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    East India Company: FAQ/Walkthrough by Warfreak

    Version 0.3, Last Updated 2009-08-19 View/Download Original File

    Hosted by GameFAQs

    Return to East India Company (PC) FAQs & Guides

    Liked this FAQ? Click here to recommend this item to other users....

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    Author: Warfreak

    Version: 0.3Date Started: 16/08/09

    NOTE: This Guide will Contain Spoilers. YOU HAVE BEEN WARNED!

    REMEMBER, IF YOU LIKE THIS GUIDE, RECOMMEND IT TO OTHER USERS USING THE LINKABOVE!

    *('@')~~~~~~Watch In Awe, Watch In Awe, Aeria Gloris, Aeria Gloris~~~~~~('@')*

    Use Ctrl+F to quickly navigate this guide.

    http://www.gamefaqs.com/features/recognition/50823.htmlhttp://dw.com.com/redir?asid=0&astid=8&siteid=19&edid=107&destCat=&destURL=http%3A%2F%2Fdb.gamefaqs.com%2Fcomputer%2Fdoswin%2Ffile%2Feast_india_company.txthttp://www.gamefaqs.com/http://www.gamefaqs.com/pc/934289-east-india-company/faqshttp://dw.com.com/redir?asid=0&astid=8&siteid=19&edid=107&destCat=&destURL=http%3A%2F%2Fdb.gamefaqs.com%2Fcomputer%2Fdoswin%2Ffile%2Feast_india_company.txthttp://www.gamefaqs.com/http://www.gamefaqs.com/pc/934289-east-india-company/faqshttp://www.gamefaqs.com/features/recognition/50823.html
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    Table of Contents1 Introduction

    [1.01] Introduction[1.02] Version History

    2 Ship List[2.01] Ship List

    3 Trading Goods[3.01] Main Trade Items[3.02] Export Items[3.03] Generic Items

    4 Captains[4.01] Roles of Captains[4.02] Skills

    5 The Dummies Guide to[5.01] Trading[5.02] Battles

    [5.03] Capturing Ports[5.04] Victory

    [A] Contact Information[B] Credits[C] Webmaster Information[D] Copyright Notice

    *~~~~~~~~~~~~~~~~~~~~~~~~~~Now, Let the Guide Begin~~~~~~~~~~~~~~~~~~~~~~~~~~*[1.01] Introduction

    Okay, that is the best I can do with the box, my ASCII generator can only doso much, and my lack of creativity can only do so much as well. Anyway, this

    is my ah, 53rd guide I think. One of the more unheard of games this year,this game lets you play as the manager of a trade company, an East Indiantrade company trading on behalf of your country. Will you succeed and crushall the other competitors or will you fail and sink to the bottom of the sea?To that end, only you can decide.

    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*[1.02] Version History

    Version 0.0 [16/8/09]Started this guide.

    Verison 0.1 [17/8/09]

    Got some work done. Chapters 2 and 3 doneish.

    Version 0.2 [18/8/09]Captains done. I don't see much left to do, except how to fight and how totrade.

    Version 0.3 [19/8/09]Quick and easy game, and now it is done.

    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*[2.01] Ship List

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    --==Sloop==--

    Cost = 15000 PoundsAvailable From = StartConstruction Time = 2 Months

    Cargo Space = 20 Tons

    Cannon Space = 8 Light CannonsHit Points = 100Marine Capable = NoMaximum Crew = 20 SailorsMaximum Speed = 16 Knots

    This is a good starting ship, it is a cheap ship and quite useful method oftrading. It can carry a nice amount of cargo space with a very quick speed,which makes it a very useful ship to trade in the start. It is quick toproduce and cheap. This makes it a nice ship to send off to the furtherports to trade spice and tea.

    --==Schooner==--

    Cost = 25000 PoundsAvailable From = StartConstruction Time = 4 Months

    Cargo Space = 40 TonsCannon Space = 12 Light CannonsHit Points = 200Marine Capable = NoMaximum Crew = 30 SailorsMaximum Speed = 14 Knots

    This is a nice trading ship, it can hold a fair amount of cargo, decentspeed and in groups, it can give you a nice advantage in battle. Basically,this ship is the basis of your mercantile fleet. However, whilst you usethis in trading, remember that if you decide to carry some expensivecargo, like spices, you want to cover and protect your cargo, this isn'tfighting ship.

    However, use these in groups of 5, and with a decent captain, this wouldbe a force to be reckoned with. In groups of 5, it can take on enemy ships,their trade ships and their warship escorts without minimal losses. However,whilst they are powerful early in the game, they are weak in the late game,but if you command them in battle, you can beat enemy ships with speed.

    This is probably the best ship for trading due to the nice speed and tonnagethat you can hold. So it is probably the best ship that you can use. Sure, theother ships can hold a lot more in terms of cargo, but this has speed, whichis important for those trips to the East Indies.

    --==Cutter==--

    Cost = 15000 PoundsAvailable From = StartConstruction Time = 2 Months

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    Cargo Space = 10 TonsCannon Space = 12 Light CannonsHit Points = 150Marine Capable = NoMaximum Crew = 28 SailorsMaximum Speed = 16 Knots

    This is your first warship, it is a fast warship, fast, and powerful. It hasthe speed of a Sloop, and the firepower of a Schooner, so it is quite usefulif you want to fight the enemy early on. You can use these ships in packs of5, which isn't expensive or long to build up, given the cost and speed ofbuilding, and use them to hunt down the enemy ruthlessly.

    --==Brig==--

    Cost = 50000 PoundsAvailable From = StartConstruction Time = 5 Months

    Cargo Space = 80 TonsCannon Space = 14 Medium CannonsHit Points = 350Marine Capable = YesMaximum Crew = 120 SailorsMaximum Speed = 10 Knots

    This ship is used as a transport or a warship. It has powerful cannons sothe best use for this is to use it as a transport to invade a port or youcan use the cannons to camp outside an enemy port, waiting and destroyingenemy ships when they need to enter or exit port.

    The reason you cannot use this to trawl the seas for the enemy is the speed.

    Most ships that are used for trading can move a lot faster, the best youcan do are to take down large enemy trading ships.

    --==Flute==--

    Cost = 75000 PoundsAvailable From = StartConstruction Time = 6 Months

    Cargo Space = 120 TonsCannon Space = 12 Medium CannonsHit Points = 450

    Marine Capable = YesMaximum Crew = 50 SailorsMaximum Speed = 8 Knots

    The reason why this isn't such a good trading ship is due to the speed. Ifyou have a hell of a lot of money, then it won't be a problem to wait tohaul tons upon tons of expensive trade goods, like spice and tea. Otherwise,this will serve as a transport ship to take over enemy ports with largeamounts of marines.

    Like I said, if you want a use for this, wait until spice or tea prices are

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    high and then send in a fleet of 5 Flutes and then haul them home.

    --==Xebec==--

    Cost = 30000 PoundsAvailable From = StartConstruction Time = 4 Months

    Cargo Space = 30 TonsCannon Space = 12 Medium CannonsHit Points = 450Marine Capable = YesMaximum Crew = 50 SailorsMaximum Speed = 13 Knots

    The Xebec is a nice pack hunter, it is a cheap ship and works great in groupsof 5. It has a fair amount of cannons, and with a good amount of speed, itcan take on several medium sized vessels with good success, speed and cannons.When in packs of 5, these ships can be deadly. However, whilst they are goodagainst vessels their own sizes, with medium cannons, they are too slow to

    catch the faster vessels with light cannons, they are too weak to fight theslower vessels with the large cannons.

    --==Galleon==--

    Cost = 75000 PoundsAvailable From = StartConstruction Time = 8 Months

    Cargo Space = 100 TonsCannon Space = 18 Heavy CannonsHit Points = 700

    Marine Capable = YesMaximum Crew = 120 SailorsMaximum Speed = 8 Knots

    The Galleon is the basic fighting vessel that you want to camp outside enemyports with. These serve as very powerful transports for your marines, makingthem useful for taking enemy ports and with the ability to protect itselffrom enemy counterattacks. Basically, it serves as a decent escort for yourweaker trade vessels as well.

    These can also dual as trade ships, however, their slow speed only makes itworthwhile for long hauling journeys, small trips aren't as worthwhile giventhat they are just too slow.

    --==East Indiaman==--

    Cost = 100000 PoundsAvailable From = 1650Construction Time = 8 Months

    Cargo Space = 200 TonsCannon Space = 20 Heavy CannonsHit Points = 500

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    Marine Capable = YesMaximum Crew = 100 SailorsMaximum Speed = 8 Knots

    This is the best in terms of trade ships. It can carry a hell of a lot ofcargo, making a full load of spice back to your home port exceptionallyprofitable, and it has enough guns to repel most warships with 20 heavycannons. However, it is quite slow, but when you think about it, it would

    take 2 full fleets of sloops to carry the same amount, though they are twiceas fast. Basically, in the time for a single East Indiaman to make a trip,5 sloops can trade the same amount.

    Basically, what I just said is that these can carry a hell of a lot, makingthem worthwhile for long profitable hauls of spice and tea, but notworthwhile for smaller journeys.

    --==Frigate==--

    Cost = 100000 PoundsAvailable From = 1630

    Construction Time = 9 Months

    Cargo Space = 80 TonsCannon Space = 40 Heavy CannonsHit Points = 600Marine Capable = YesMaximum Crew = 450 SailorsMaximum Speed = 11 Knots

    This ship combines strength with speed. It is one of the faster ships and isquite heavily armed, with 40 heavy cannons, it can sink a lot of enemys andescape. These ships are capable of taking all but the Ship of the Line. Andwith decent tonnage, these ships make good trade ships, they have the power

    to protect themselves and carry cargo.

    These, when you have access to them, should be the mainspace of your fleets.They are powerful, they are fast, they are capable of defending themselveswithout escorts. They are everything that you want in a ship. You want totrade, use this. You want to fight, use this. You want to escort yourIndiaman ships, use this. However, there are 2 ships that outclass this ship.And below, they are.

    --==Ship of the Line - 46 Guns==--

    Cost = 150000 Pounds

    Available From = 1670Construction Time = 12 Months

    Cargo Space = 120 TonsCannon Space = 46 Heavy CannonsHit Points = 750Marine Capable = YesMaximum Crew = 600 SailorsMaximum Speed = 8 Knots

    A slow lumbering ship, this is a powerful fighter. Armed with more cannons

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    than you have teeth, this ship is capable of taking ports, taking down enemyships, and with powerful cannons, it is a force to be reckoned with. However,given the speed, this is best used for waiting until the rich enemy fleetswonder back into port or the enemy sends out a new expedition. With suchpower, these are useful for force projection, use these in order to deterthe pirates from deciding it is fun to piss you off. These are very usefulships, but the only limiting factor is the speed.

    --==Ship of the Line - 90 Guns==--

    Cost = 250000 PoundsAvailable From = 1700Construction Time = 15 Months

    Cargo Space = 200 TonsCannon Space = 90 Heavy CannonsHit Points = 999Marine Capable = YesMaximum Crew = 800 SailorsMaximum Speed = 6 Knots

    The most powerful ship in the game, this is one ship that you don't want toface anywhere. Why? Armed with 90 HEAVY Cannons, a single ship can take downan entirely fleet of lightly armed sloops with relative ease. With the massivecargo hold, a single Ship of the Line can stage an invasion of a lightly armedport with moderate chances of success. In a pack of 5, it is an invincibleforce, the only thing that has a slight chance is the same sort of enemyfleet facing it. This is a ship you want to take on in a real time battle,only then will you have some sort of chance.

    The lucky thing? It costs a lot and takes a long time to build and maintain.However, if you want a way to make sure the enemy doesn't want to move past acertain point, this ship is hard to overlook.

    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*[3.01] Main Trade Items

    Main traed items are listed here, these are the items that you purchase inthe ports all over the world and sell them back in your home port for the mostamount of profit. These are the ones you want to send your trade fleets for,seeing they are the most profitable. However, sell too much in your home portand the value will drop.

    Why? Simple demand and supply. The more demand there is, which builds up overthe years, the more money people will pay for them. However, once you startselling a lot of an item back at your home port, there will be a lot of the

    stock at home, but people don't want it, so the price drops. Basically, themore of an item you sell, the lower the price will fall to. However, give it afew years, and the price will go back to normal. Keep in mind that the priceis stable for a year, so you can unload as much as you can in the year whenthere is a high price, and then wait for a few years before the price goesback to normal.

    The following trade goods are:

    CoffeeDiamond

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    Exotic FursGoldIvoryPorcelainSilkSpiceTea

    The basic rule is that the distance will determine how much you make. So ifyou want to make money, you will want to move into the East Indies, andpurchase items such as Silk, Spice and Tea for selling back at the home port.It goes a little something like this.

    Spice >Tea >Silk >Porcelain >Coffee >Exotic Furs >Diamond >Gold >

    Ivory

    Basically, the further the distance, the more money you will make. However,one important thing to keep in mind is that when you are trading these goods,the ones that make the highest profit will have the highest initial costprice. You purchase Spice, on average, about 1400 pounds per ton, and whilstyou do make 1000 pounds per ton in profit, it still has a high initial price.

    Another thing to note is that Gold and Diamonds are sold in kilograms, insteadof tons. This is important because you can have about 50 kilos of gold on yourship and still carry another X amount of tons of goods, where X is the tonnageof your ship.

    So basically you will need a fair amount of money to start, but when you getinto the game, you will make some money, a lot of money. I'll give you somemore information later on in a more detailed trade guide.

    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*[3.02] Export Items

    Export items are items that you can purchase from your home port and sell themto other ports. Unlike main trade items, where you purchase from ports to sellthem to your home port, Export items are deliberately bought from home to sellto those ports. So, what you can do is purchase export items, sell them atyour destination port, purchase the main trade good whilst selling the exportgoods, and then sail back, and restart the cycle.

    Sure, they don't make much in terms of money, not much at all, but it is farbetter than sailing to your destination with an empty ship. However, shouldyou enter battle along the path, that is a completely different story.

    Now, the export items are:

    CoalIronIron WaresSilver

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    SilverwareSteelSteelwareSugarTobaccoWeaponsWool Fabrics

    However, keep in mind that these aren't always available. On some days, youmight have access to steel and steelware, in other instances, you will haveaccess to sugar, it is quite random, but generally, the profit they make isthe same, which is not much.

    But keep this in mind, the further away the port, the more money the exportitem will make. Say you purchase the item from London, the place you want tosell it is somewhere in India, say Goa, you can make quadruple the cost of theitem back at the home port in profit. Again, the profit isn't spectular, butit is better than nothing.

    Now, the cost of the items. The higher in the list, the better they are intrade items to sell, that is, they will sell for more money.

    Silverware >Silver >Tobacco >Steelware >Sugar >Steel >Ironware >Weapons >Coal >Iron >Wool Fabrics

    Note that Silver and Silverware sell at high values, and at times, they cansurpass the profit made from main trade items, so don't rule them outcompletely. Though you will need luck in order to have these item in stockat your home port.

    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*[3.03] Generic Items

    Generic items are items that you can purchase from ports and sell them backat home. These are items that you can purchase when you run out of a maintrade good, and since you are hauling so much, you might as well haul a someof these home for the little bits of cash that you can make from it.

    Again, these don't make much in terms of money, and quite often, trading withthese will result in a loss, however, when you run out of main trade items, itis better than going back empty handed. Below is the list of generic items.

    The Generic Items are:

    BronzeDyesJewellryLeatherLuxury Items

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    RiceSaltpeterStonePrecious StoneTarTextilesWood

    There is a thing to note, as with jewellry and precious stones, those itemsare in kilograms, so they pretty much don't contribute to your ship'sweight.

    The difference with these items is that you can trade them anywhere, it isn'tnecessarily the case that your home port will pay more for these items thanother ports. Of course, this makes it good for warships because of the simplefact that they will be moving in and out of parts as part of their patrollingand prawl for enemy ships.

    Now, for these goods in terms of value

    Dyes >

    Saltpeter >Luxury Items >Leather >Bronze >Rice >Textiles >Tar >Wood >Stone >Jewellry >Precious Stones

    Like I said, only play with these on warships or there are no more main trade

    items, because unless dyes are at an outrageous price somewhere, and you canmake more than a profit of 200 pounds per ton, this isn't exactly a highvalue market, but again, it is better than hauling nothing.

    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*[4.01] Roles of Captains

    Like a normal fleet, there is the role of a captain. The captain manages afleet, and this fleet is the collection of a maximum of 5 ships. The captainbasically is in charge of a fleet, and is in charge of decisions when itcomes to automaticity.

    As they progress and level up, they will learn more skills and that will

    make them more useful, but their annual salary would be a bit higher. Do notunderestimate these skills, in battles, they can be the difference betweenvictory and utter defeat.

    However, bear in mind that by the age of 50, your captains will start toretire, so you will have about 20 years of service from a captain. Notethat you will always have a captain. Regardless of what happens, there willbe a captain, so if your captain dies in a battle, the first mate will takeover and be a new captain.

    Anyway, enough of this boredom, onto the skills.

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    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*[4.02] Skills

    These skills are obtained and chosen when your captains level up. These areeithr passive skills that automatically and always apply to your ships, orthey are active skills that can only be used in battle. I'll make a note ofthat when it comes to that.

    --==Accuracy==--

    Skill Type - Active

    +20% to cannon accuracy. Duration 15 seconds. Cooldown 20 seconds. Flagshiponly.

    This is a semi useful skill for a person who is always in real time battles.This will make your guns a bit more accurate, which is always a good thing.Keep in mind that this is only for your flagship, so you want the mostpowerful ship in the fleet to be the flagship.

    --==Conquerer==--

    Skill Type - Passive

    +20% to the number of crew and marines when calculating the outcome ofattacking a port.

    This is a useful skill if you are planning to capture a port. As such, youwill want to have this skill if you have a large fleet and you are planningto take over powerful ports. This is useful later in the game, but it isn'tall that useful in the beginning.

    --==Eagle Eye==--

    Skill Type - Passive

    +20% to fleet wide range in a strategic level.

    This means that on the main world map screen, the view in which your shipswill have will be increased by 20%, which means you can see targets furtheraway than before. This is useful if you are a patrolling warship fleet thatis designed to escort your trade ships, as well as seeing the enemy movingto your position closer.

    --==Far Shot==--

    Skill Type - Active

    +20% to ship cannon range. Duration 10 seconds. Cooldown 25 seconds. Flagshiponly.

    This means that you can hit your enemy from a further distance for a short10 seconds, which pretty much means that you can hit the enemy at a longerrange for a single salvo, on average. This isn't all that useful, because sure,

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    you can fire for a single salvo at longer range, but it doesn't mean it willensure any accuracy.

    --==Feared==--

    Skill Type - Passive

    -20% to enemy morale.

    They actually never decide to tell you what on earth morale is, but it wouldbe the morale of enemy ships. The lower their morale, the less likely theyare to fight you in a battle, the more likely they are to flee, and the worsethey will perform in a battle.

    --==Haggler==--

    Skill Type - Passive

    -5% price for items bought by fleet.

    This is a very good skill for your trading fleets to have, this will reducethe cost of the trade items that you purchase, and considering a ton ofspice is about 1400 pounds, 5% off of that is about 70 pounds, which is anice little boost when you come back home and sell it. Don't scoff at it, itwill add up.

    --==Kill Shot==--

    Skill Type - Active

    Special solid shot with +20% damage. Duration 10 seconds. Cooldown 25 seconds.

    Flagship only.

    This is a nice skill to have in battle, using this skill will increase thedamage of your cannons for a single shot, and in the single salvo that you canlet loose in this time, you can sink a crippled fleet. Best used for flagshipsthat are using some heavy cannons.

    --==Leader==--

    Skill Type - Passive

    +20 points boost to crew morale for all the ships in the fleet.

    This will basically make your crews more useful in battle, they will performbetter, landing accurate shots and reloading a tad bit faster and better whenthey attack other ships and capturing them. Not exactly a useful skill if allyou plan to do is to sink the enemy ships.

    --==Maneuvering==--

    Skill Type - Passive

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    -20% to turning arc in a tactical level. Flagship only.

    If you play on a tactical level, which is pretty much controlling a navalbattle, you will find this very useful, as your ships can execute a betterturn and as such, it will allow you to unleash a broadside from your cannons,turn, reload, turn, fire, rinse and repeat.

    --==Melee Specialist==--

    Skill Type - Passive

    +20% to the number of crew and marines when calculating the outcome of aboarding action.

    This is useful if you are a warship captain, given that they capture ships andsell off the cargo for the money. This is useful as you will either fight aseffectively with a large crew when you have a small one or as an even morepowerful crew and it will cost a fair bit less.

    --==Navigator==--

    Skill Type - Passive

    +20% to fleet speed in a strategic level.

    This is a very useful skill, more so for the slow lumbering ships for them tocatch up on their prey, as well as for the fast trading ships to evade theirenemy chasers. This can be used on so many levels, so keep an eye out for itand use it if you have the chance.

    --==No Surrender==--

    Skill Type - Active

    No friendly ship will surrender. Duration 40 seconds. Cooldown 60 seconds.

    This one basically means that when ships normally surrender after they taketoo much damage this skill will effectively have them fight to the death,which is useful if you want to inflict as much damage as you can on the enemybecause you are going to lose your ship anyway, might as well go downfighting.

    --==Organiser==--

    Skill Type - Passive

    +20% cargo space for all ships in fleet.

    This is really useful for your trade fleets, you can imagine very well that anextra 20% for a ship that carries 200 tons is an extra 40 tons, that is asmall ship's tonnage right there. So for some main trade items, that is anextra 40,000 pounds right there in profit. Nothing to laugh at.

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    --==Rally==--

    Skill Type - Active

    +25 points boost to crew morale for all ships in the fleet. Duration 30seconds. Cooldown 60 seconds.

    This is a nice skill in battle, this will have your ships fighting the enemy

    with a little more omph, they will reload their cannons, fight, everything youwant that much faster. Of course, there is that single problem that thisrequires you to zoom on tactical mode.

    --==Repair Hull==--

    Skill Type - Active

    Repairs 10% of the hull original maximum hit points. Cooldown 60 seconds.Flagship only.

    This is a decent skill if you fight with your flagship, however, this isn't

    all that useful. If you are fighting the enemy, odds are you are turning andfiring, you won't be taking damage. And the flagship is the last ship youwant to send into battle unprepared.

    --==Repair Sails==--

    Skill Type - Active

    Repairs 10% of the sail original maximum hit points. Cooldown 60 seconds.Flagship only.

    Again, the problem here is that you are sending your flagship into enemy

    fire, and enough enemy fire to smash your sails. It would be a useful skillin an ideal world, however, having to use this skill denotes lack oftactics. You don't send in a flagship to capture the enemy when they arestill alive and kicking.

    --==Ride the Wind==--

    Skill Type - Active

    +25% to sailing speed. Duration 25 seconds. Cooldown 40 seconds. Flagshiponly.

    This is a useful skill, mainly because if you need to use this power, theenemy is fleeing, so there isn't problem with sending your flagship, giventhat the enemy is running, denoting that are outgunned. This will allow youto play catchup, catchup to the enemy running away, board, and take theirwares.

    --==Rout==--

    Skill Type - Active

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    -25 points to enemy crew morale for all enemy ships. Duration 25 seconds.Cooldown 90 seconds.

    This is a nice skill in the heat of the moment, this will pretty muchhave the enemy in a panic, giving you enough time to let off 2 fullsalvos or time to board the ship and cause some carnage. Remember, thelower the morale of the enemy, the worse they will perform. Use that toyour advantage.

    --==Unthinkable==--

    Skill Type - Passive

    -20% damage from enemy cannon fire with all projectile types for all shipsin fleet.

    Another good skill for your warship captains, mainly because it will havethem survive that bit longer in battle. This means that your crew willtake less damage, your sails will take less damage and your hull will takeless damage from enemy attacks. Though a mark of a good fighter is where

    they don't take any hits, sometimes, getting hit by the enemy is unavoidable.

    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*[5.01] Trading

    Trade is a relatively simple matter in this game, from your home port, youneed to purchase export items and then sail off an exotic port, sell theexport items, purchase main trade items, and head back to the home port tosell them, and then rinse and repeat.

    But when you start off, there isn't much that you can do, the items thatmake the most money are too expensive to purchase en masse and too far away.So what you should do in the beginning, given that you are given a poor

    ship, the Cutter, to start off with, it limits your trade.

    Why? Because you can only carry 10 tons on that ship. So purchase sometrade goods with your money and then head off to Africa, and enter a portthat sells diamonds. They will have a higher profit margin than gold willhave initially. But the reason I tell you to start with diamonds, and lateron, gold, when diamonds start to fetch a lower price at home is that itdoesn't require significant tonnage with your ship, something that is goodfor your fleet.

    When you have the chance, move onto building a schooner trade fleet, mainlybecause of the speed which means you can turn a profit a bit faster. Whenyou have 5 schooners, you can start to move on from diamonds and gold into

    all the other trade goods.

    Because of their distance and your ship's tonnage, you will be needing toalternate what you sell every year. So in one year, purchase and sellspice, the next year, tea. Because of the amount you will be selling backat your home port, your selling in a year will kill the price for prettymuch 5 years at least, so you will be alternating between 5 different maintrade items until the price gets back to a decent level.

    But basically, the premise is the same, buy low, sell at a profit, rinseand repeat.

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    capture a port.

    Basically, these are the ships that I'll recommend you to use to capture aport. Galleons are only good up to 2 stars, Frigates are good for 4 stars andShips of the Line are good for 5 stars. This is for a full fleet though andall armed with marines. This way, you will lose less marines, and less ships.Yes, you can lose ships when you take over a port, so make sure that youare ready for any losses.

    So why capture a port? Simple, because capturing a port and having it in yourcompany's name will let you use that port as a staging ground for yourfleets. It will allow you to repair, rearm and restaff your fleets, andanother benefit is that you will get cheaper trade goods. So for a port inIndia selling spices, a port in your control there will give you some nicediscounts and will effectively let you stage a war fleet there to take outenemy fleets.

    However, remember that when you capture a port, you will need to pay theport fees to maintain the port, and it will cost you a fair amount in poundsand export items to build up a large port. This game, unlike others, israther self-explanatory.

    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*[5.04] Victory

    There are only 2 ways to win, to sink and destroy all the other East IndiaCompanies or you can capture all the 12 Indian ports. Have a pick on whichone is easier.

    The first method is quite simple, you need to ensure that the enemy doesn'tmake any money. So what you do is to build up a powerful force, ships such asGalleons, Frigates and Ships of the Lines, and then put them into a fleet with5 of them. This isn't about destroying the enemy all over the world, all youneed to do is to station this fleet outside their home port, and then wait

    for them to show up.

    Take down their ships, piece by piece. The reason for doing this rather thanhunting them down is simple. Your ships are slow battleships, their ships areoften faster trade ships. Also, this will cause the most loss for the enemy.They have spent so much money on purchasing main trade items, and just beforethey reach port, they are sunk by your fleet.

    The enemy will respond with warships, and they will likely cause some troubleand damage on your ships. Now, you need to head back to base to repair. Itmay seem minor, but a major issue here is ammo. You will use ammo ratherquickly so you also need to rearm. I lost 4 galleons in a battle against avastly inferior force because I ran out of ammo. It isn't exactly fun. Make

    that a priority, rearm and repair. And from there, rinse and repeat.

    Slowly, you will have taken out most of the trade and war ships of the enemycompany. Use the game statistic screen and keep an eye on how many ships theenemy has left. Once they are out of warships, move onto another target untilthey get another ship, and consequently, sink that as well. Soon, they willrun out of money to play with, and with no ships to trade, they will donothing until they run out of money and get declared bankrupt. Rinse andrepeat with other companies to win. This isn't exactly a quick method, but itis certainly the most cost effective.

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    The second method would cost a bit of money but it is much faster. You needa powerful fleet, armed with a full crew and marines, and then capture all 12ports in India. That is, all ports selling Spices, Tea, Silk and Porceleinas well as the supply island port, will count towards the ports that you needto capture to win.

    This is best done late in the game, where you can project power from yourShip of the Lines, or done early when you have access to Galleons and you

    will have the power to take on 1-2 star ports, because hopefully the AI didn'tget their hands on them. It is your choice on which path to take.

    There isn't any other way to win besides these two. Either make the enemysubmit and declare themselves bankrupt or block their access to India bycontrolling all the ports, since you can't enter enemy ports.

    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*[A] Contact Information

    APPEARS IN g,a,m,e,f,a,q,s.c,o,m always. Remove the commas. Never on thatc,h,e,a,t,c,c.c,o,m. Remove the commas.

    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!Before you Email me, read everything in this Contact Information section and!!check the guide. If the information is already listed, your email will be !!promptly deleted. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

    E-Mail Me, and for the love of all that isn't sacred, make sure that the titleof the game is smacked into place. IF THERE IS NO TITLE ON THE MESSAGE, ITWILL NOT BE READ, AND PROMPTLY DELETED. Also, email with courtesy. If you justhurl abuse, I will promptly hurl more abuse back, and save it so the entireworld can abuse you and see your stupidity.

    When you write the Email, you have to do so in English, and English only. No

    foreign languages allowed, Chinese, French, Spanish, Antarctic Penguin and soforth, mainly because I won't be able to understand it.

    There will be absolutely NO INTERNET SPEAK IN ANY EMAILS. Seriously, I willnot read emails full of lols, rofls or the like. No lazy English either. Iwon't read crap like "Hw Tis in Gme" because it is lazy and inconsiderate. Butthat doesn't mean you send me a business letter detailing what information youwant to know either.

    Finally, if you see that there is something wrong in this FAQ, or somethingthat you think should be included in it, please send it in, the worse you cando is to have it rejected, but if I think it is a good addition, I'll add itwith the next update as well as give you credit for the addition. Corrections

    are always welcome.

    I will also NOT RESPOND to the following:

    * Phishing Sites* Attempted Scams* Mass Spamming* Forward Messages* Advertising* Technical Issues* Illegal Activities

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    * Unrelated Emails to the Game* Emails about Another Game

    All problems with technical issues to do with the gameplay such as bugs andglitches should be sent to the developer or publisher, or look for fixes orways to avoid it. All technical issues with hardware should be sent to themanufacturer of the piece of hardware in question.

    The secret email address is:

    hillsdragon13 [at] [ho.tm.ail] [dot] [co.m]

    Now, the legend:

    [at] = @[ho.tm.ail] = Remove the .'s[dot] = .[co.m] = Remove the .'s

    If you feel generous, you can send money via Paypal to that address. It iscompletely optional, but I'm curious to see how much I can milk, I mean make

    out of this. All donations are appreciated, seeing I have to pay for thegame this guide is for, and that does cost money, more since I'm faced withthe outrageous prices found in Australia.

    It may be a pain in the ass, but most smart people could figure out the realemail address. The problem is that people would normally Ctrl+F to find theemail address without reading the relevant guidelines, as well spamming siteswhich always find their way to my inbox.

    Also, do not add me to your MSN, Yahoo or any other instant messaging systembecause you will be blocked and deleted permanently. Also, I will not acceptinvites to be your Facebook friend, or join any other social networking sitebecause all invites will be rejected.

    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*[B] Credits

    The credits section is where all the credits for the guides go. Anyone oranything that remotely helped out with this guide goes here, and that goesfor all those people out there who have interesting information to send in.You know, your name could be on this list as well.

    CJayC, The Creator of GameFAQs, thanks for all the memoriesSBAllen for administrating GameFAQs, keep up the good workYou, no point of writing if no one is readingParadox Interactive for the distribution of the game

    Nitro Games for developing the gameASCGen for their program making ASCII ArtMe, for a shameless piece of self promotion

    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*[C] Webmaster Information

    This is where all the sites that this guide can appear on are listed. If thesite name is not on this list, that means that either they are accepted byme but not listed, due to logistical reasons (this is the same copyrightsection as all the other guides, and no point listing a Civ 4 site on a Sims

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    game), or they are not allowed outright.

    Anyway, POINT OUT ALL SITES NOT LISTED HERE. It will be up to me what site isallowed or disallowed.

    www.GameFAQs.com www.NeoSeeker.comwww.SuperCheats.com

    NeoSeeker and SuperCheats will have the guides a full day after it appears onGameFAQs. This is because those two sites grab any new update from me fromGameFAQs itself, so if you are itching for the newest version, please checkwww.GameFAQs.com first.

    It will NEVER BE ALLOWED TO APPEAR ON

    www.cheatcc.com

    Why? Because they stole some of my works before, and I will not forget that.No amount of goodwill will be able to repair what you have done.

    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*[D] Copyright Notice

    This game is Copyright 2009 Paradox Interactive. All Copyrights are held bytheir rightful owners as well as any Trademarks used.

    This document is protected by copyright laws in many countries, so pleasedon't steal. This FAQ can be used for personal use, which means you can storea copy on your home PC, your IPod, USB Drive, etc. You cannot use this FAQ tosell for your own financial gain. Doing so is fraud, and I will promptly haveall the money gained wired for directly to me.

    If you do sell it, and you are caught, I will launch court proceedings if

    necessary. If a website steals this, I will have your site shut down, eitherthrough talking to your server, Internet Service Provider, and if you are abig site, through your advertisers. It might start with a small email ofrequest, but I can snowball it. In fact, I will.

    You also cannot claim this guide as your own. You are not allowed to use thisguide and submit this to another website, claiming it as your own work. I willgoogle search random phrases from my own FAQ just to ensure that it hasn'tbeen stolen or hijacked by other people.

    I am also not affiliated with any corporation, and I was not paid by anydeveloper, publisher or distributor for the production of this guide. This wasdone solely out of my own free time and will, a dedication to the video gaming

    industry in general.

    This document is Copyright 2009. All Rights were sunk by Ships of the Line.

    This FAQ uses the V2.03 Template.

    END OF FILE Watch In Awe, Aeria Gloris END OF FILE

    Object1

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    East India Company: FAQ/Walkthrough by Warfreak

    Version 0.3, Last Updated 2009-08-19 View/Download Original File

    Hosted by GameFAQs

    Return to East India Company (PC) FAQs & Guides

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