better is the ship combat, which again is directed RTS style. The only problem is it's effectively a numbers game, and looks and plays dreadfully. Soldiers are automatically grouped into a mass of rifle or cutlass and you simply point-and-click at the enemy blobs. One new feature is land-based combat, where you can disembark your troops outside of a town and make an assault. There is some combat, but it doesn't feel as dramatic or as central to the game as it should - the 1600s were relatively lawless times, after all. Producing goods cheaply, ferrying them around and selling them on to whoever offers the highest price is about the gist of it. Here, your objective is to foster a corporate fortune by trading with the four major powers and building industrial centres across 60 towns in and around the Caribbean. This is bad news for the developer of Port Royale 2, because while Ascaron has done a consistent job of creating trading games set during the golden age of sail (through games like The Patrician), over the past ten years it hasn't so much mounted a challenge to the captain's chair as kept it warm for Sid's eventual return.Įffectively then, Port Royale is a Pirates! tribute, with the focus shifted away from adventure and excitement. In two months time, Sid Meier's Pirates! will be returning to the high seas after a decade long exile.