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#91 | ||
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![]() Loaned money to town, didn't get back any money. wtf? help pleasE?
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#92 | ||
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![]() Hi!
Every time I try to repair my ship (hulk or sails) it says, that its overload. When I visit the merchant, I'am not able to sell ALL of my goods. In the list of the wares, there is still 1 left, which I can't sell. Bug? |
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#93 | ||
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![]() The manual links don't work any more. Any new ones?
Quote:
This may reduce your stature within the town, so check afterwards to see if you need to put money back into the local gov't. Quote:
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#94 | ||
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![]() Since the manual links don't work at the moment and this took a while to work out, a brief overview of workshops:
First, you must own a warehouse in the city (you start with one in London and can buy more there and in other cities at auction or through the property clerk at the various town halls). Once you do, various master workmen will appear at the city's inn. They will usually blow you off until you are respected in the town (increasing respect may come from side missions but may be purchased by investing somewhere between £10k and £100k in loans to the treasurer at the city's town hall). If there is no master workman in the inn, you may be able to spawn one by reëntering the inn or you may have to wait for another day. Since it always costs £15k to equip the workshop, you probably need to have that amount of cash on hand to have a successful discussion. Pay attention to what the workman is a master of: you'll only recoup £7.5k if you end up selling it off later. Quote:
You start with 10 workmen and that's all you seem to need. Just make sure you transfer enough money to pay them, using the book at your warehouse. Their 'motivation' seems to be based on the location: Anglican spots like London give you 110% and Catholic Le Havre will only give you 70% despite supposedly being an 'English' city. One minor gameplay flaw seems to be that some of the workshops can never generate a profit. A gunsmith will use 1 wood, 100 bronze, and 100 iron to make 1 cannon, meaning each one costs £1k-3k more to produce than simply buying them. Similarly, the 'armorer' who uses 1 saltpeter and 1 sulphur to produce 2 units of gunpowder will typically not be able to pay for his inputs and the £50/mo. in payments to the workshop staff. The brandy distillery needs 3 units of wine for 1 of brandy, but can break even depending on where you're buying and selling. Only a very few seem to be generally profitable: the weaver who turns £5 wool into £17+ cloth or the sail-maker who turns the cloth into £23+ sail. A much bigger problem seems to be that there is no way to transfer your goods from your warehouse to your ships. You can sell your finished products from the warehouse to the merchant and then buy them off of him, but that means you're losing anywhere from £2 to £50 per unit in profit. (Please do let me know if there is some way to do this, because the warehouse and ship ledgers don't seem to be able to and it's a major failure.) |
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#95 | ||
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![]() First, this post is very useful information if you didn't read through the whole thread:
Quote:
It seems pretty straightforward: loan cash to the city hall treasurer 10k at a time and it bumps you up through several levels (no one cares; people leave you alone; you're respected; etc.) One poster above says things get sketchy if you loan more than 50% of the town's request. It's possible the coders wanted to simulate ahole locals coming up with an excuse not to repay you, but it's more likely (if that's accurate) that it's just a bug. |
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#96 | ||
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![]() Does anybody have that English translation of a manual saved?
I only have German pdf file... Thanks! |
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#97 | ||
![]() ![]() ![]() Join Date: Nov 2005
Location: Var, Hungary
Posts: 1,721
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![]() Quote:
If you realy have problem with the germanversion though, I might be able to translate it. Hope it's short, german is not my strong point. But if you offer the manual to Abandonia, I'm willing to take the risk.
__________________
Nothing has a meaning. You can't even say it has no meaning as that'd mean it has. - Godkiller, Defender of Anarchy |
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#98 | ||
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![]() twillight, thank you very much for the offer! But it is 157 pages
Here: https://drive.google.com/open?id=1TF...jIEagsZi9TqtQF It is the complete German manual and two additional official hint files. In case it is too big a task for the translation, does anybody per chance has a physical English manual available for scanning? As Abandonia.com is the only place that has the cover of the English edition on display. (Sorry, somehow I can't get registered here, it is always 'Registration Failed' for me...) |
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#99 | ||
![]() ![]() ![]() Join Date: Nov 2005
Location: Var, Hungary
Posts: 1,721
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![]() rtf file:
Elizabeth I Did you fall out of favor with Elisabeth? The trade routes are not lucrative enough and the annoying pirates can not be dispelled? You'd manage the Adventure parts, but when and where do they find these adventures? If you ask yourself these questions, you should not keep paging - because here comes the rescue on the high seas! To build a trading empire from 5,000 pounds and a small pinnace in 30 years, a trading empire one wants to build up at a fast pace. At the start should be traded mainly with cheap goods, thus the ship is also busy. It is worthwhile. For example, look for routes such as cloth from London to Barcelona, beer from Barcelona to Algiers, silk or brandy from Algiers to Edinburgh and then a trip back to London, from where the whole thing is repeated. Of course, the first earned pounds will go straight investing into one larger ship. The advantage of a big ship versus many smaller ones is, that the factory brings positive image boost (respect?) in the city, where one wishes t have the office of the ambassador. Also, the situation should be adapted to the materials to be processed available. Building a distillery is best in a wine area (Le Havre) and a weaving best in the vicinity of cheap cloth suppliers (London, Edinburgh or Antwerp). The last worthwhile way to raise income, is giving cities loans. These interest caps at 12% - a not to be underestimated sum. It also strengthens up the confidence in the citizens. The flip side of the coin If you do not want to remain a merchant forever, you have to become an envoy be appointed. Once appointed ambassador, the road to success becomes a lot rockier. Ambassadors want to receive adequate (expensive), the poor fed, the Legation renovated and festivals celebrated. For one Ambassadors it is always good, if one in the city hall covers one quarter to one third of the upcoming investment through loans. You should also more often prove faith in the church. Receptions or Special events must always be scheduled the day before with the adjutant. Do not forget: the small people also have votes! But as soon as the money-making in Elisabeth vecomes not-too-difficult, we now dedicate ourselves to the a total of 15 quests. In this way you can gain more image than through the biggest donations. At this point we give you once again our main advice: save, save, save! If you follow this advice hardcore, then it should not be a problem to soon take the place of to chair Sir Cecil the Privy Council. I wish you success! Introduction Quest The series of 15 Quests in Elisabeth is right at the beginning of a small one initiated. Just drive to some harbor with your pinnace (Exception: Barcelona & London) and visit the tavern. It is pointed out to you that an envoy of the English crown has fallen into a storm and urgently needs to be taken to Barcelona to invite the Spanish king to the coronation ceremony of Elizabeth. Take that Order, you will automatically drive to Barcelona. There it asks you Envoy to wait ten days to deliver the King's answer. Invest the 1,000 pounds you pay for 10 days of docking because after bringing the envoy back to London, you are invited to the palace. There you will find Elisabeth himself. She thanks you and compensates you with one bag full of gold. -------------------- ----------------- André Geller Cheat trick: First buy two pirate ships, that You equip. Now go on a foray. Plunder a foreign ship and transfer a good (if possible gems) to your ship. Immediately afterwards select the goods again with the Enter key. Confirms the number of previous action. Press the enter key again, whereupon the inventory on the looted ship is negative. You can do this until your ship is full. PS: I just dropped the text to Google Translate german -> english. Before and after the -------------- marks I checked the translation, not between. Later I edited to omit those. Seems you'd get a better translation if you'd remove the line-breakes from the original text, so the translator don't register broken sentences. It'd actualy be better or almost as good as I'd be able to achieve. ************* doc file: Tips & Tricks: The merchandise management system in Elisabeth is constructed in such a way that one is forced to act with small units of different goods, whereby the enterprise resource planning system becomes much more complex. Some products such as: brandy, silk and cloth are seasonally the exception. In order to operate factories reasonably, you should put about 15,000 pounds in the camp. You should also transfer about 200 units of iron, or bronze, to the forge. In addition, the blacksmiths and the armory do not make any profits, as the goods produced are strategic weapons. On the other hand, good profits can be made with the distillery, weaving and sailmaking. The production lasts about five weeks, furthermore, the operation of factories in terms of the reputation in Elisabeth is very important Regularly binge if you are a pirate to prevent a mutiny. If you can not find an escape in an adventure, you have two options that are quite helpful: 1. If you print your coat of arms downwards out of the picture (please note that the coat of arms outside the screen is in the middle), the information board appears, then press the left mouse button and information appears on the board about the next waypoint in the adventure. 2. If you want to break off an adventure, please go into the cabin and then interact with the coat of arms in the upper left corner. If you now stop about 0.5 cm from the corner and press the left mouse button, a panel appears in the center of the picture. Now you are asked: "Do you really want to do business again?", Confirm with "Yes" or "No". If Elisabeth I Adventureparts are installed, that should make the game a bit easier. What adventures you can do where can be found in the following list: Please note that the start of the adventure is also related to your reputation! List: Period of takeoff / City or place where the adventure starts 01.12.58 - 31.03.1559 / all except Le Havre 01.11.58 - 31.03.1559 / all except London and Barcelona / Tavern am 16.11.60 / London after the Privy Council meeting 01.01.63 - 31.12.1563 / all but London, Algiers, Barcelona / Tavern 01.01.66 - 31.12.1566 / London 01.09.68 - 31.12.1568 / Open Sea / Cadiz, Lisbon, La Coruna, Bayonne 01.01.69 - 31.12.1569 / Lissabon/Dealer 01.01.70 - 31.12.1570 / England, France, Neatherland 01.02.72 - 01.03.1572 / all except London 01.01.72 - 31.12.1573 / England or Holland 01.01.76 - 31.12.1576 / London 01.01.79 - 31.12.1579 / London 01.06.80 - 31.08.1580 / Open Sea / Cadiz, Lisbon, La Coruna, Bayonne 01.01.83 - 31.06.1583 / all except Bayonne 15.02.86 - 15.09.1586 / after donating about 100,000 pounds in a Spanish city (end of document) ****************** manual, table of conents: system requirements Charging instructions / installation 1.0 The trade goal 2.0 Building 2.1 Start 2.2 cabin 2.3 Tavern 2.4 Shipyard 2.5 dealers 2.6 Town Hall 2.7 Warehouses & manufactories 2.8 Church 2.9 Dungeon 2.10 Merchant Adventures Guild 3.0 upgrade 3.1 Privy Council 3.2 Legation 3.3 Adventure part 4.0 yields 4.1 Pirates 4.2 Buccaneer 5.0 Attacking 5.1 Ways to battle 5.2 Driving to cities 5.3 The naval battle ADDENDUM 6.0 The historical background 6.1 The hasty quick start for the impatient 6.2 Elisabeth's background or: The Story so far 6.3 England's first Elisabeth or: God save the Queen 6.4 Elisabeth's England or: Home, sweet home 6.5 England and the rest of the world or: Rule Britannia? 6.6 Epilogue 6.7 Timeline 7.0 Bibliographies 8.0 service 9.0 credits As you can see, most of the stuff is just lore, thus not needed to play. What is game-realted material is from page 6 to 61. I again suggest copying the thing into google translate with the addition repairing broken sentences (remove enter, add space). As not even replacementdocs have any manual, I assume your germanmanual might be the sole accessible manual for the game on the entire internet, sorry. I might do the mindnumbing copy&paste + correct common sense/basic language skill requiring stuff for at least the .rtf maybe during the weekend if you'll still need it.
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Nothing has a meaning. You can't even say it has no meaning as that'd mean it has. - Godkiller, Defender of Anarchy |
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#100 | ||
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![]() twillight, thank you very much for the translation!!!
Of course, I can use 'Google Translate' as well, and that's what I usually do with non-English manuals. But your knowledge of German would sure be of great advantage there! So I think that in the absence of the original English manual, your help is most valuable to anyone interested in this rather complex game. |
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