The Pilot’s Book · The island

Levels 6 to 10: the island's long road

The island

All fifteen buildings of the town rise to level 10: more silver, more men, cheaper hire, ⚓10 ships and the island's elite.

  1. The Town Hall, the Keep, the Market, the Guild, the seven dwellings, the Warehouse, the Shipyard, the battery and the fort now rise to level 10, and the producers with them. Nothing stands above the Hall, and each new Hall level asks the core buildings one level below it. The island's own level is full (10) from Hall 5.
    1The Town Hall, the Keep, the Market, the Guild, the seven dwellings, the Warehouse, the Shipyard, the battery and the fort now rise to level 10, and the producers with them. Nothing stands above the Hall, and each new Hall level asks the core buildings one level below it. The island's own level is full (10) from Hall 5.
  2. The Hall 6–10 pays 600, 900, 1 300, 1 800 and 2 500 silver a day and gives more: an outpost at 6 and 9, a builders' crew at 7 and 10, a caravan at 8, and at 10 the title «Pirate Capital».
    2The Hall 6–10 pays 600, 900, 1 300, 1 800 and 2 500 silver a day and gives more: an outpost at 6 and 9, a builders' crew at 7 and 10, a caravan at 8, and at 10 the title «Pirate Capital».
  3. Dwellings grow ×1.65 at level 6 up to ×2.5 at 10, the Keep ×2.2 up to ×3 for all of them. Men of a dwelling of level 6–10 cost less: −5 % at 6, −10 % at 7 and 8, −15 % at 9, −20 % at 10 — on the island, at waystations and in ports with no dwelling of that tier. From level 8 the dwelling trains its elite.
    3Dwellings grow ×1.65 at level 6 up to ×2.5 at 10, the Keep ×2.2 up to ×3 for all of them. Men of a dwelling of level 6–10 cost less: −5 % at 6, −10 % at 7 and 8, −15 % at 9, −20 % at 10 — on the island, at waystations and in ports with no dwelling of that tier. From level 8 the dwelling trains its elite.
  4. The Shipyard builds the island's own ⚓9 ships from level 6 and ⚓10 from 7 (a ship of the line, a great indiaman); repairs off the island are 35–50 % cheaper. The Market trades at better rates, the Guild adds an order to the book with each level, the Warehouse holds ×1.25 more with each level above 5.
    4The Shipyard builds the island's own ⚓9 ships from level 6 and ⚓10 from 7 (a ship of the line, a great indiaman); repairs off the island are 35–50 % cheaper. The Market trades at better rates, the Guild adds an order to the book with each level, the Warehouse holds ×1.25 more with each level above 5.
  5. The price: level 6 costs three times level 5 in silver, level 10 thirty-six times. Besides timber, coal and iron they ask the sea's rare goods: pearls, rum and powder from level 6, whalebone, serpent scales, sulphur iron and ambergris from 8, a boss's trophy at 10. With two crews the whole town to 10 is about three years: extra crews and speed-ups shorten it.
    5The price: level 6 costs three times level 5 in silver, level 10 thirty-six times. Besides timber, coal and iron they ask the sea's rare goods: pearls, rum and powder from level 6, whalebone, serpent scales, sulphur iron and ambergris from 8, a boss's trophy at 10. With two crews the whole town to 10 is about three years: extra crews and speed-ups shorten it.

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See also