Mini Guides: Market manipulation, delicious malnutrition, sails, and Fine Tribs.
Gumobrush
Posts: 19Member Beginner
Three days, wonder if we're going in blind or if they're actually gonna put out some info on how this is going to work.
Bored here, figured I'd share some random tips, pretty basic stuff but I haven't seen some of this discussed in english before. Mostly trade and sailing related.
Markets
Non - EA markets update once an hour, or a bit shorter I think based on how active the market is. Goods trending up or down will generally continue to do so until reaching a certain floor or ceiling and then turn around.
Special states occur both randomly and triggered by players. A crash can occur when selling and a sharp rise can occur while buying (requires mucho po spam with multiple players). Only one state can be active at a time and lasts multiple market update cycles. This means you can protect the high price of one good by crashing with another.
It also means you can sabotage those dirty Spaniards markets. ecksdee
Be mindful not to one and done a valuable trade good in an unprotected market in your hometown, that's just rude. Keep some crash goods at home.
Nanban markets are a different beast but I think there's still some good english guides for that floating around, uwodb.ivyro.net has all the info you need once you puzzle it out.
Ridin dirty'
Did you know sailors never actually starve to death? They just mutiny eventually and eat each other.
This can be protected against, feeding and watering your crew is entirely optional. I mean, you can't sell bread at 78k per unit and you can't use it as ammo until its pretty stale, what good is it anyway? This method is good for long voyages and freeing up all of your cargo hold for trade goods or ammo and lumber, it has pros and cons.
When you run out of food and water disaster rate and specifically the chance of mutiny increases significantly, but as long as you can cure any status that actually kills your crew (including a full orange fatigue bar) you can sail indefinitely.
You'll need leadership to deal with those mutinous curs, and once in awhile you'll suffer a devastating mutiny that halves your crew so ideally you want to stave off mutinies as long as possible. The trick here is a mutiny won't over ride another negative status. Rats when you've nothing for them to chew on, homesickenss etc all become beneficial statuses, lol those sailors steal enough saori and lake brush I can't feel too bad, they know what they sign up for.
Malnutrition is a great status to watch for to protect from mutiny, it can last a very long time if you don't need to cure it by eating food.
You'll want a handful of other skills and items to help you if you go this route. Survival and Pathology help, as well as items like Vintage of the Covenant, surgeon's secret elixers, ambrosia, and of course player food for vigor / fatigue.
There are other maybe more humane ways to deal with your crew on long trips, like fishing for them or catching rain, sounds like a lot of work to me though.
Winds, Sails, and Seasons
All ships have two types of sails, vertical and horizontal, each with a benefit and drawback.
Vert sails get less of a penalty when sailing directly into the wind than horizontal sails do but horizontal sails get a large bonus to sail power when the wind is coming from rear of the ship at an angle. Wind from directly behind is not ideal, though if you enter a zone with direct tailwind while at speed you'll generally keep your speed if you don't make any course adjustments.
Despite often hearing people say otherwise, both types of sails function at full power in crosswind. Also, I'm 99% sure there's a mechanical cap on H Sail bonus speed some where in the low - mid 600s.
The world has two seasons as far as wind is concerned and most zones alternate wind direction, some completely changing direction. Most of the GVO Navi maps have this info. The seasonal winds change once every 9ish hours if I remember right.
Fine Tributes
Did you know UWO has a pvp toggle? Just like ceasefires agreements for npcs you can craft a consumable that placates a player pirate upon being attacked, keeping your crew and cargo safe but giving the pirate half your carried ducats (they also get some loot for the tribute itself).
http://uwodbmirror.ivyro.net/eg/main.php?id=01800261
Three different types, one for each size of ship (that you're sailing), as well as different trades good required at the towns where they can be produced. The town man recipes from London and Seville can be made without ever leaving safe waters. Miser chains and Hanseatic league seals can be used to craft these even if your storage and accounts are rank one.
Don't waste your life avoiding pirates or sitting at a port, just pay yer taxes and sail on by. Note that they don't work in lawless waters (red skull on your compass), plan accordingly.
Hope this helps some people, feel free to add any anything.
.
Bored here, figured I'd share some random tips, pretty basic stuff but I haven't seen some of this discussed in english before. Mostly trade and sailing related.
Markets
Non - EA markets update once an hour, or a bit shorter I think based on how active the market is. Goods trending up or down will generally continue to do so until reaching a certain floor or ceiling and then turn around.
Special states occur both randomly and triggered by players. A crash can occur when selling and a sharp rise can occur while buying (requires mucho po spam with multiple players). Only one state can be active at a time and lasts multiple market update cycles. This means you can protect the high price of one good by crashing with another.
It also means you can sabotage those dirty Spaniards markets. ecksdee
Be mindful not to one and done a valuable trade good in an unprotected market in your hometown, that's just rude. Keep some crash goods at home.
Nanban markets are a different beast but I think there's still some good english guides for that floating around, uwodb.ivyro.net has all the info you need once you puzzle it out.
Ridin dirty'
Did you know sailors never actually starve to death? They just mutiny eventually and eat each other.
This can be protected against, feeding and watering your crew is entirely optional. I mean, you can't sell bread at 78k per unit and you can't use it as ammo until its pretty stale, what good is it anyway? This method is good for long voyages and freeing up all of your cargo hold for trade goods or ammo and lumber, it has pros and cons.
When you run out of food and water disaster rate and specifically the chance of mutiny increases significantly, but as long as you can cure any status that actually kills your crew (including a full orange fatigue bar) you can sail indefinitely.
You'll need leadership to deal with those mutinous curs, and once in awhile you'll suffer a devastating mutiny that halves your crew so ideally you want to stave off mutinies as long as possible. The trick here is a mutiny won't over ride another negative status. Rats when you've nothing for them to chew on, homesickenss etc all become beneficial statuses, lol those sailors steal enough saori and lake brush I can't feel too bad, they know what they sign up for.
Malnutrition is a great status to watch for to protect from mutiny, it can last a very long time if you don't need to cure it by eating food.
You'll want a handful of other skills and items to help you if you go this route. Survival and Pathology help, as well as items like Vintage of the Covenant, surgeon's secret elixers, ambrosia, and of course player food for vigor / fatigue.
There are other maybe more humane ways to deal with your crew on long trips, like fishing for them or catching rain, sounds like a lot of work to me though.
Winds, Sails, and Seasons
All ships have two types of sails, vertical and horizontal, each with a benefit and drawback.
Vert sails get less of a penalty when sailing directly into the wind than horizontal sails do but horizontal sails get a large bonus to sail power when the wind is coming from rear of the ship at an angle. Wind from directly behind is not ideal, though if you enter a zone with direct tailwind while at speed you'll generally keep your speed if you don't make any course adjustments.
Despite often hearing people say otherwise, both types of sails function at full power in crosswind. Also, I'm 99% sure there's a mechanical cap on H Sail bonus speed some where in the low - mid 600s.
The world has two seasons as far as wind is concerned and most zones alternate wind direction, some completely changing direction. Most of the GVO Navi maps have this info. The seasonal winds change once every 9ish hours if I remember right.
Fine Tributes
Did you know UWO has a pvp toggle? Just like ceasefires agreements for npcs you can craft a consumable that placates a player pirate upon being attacked, keeping your crew and cargo safe but giving the pirate half your carried ducats (they also get some loot for the tribute itself).
http://uwodbmirror.ivyro.net/eg/main.php?id=01800261
Three different types, one for each size of ship (that you're sailing), as well as different trades good required at the towns where they can be produced. The town man recipes from London and Seville can be made without ever leaving safe waters. Miser chains and Hanseatic league seals can be used to craft these even if your storage and accounts are rank one.
Don't waste your life avoiding pirates or sitting at a port, just pay yer taxes and sail on by. Note that they don't work in lawless waters (red skull on your compass), plan accordingly.
Hope this helps some people, feel free to add any anything.
.
Comments
meh,no freebies for pirates"
Wasting your time due to some goofy misplaced sense of pride is always an option too I guess.
For everyone else with a penchant for efficiency and not getting wrecked there's Fine Tributes. Also occasionally sold by a "Mogul" NPC in major cities.
The real cost of everything in this game is time, and in the long run these things saved me a ton of it. Pinching pennies can cost you dollars.