Homepage

About Patrician 2

Screenshots

Rendershots

Downloads

Hints and Tactics

Useful Files

coming soon...

coming soon...

discussion-board

 

Welcome to the gray area of this site.....

Every fan of P2 will sooner or later play with the thought to unpack the black flag and become a pirate. With the following tactices, entrance into the pirates work should be  easier.

Selection of the correct ship

+ agilely and fast
+ very well from the distance and well for destroying cogs
+ favorably in acquisition/repair
- few weapon workstations
- max. 35 sailors

Crayers are the fastest and most agile ships in the play, but they have disadvantages with armament strength and stability. Since they are directly available at the beginning, you should start your pirate-work with this type of ship.

 

 

+ with good captain very fast
+ very stably
+ 24 weapon workstations
+ 70 sailors
- expensive to buy
- expensive to repair

In the later game, the hulk will be come available. These ships (hulks) are  the perfect combat machines for any purpose. Particularily for the boarding of fat cogs, or even destroying them with as few as 5 or 6 shots. Overall, these ships are perfect.

Snaikas are not suitable for the fight, since they are neither stable nor strong enough, in order to attack other ships. Cogs are very stable and offer also a good compromise from crew / weapon workstations, but the speed disadvantage is so bad that even with a very good captain, a successful attack is hardly ever possible.

The armament of the ships

Type of weapon
Description

 

 

catapult

Remote combat weapons to fight against ships from a large distance. However, they have only mediocre striking power.

ballista:

Close-range weapons for the fight against the opposing
sailors. Very small  damage to hostile ships.

bombard:

Close-range weapons with gigantic power and destruction energy. Very effective at a short range.

cannon:

medium range, good damage. Optimal compromise of all weapons, but unfortunatly, only available late in the game.

Crayer with different arming, suitably for the remote fight with opposing ships. The middle arrangement of the weapons is best, to see at the red balls in the picture beside...

Later, if there are better weapons, and you have experience in fighting, you should give your crayers also more and more close-in engagement suitability, to see at the arrangements of the cannons and bombards in the picture beside...

it is better to equip a hulk in such a way as it is shown in the right screenshot. With this armament you can cause a large amount of damage at all distances. About 3-4 direct hits are sufficient enough to sink almost any ship. In order for your opponent to do any significant damage to this ship, they must land a LOT of hits...
 

Captains and Crew

Basically you should always use the highest possible number of crew on pirate ships - additionally a captain with very good sail abilities, in order to be able to adjust the speed disadvantage.

 

 

swords:
The number swords on board should be approximatly 10% higher than the number  of sailors who are on board. That way, if some swords break in combat,  there are backups available immediatly. To board another ship with more sailors then you have without any swords at all is a bad idea. If the  number of sailors on the other ship is far less than your own, you could  risk boarding the ship, but be fore-warned, this is risky business. It's best just to have the weapons on board.

hulks:
With the hulks things are quite different. At 700-tons, a hulk can take 70 sailors on board. With such a ship, even an undamaged cog, with 100% status, and full crew can be conquered by skillful navigating, and without firing any shots.

 

 

crayers:
The crayers have a big problem. In the best case, only 35 sailors will fit on a crayer. To board a cog successfully then, you have to fire so many  times, until their crew/status is down by 80%, unfortunatly this mean a  nearly destroyed ship, and lower proceeds at an auction. Lightly damaged  snaikkas and crayers (70% or lower status) of your competitors you should be  able to board easily, without a shot, because of the higher speed of your  ship (good status assumed.. 95% or higher).

 

 

The fight begins...

Naturally pirate-work is not without risks. Particularily the danger of  getting accused should not be underestimated. If you obey the following  notes however, you can greatly reduce this risk.

1.

Between Denmark and England and in the area around Novgorod are the best areas for assaults, since there often only few, but fat loaded ships are on the way.

2.

If no ship is to be seen far and wide, you can hoist the skull & crossbones. From that moment on you are a pirate!!

3.

Before your battle, check the sea-map carefully, to make sure there are no witnesses (other ships), because if there is another ship, they will tell about your attack in the next port it stops at.

4.

May the battle begin...

Fight with crayer:

 

A crayer is fast, so you should use this Advantage. Navigate your ship in the wind-direction and fire your shots after fast Direction-changes. After firing a shot turn back into wind-direction and do it again and again. If the opponent has after a while a staus of < 70 % he looses one point of speed - the rest is very simple to do...

 

 

Fight with hulk:

 

If you have a giant hulk with 24 weapons and 70 sailors you will have no problem in fighting, because every opponent will try immediately to flee. Take this chance and catch him from behind. This action needs a very good captain with a sailing-ability of min. 5 points - otherwise you won´t have enough speed to catch the other ship.

coming soon...

This site is made by: