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* AwesomeButImpractical: 1st rate-ships. Having a swimming fortress that's impervious to anything but forts and other 1st rates, and can obliterate anything smaller is nothing short but awesome - until you realize that you won't catch anything with it, need close or over 1.000 crewmen to control one without its performance suffering, stuff your entire hold with nothing but ammunition, gun powder and supplies to keep the men and cannons fed, must already be rich to pay the crew, every battle will be a huge drain on resources, and have to spend entire fortunes on repairs. They shine against forts, but other than that, a humble 3rd rate will do most jobs just as well with only a fraction of the costs.

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* AwesomeButImpractical: 1st rate-ships. Having a swimming fortress that's impervious to anything but forts and other 1st rates, and can obliterate anything smaller is nothing short but awesome - until you realize that you won't catch anything with it, need close or over 1.000 crewmen to control one without its performance suffering, stuff your entire hold with nothing but ammunition, gun powder and supplies to keep the men and cannons fed, must already be rich to pay the crew, every battle will be a huge drain on resources, and have to spend entire fortunes on repairs. They shine against forts, are a must-have for the biggest forts which may require a full fleet of them, but other than that, a humble 3rd rate will do most jobs just as well with only a fraction of the costs.
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* AwesomeButImpractical: 1st rate-ships. Having a swimming fortress that's impervious to anything but forts and other 1st rates, and can obliterate anything smaller is nothing short but awesome - until you realize that you won't catch anything with it, need close or over 1.000 crewmen to control one without its performance suffering, stuff your entire hold with nothing but ammunition, gun powder and supplies to keep the men and cannons fed, must already be rich to pay the crew, every battle will be a huge drain on resources, and have to spend entire fortunes on repairs. They shine against forts, but other than that, a humble 3rd rate will do most jobs just as well with only a fraction of the costs.


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* MultiMookMelee: Town raids and boardings have you fight entire groups of enemies with your crewmen and officers, through different parts of the towns and ships you want to capture, with the number of fights and "rooms" depending on the target's size.


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* ObviousRulePatch: The DirectSail-system introduced in New Horizons enables the player to fast travel to different locations near them, including other ships. In practice, this enables the player to essentially teleport to a fleeing enemy, making catching them a non-issue. Maelstrom rectifies this by only allowing you to teleport to enemies that are slower than you, e. g. those you could also catch without DirectSail.


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* RegeneratingHealth: Present, but so slow even with perks, that you'll only notice it if you accelerate time. Relying on it during combat instead of popping potions or using bandages is one of the quickest ways to get killed.


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* SniperRifle: You can acquire a Long Rifle with a scope as a reward for the [[spoiler:"Church Protection"]]-quest. Not only can you aim manually using 1st person-mode, it also has an enormous range with high damage to boot. It only has one shot though, so make it count.
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** Towns have different names and are controlled by different nations in different time periods.
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** Ever find yourself fighting a whole group of people alone, without being able to run away or force them into chokepoints? Might as well save yourself some time and reload your last save.
** Once your ship has less than five percent of its HP left, it will begin to sink, automatically losing HP until they hit zero. Better finish the fight quickly or run away, or else...


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** Ever find yourself fighting a whole group of people alone, without being able to run away or force them into chokepoints? Might as well save yourself some time and reload your last save.
reload.
** Once your ship has less than five percent of its HP left, it will begin to sink, automatically losing HP until they hit zero. Better finish the fight quickly or run away, or else...

else...
** If you attack a town or board a ship, see that your crewmen are getting slaughtered like pigs, and an angry mob of defenders is now running towards you, just reload your last save. You'll be one- or two-shotted, period.
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*ShownTheirWork: The modders have went to great lengths to depict the game as historically accurate as possible:
** Depending on the time period, nations use different flags and uniforms for their soldiers. For instance, England's Union Jack only appears in the Napoleonic Era.
** Every nation uses ships unique to them, like France with the Soleil Royal, and England with the Victory. Some ship types are also vastly preferred by specific nations, like Spain and their never-ending fleets of galleons.
** Seen all the movies and artworks depicting pirates sailing huge ships? Not here: pirates only use small, light and fast vessels to strike and retreat quickly into shallow waters where bigger, slower ships can't follow them.
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* BoringButPractical:
** Fluyts, common merchant ships. Sturdy and reliable, they offer huge cargo spaces for your precious booty, and are usually armed enough to fend off pesky pirates. They are also surprisingly nimble and fast for their size.

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* BoringButPractical:
**
BoringButPractical: Fluyts, common merchant ships. Sturdy and reliable, they offer huge cargo spaces for your precious booty, and are usually armed enough to fend off pesky pirates. They are also surprisingly nimble and fast for their size.
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** Pressing G (default) auto-equips the best gear you have available in your inventory, so you won't have to scroll through your potentially miles-long list first.



* BoringButPractical: Fluyts, common merchant ships. Sturdy and reliable, they offer huge cargo spaces for your precious booty, and are usually armed enough to fend off pesky pirates. They are also surprisingly nimble and fast for their size.

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* BoringButPractical: BoringButPractical:
**
Fluyts, common merchant ships. Sturdy and reliable, they offer huge cargo spaces for your precious booty, and are usually armed enough to fend off pesky pirates. They are also surprisingly nimble and fast for their size.
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* EarlyGameHell: On default settings, you start as a nobody who can't do anything right, a leaky tub, some pocket money, a few crewmen that can't hit the [[Pun broadside]] of a barn and need ''literal minutes'' to reload, no guidance except "Buy low, sell high", and the entire Caribbean with all its dangers at your bow. Unless you already know what to do, either from simple trial & error or asking other players for help (and even then), prepare to die. '''''A lot'''''.

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* EarlyGameHell: On default settings, you start as a nobody who can't do anything right, a leaky tub, some pocket money, a few crewmen that can't hit the [[Pun [[{{Pun}} broadside]] of a barn and need ''literal minutes'' to reload, no guidance except "Buy low, sell high", and the entire Caribbean with all its dangers at your bow. Unless you already know what to do, either from simple trial & error or asking other players for help (and even then), prepare to die. '''''A lot'''''.



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* EarlyGameHell: On default settings, you start as a nobody who can't do anything right, a leaky tub, some pocket money, a few crewmen that can't hit the broadside of a barn and need ''literal minutes'' to reload, no guidance except "Buy low, sell high", and the entire Caribbean with all its dangers at your bow. Unless you already know what to do, either from simple trial & error or asking other players for help (and even then), prepare to die. '''''A lot'''''.

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* EarlyGameHell: On default settings, you start as a nobody who can't do anything right, a leaky tub, some pocket money, a few crewmen that can't hit the broadside [[Pun broadside]] of a barn and need ''literal minutes'' to reload, no guidance except "Buy low, sell high", and the entire Caribbean with all its dangers at your bow. Unless you already know what to do, either from simple trial & error or asking other players for help (and even then), prepare to die. '''''A lot'''''.
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[[caption-width-right:1000:some caption text]]

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[[caption-width-right:1000:some caption text]]
[[caption-width-right:1000:Yo Ho Yo Ho, a pirate's life for me!]]
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[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/bg_logo_1.png]]
[[caption-width-right:1000:some caption text]]
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* AntiHoarding: Once you have one million gold on your ship, your crew gets envious of it and demands to sign articles. As long as you don't reduce the amount, either by going to a loanshark or spending it, the crew's morale will plummet. The more money you have, the worse it gets, and extra pays and double rum rations only help temporarily. [[note]] You can buy a trader's licence from either the British or Dutch India Trading Companies for one million gold to remove the limit and profit from lower sales taxes. However, acts of piracy automatically remove the licence[[/note]]

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* AntiHoarding: Once you have one million gold on your ship, your crew gets envious of it and demands to sign articles. As long as you don't reduce the amount, either by going to a loanshark or spending it, the crew's morale will plummet. The more money you have, the worse it gets, and extra pays and double rum rations only help temporarily. [[note]] You can buy a trader's licence from either the British or Dutch India Trading Companies for one million 100.000 gold to remove the limit penalties and profit from lower sales taxes. However, acts of piracy automatically remove the licence[[/note]]



* CompressedAdaptation: Creator/{{Disney}} turned the original into a licensed game late in development, and it ''shows'': The movie's plot is reduced to "Black ghost ship with an undead crew", no movie-characters exist [[note]] The mod adds Pintel and Ragetti in place for the two random crewmen in Port Royal, and Barbossa as the captain if you board the ''Black Pearl''[[/note]], its corresponding quest is extremely short, the ''Black Pearl'' is only encountered twice [[note]]First time is scripted, second time as the [[GiantSpaceFleaOutOfNowhere sudden]] [[FinalBoss Final Boss]][[/note]], [[ArsonMurderAndJaywalking and she is a frigate.]]. [[note]] The mod replaces the stock-model with the movie-model, but texts still call her that[[/note]]

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* CompressedAdaptation: Creator/{{Disney}} turned the original into a licensed game late in development, and it ''shows'': The movie's plot is reduced to "Black ghost ship with an undead crew", no movie-characters exist [[note]] The mod adds Pintel and Ragetti in place for the two random crewmen in Port Royal, and Barbossa as the captain if you board the ''Black Pearl''[[/note]], its corresponding quest is extremely short, the ''Black Pearl'' is only encountered twice [[note]]First time is scripted, second time as the [[GiantSpaceFleaOutOfNowhere sudden]] [[FinalBoss Final Boss]][[/note]], [[ArsonMurderAndJaywalking and she is a frigate.]].frigate]]. [[note]] The mod replaces the stock-model with the movie-model, but texts still call her that[[/note]]
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* AntiHoarding: Once you have one million gold on your ship, your crew gets envious of it and demands to sign articles. As long as you don't reduce the amount, either by going to a loanshark or spending it, the crew's morale goes down. The more money you have, the worse it gets, and extra pays and double rum rations only help temporarily. [[note]] You can buy a trader's licence from either the British or Dutch India Trading Companies for one million gold to remove the limit and profit from lower sales taxes. However, acts of piracy automatically remove the licence[[/note]]

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* AntiHoarding: Once you have one million gold on your ship, your crew gets envious of it and demands to sign articles. As long as you don't reduce the amount, either by going to a loanshark or spending it, the crew's morale goes down.will plummet. The more money you have, the worse it gets, and extra pays and double rum rations only help temporarily. [[note]] You can buy a trader's licence from either the British or Dutch India Trading Companies for one million gold to remove the limit and profit from lower sales taxes. However, acts of piracy automatically remove the licence[[/note]]
Is there an issue? Send a MessageReason:
None


* AntiHoarding: Once you have one million gold on your ship, your crew gets envious of it and demands to sign articles. As long as you don't reduce the amount, either by going to a loanshark or spending it, the crew's morale goes down. The more money you have, the worse it gets, and extra pays and double rum rations only help temporarily. (note: you can buy a trader's licence from either the British or Dutch India Trading Companies for one million gold to remove the limit and profit from lower sales taxes. However, acts of piracy automatically remove the licence)

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* AntiHoarding: Once you have one million gold on your ship, your crew gets envious of it and demands to sign articles. As long as you don't reduce the amount, either by going to a loanshark or spending it, the crew's morale goes down. The more money you have, the worse it gets, and extra pays and double rum rations only help temporarily. (note: you [[note]] You can buy a trader's licence from either the British or Dutch India Trading Companies for one million gold to remove the limit and profit from lower sales taxes. However, acts of piracy automatically remove the licence)
licence[[/note]]

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Changed: 153

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* AllOrNothingReloads: A battery must finish reloading before they can be fired, no matter how many gundecks your ship has; you can only fire complete broadsides.




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** Should you lose a mast during combat and get immobilized, then it will automatically get repaired once you enter the world map to prevent being stuck.

* AntiHoarding: Once you have one million gold on your ship, your crew gets envious of it and demands to sign articles. As long as you don't reduce the amount, either by going to a loanshark or spending it, the crew's morale goes down. The more money you have, the worse it gets, and extra pays and double rum rations only help temporarily. (note: you can buy a trader's licence from either the British or Dutch India Trading Companies for one million gold to remove the limit and profit from lower sales taxes. However, acts of piracy automatically remove the licence)


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* CriticalExistenceFailure: Every ship will be perfectly able to stay afloat and keep fighting as long as it has one HP left. One more hit, and they sink like a stone.


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* UnstableEquilibrium:
** As you start out, you might find yourself losing against ships your size, due to your gunners not hitting them, or getting killed in one or two hits during boarding actions, making acquiring money and ships very hard for beginners. However, once you start leveling up, gain better gear and perks to increase combat performances and make your life easier, you'll soon be able to fight entire fleets head-on, and steamrolling every crew that stands in your way. Money and EXP will just rain at this point.
** Does your nooby captain manage to capture a merchant ship through sheer skill (and luck), and happens to find a hold full of silver or gold? Congratulations, you are now set for the whole game!


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* YouAreAlreadyDead:
** Ever find yourself fighting a whole group of people alone, without being able to run away or force them into chokepoints? Might as well save yourself some time and reload your last save.
** Once your ship has less than five percent of its HP left, it will begin to sink, automatically losing HP until they hit zero. Better finish the fight quickly or run away, or else...

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** Because sea travel is slow, you can accelerate time in different steps.
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** Cannons and firearms require gunpowder to shoot. The heavier the cannon, the more gunpowder you need per shot. 32 lbs-guns, for instance, need 8 units of powder [[note]]Except in the ''Maelstrom''-version, where every cannon only needs one unit[[/note]] - depending on how long a battle takes, you can easily chew through your entire gunpowder-storage.

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** Cannons and firearms require gunpowder to shoot. The heavier the cannon, the more gunpowder you need per shot. 32 lbs-guns, for instance, need 8 units of powder [[note]]Except in the ''Maelstrom''-version, where every cannon only needs one unit[[/note]] - depending on how long a battle takes, and which calibre you have installed, you can easily chew through your entire gunpowder-storage.
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* [[TheSixStats The Ten Stats:]] The game has many stats, most of which are rather unconventional. Depending on your settings, you either increase them by doing them (think [[VideoGame/TheElderScrollsVSkyrim Skyrim]]), or by distributing skill points after level ups. There are also skill books available.

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* [[TheSixStats The Ten Stats:]] The game has many stats, most of which are rather unconventional. Depending on your settings, you either increase them by doing them (think [[VideoGame/TheElderScrollsVSkyrim Skyrim]]), or by distributing skill points after level ups. There are also skill books available.skillbooks available that increase certain stats when bought.
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* HufflepuffHouse: Sweden, and Portugal to a lesser extent. Both are capable to field fleets that can fight the bigger powers, but only Portugal controls one single port in certain time periods. Sweden ''never'' gets one, and thus can't even give letter of marques to aspiring privateers, unless the player captures a town for them.

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* HufflepuffHouse: Sweden, and Portugal to a lesser extent. Both are capable to field fleets that can fight the bigger powers, but only Portugal controls one single port in certain time periods. Sweden ''never'' gets starts with one, and thus can't even give letter of marques to aspiring privateers, unless the player captures a town for them.
them first.
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* TeamSwitzerland: The United States of America, only appearing in the Revolutions-period from 1770 onwards. They always start out as neutral or allied to other nations, but very rarely can declare war.

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* TeamSwitzerland: The United States of America, only appearing in the Revolutions-period from 1770 onwards. They always start out as neutral or allied to other nations, but can very rarely can declare war.
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* AttractMode: Waiting long enough in the main menu shows you a trailer from [[Series/BlackSails]].

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* AttractMode: Waiting long enough in the main menu shows you a trailer from [[Series/BlackSails]].
Series/BlackSails.
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* AttractMode: Waiting long enough in the main menu shows you a trailer from [[Series/BlackSails]].
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* TeamSwitzerland: The United States of America, only appearing in the Napoleonic Era from 1790 onwards. They always start out as neutral or allied to other nations, but very rarely can declare war.

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* TeamSwitzerland: The United States of America, only appearing in the Napoleonic Era Revolutions-period from 1790 1770 onwards. They always start out as neutral or allied to other nations, but very rarely can declare war.
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* TeamSwitzerland: The United States of America, only appearing in the Napoleonic Era from 1790 onwards. They always start out as neutral or allied to other nations, but very rarely can declare war.
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* HufflepuffHouse: Sweden, and Portugal to a lesser extent. Both are capable to field fleets that can fight the bigger powers, but only Portugal controls one single port in certain time periods. Sweden ''never'' gets one, and thus can't even give letter of marques to aspiring privateers, unless the player captures a town for them.
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** Crew can fall ill during travels, or get injured during battles. Without medicine and a surgeon on board, they will die from gangrene.
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** It takes minutes for destroyed ships to fully sink. Until then, they act as obstacles in battle.

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** It takes minutes for destroyed ships to fully sink. Until then, they act as obstacles in battle.
on the battlefield.
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** In realistic sailing-mode, sailing against the wind slows you down to a halt and will eventually push you backwards. How do you reach a target in that circumstances? By ''tacking''.

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** In realistic sailing-mode, sailing against the wind slows you down to a halt and will eventually push you backwards. How do you reach a target in that circumstances? By ''tacking''.[[https://en.wikipedia.org/wiki/Tacking_(sailing) tacking]].
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* HatedByAll: Pirates, of course. Flying the Jolly Roger will lead to every nation in the Caribbean gunning for you, and your reputation with everyone goes up if you sink them. Choosing them as your starting faction even makes every nation hostile to you from the beginning, [[SelfImposedChallenge but that's just a pirate's life.]].

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* HatedByAll: Pirates, of course. Flying the Jolly Roger will lead to every nation in the Caribbean gunning for you, and your reputation with everyone goes up if you sink them. Choosing them as your starting faction even makes every nation hostile to you from the beginning, [[SelfImposedChallenge but that's just a pirate's life.]].
life]].
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** Sailing: How fast your ship moves and turns, as well as how quickly sails are opened or closed. Increased by [[CaptainObvious sailing your ship]].

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** Sailing: How fast your ship moves and turns, as well as how quickly sails are opened or closed. Increased by [[CaptainObvious sailing your ship]].ship.



** Ships can take quite a beating before sinking, even more so as they get bigger, and only get hit with small calibre-guns. [[DeathFromAThousandCuts Nothing stops you from equipping your 112-gun Man'O'War with 4 lbs-guns]] - but don't be surprised if you need ''hundreds upon thousands of cannonballs'' to sink a ship slightly smaller than you. A ship that will likely sink you first if it has bigger guns.

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** Ships can take quite a beating before sinking, even more so as they get bigger, and only get hit with small calibre-guns. [[DeathFromAThousandCuts [[DeathOfAThousandCuts Nothing stops you from equipping your 112-gun Man'O'War with 4 lbs-guns]] - but don't be surprised if you need ''hundreds upon thousands of cannonballs'' to sink a ship slightly smaller than you. A ship that will likely sink you first if it has bigger guns.

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