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* StealthMentor: The original 1987 was basically ''OregonTrail'' on the high seas.

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* CombatByChampion: Subverted with duels between captains, while it is possible to win a battle by defeating the enemy duelist, there is also an ongoing battle between the crews, and if you are utterly unnumbered it becomes impossible to defeat the duelist (at least in 1993 Gold version).
** In the new version, being the last man standing means that you automatically surrender to the opposing captain the next time you're hit, regardless of how well you were doing in the fight beforehand. Theoretically, though, it ''is'' possible to win a battle with only yourself as the remaining boarder/defender; you just have to avoid being hit at all. This is not as easy as it sounds, as once your crew is completely wiped out, the enemy captain will become extremely aggressive and be able to dodge attacks you were connecting with just moments before.

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* CombatByChampion: Played straight in the 1987 version, in which you could be the ''sole survivor'' of your ship against '''''300 crewmen''''', but if you defeat the enemy captain, you '''''win''''', ''and'' get ''new crew''.
**
Subverted with duels between captains, while captains in later editions. While it is possible to win a battle by defeating the enemy duelist, there is also an ongoing battle between the crews, and if you are utterly unnumbered it becomes impossible to defeat the duelist (at least in 1993 Gold version).
**
duelist.
***
In the new version, being the last man standing means that you automatically surrender to the opposing captain the next time you're hit, regardless of how well you were doing in the fight beforehand. Theoretically, though, it ''is'' possible to win a battle with only yourself as the remaining boarder/defender; you just have to avoid being hit at all. This is not as easy as it sounds, as once your crew is completely wiped out, the enemy captain will become extremely aggressive and be able to dodge attacks you were connecting with just moments before.
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If one has a Letter of Marque...


'''''Sid Meier's Pirates!''''' can refer to any of three related games. The original game was released in 1987; an UpdatedRerelease called ''Pirates! Gold'' came out in 1993; and the latest game in the series (reverting to the original title) was released in 2004. The basic premise of the games is the same: You start out as a new {{Pirate}} captain in the [[WelcomeToTheCaribbeanLuv Caribbean Sea]] with a Letter of Marque issued to you by one of four nations (England, France, Spain, or the Netherlands). The game is a WideOpenSandbox, allowing you to take a wide variety of actions: Go the traditional pirate route and attack other vessels for [[PirateBooty loot and plunder]], [[TheCasanova romance]] [[LoveInterest governors' beautiful daughters]], search for other pirates' buried treasure using {{Treasure Map}}s, clear the high seas of all rivals who would stand in your way, or even [[ThePiratesWhoDontDoAnything go the boring]] [[AnEntrepreneurIsYou "peaceful trader" route]]. One notable feature of the game is that the protagonist can never actually ''die''; defeat in combat (or failure in other regards) generally leads to being either thrown into a CardboardPrison or marooned / cast away on a desert island, both of which you can eventually escape from. Also, [[NoStatAtrophy unlike many other games]], age ''does'' affect your character; his fencing and dancing skills decline noticeably with age.

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'''''Sid Meier's Pirates!''''' can refer to any of three related games. The original game was released in 1987; an UpdatedRerelease called ''Pirates! Gold'' came out in 1993; and the latest game in the series (reverting to the original title) was released in 2004. The basic premise of the games is the same: You start out as a new {{Pirate}} {{Privateer}} captain in the [[WelcomeToTheCaribbeanLuv Caribbean Sea]] with a Letter of Marque issued to you by one of four nations (England, France, Spain, or the Netherlands). The game is a WideOpenSandbox, allowing you to take a wide variety of actions: Go the traditional pirate route and attack other vessels for [[PirateBooty loot and plunder]], [[TheCasanova romance]] [[LoveInterest governors' beautiful daughters]], search for other pirates' buried treasure using {{Treasure Map}}s, clear the high seas of all rivals who would stand in your way, or even [[ThePiratesWhoDontDoAnything go the boring]] [[AnEntrepreneurIsYou "peaceful trader" route]]. One notable feature of the game is that the protagonist can never actually ''die''; defeat in combat (or failure in other regards) generally leads to being either thrown into a CardboardPrison or marooned / cast away on a desert island, both of which you can eventually escape from. Also, [[NoStatAtrophy unlike many other games]], age ''does'' affect your character; his fencing and dancing skills decline noticeably with age.
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'''''Sid Meier's Pirates!''''' can refer to any of three related games. The original game was released in 1987; an UpdatedRerelease called ''Pirates! Gold'' came out in 1993; and the latest game in the series (reverting to the original title) was released in 2004. The basic premise of the games is the same: You start out as a new {{Pirate}} captain in the [[WelcomeToTheCaribbeanLuv Caribbean Sea]] with a Letter of Marque issued to you by one of four nations (England, France, Spain, or the Netherlands). The game is a WideOpenSandbox, allowing you to take a wide variety of actions: Go the traditional pirate route and attack other vessels for [[PirateBooty loot and plunder]], [[{{Casanova}} romance]] [[LoveInterest governors' beautiful daughters]], search for other pirates' buried treasure using {{Treasure Map}}s, clear the high seas of all rivals who would stand in your way, or even [[ThePiratesWhoDontDoAnything go the boring]] [[AnEntrepreneurIsYou "peaceful trader" route]]. One notable feature of the game is that the protagonist can never actually ''die''; defeat in combat (or failure in other regards) generally leads to being either thrown into a CardboardPrison or marooned / cast away on a desert island, both of which you can eventually escape from. Also, [[NoStatAtrophy unlike many other games]], age ''does'' affect your character; his fencing and dancing skills decline noticeably with age.

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'''''Sid Meier's Pirates!''''' can refer to any of three related games. The original game was released in 1987; an UpdatedRerelease called ''Pirates! Gold'' came out in 1993; and the latest game in the series (reverting to the original title) was released in 2004. The basic premise of the games is the same: You start out as a new {{Pirate}} captain in the [[WelcomeToTheCaribbeanLuv Caribbean Sea]] with a Letter of Marque issued to you by one of four nations (England, France, Spain, or the Netherlands). The game is a WideOpenSandbox, allowing you to take a wide variety of actions: Go the traditional pirate route and attack other vessels for [[PirateBooty loot and plunder]], [[{{Casanova}} [[TheCasanova romance]] [[LoveInterest governors' beautiful daughters]], search for other pirates' buried treasure using {{Treasure Map}}s, clear the high seas of all rivals who would stand in your way, or even [[ThePiratesWhoDontDoAnything go the boring]] [[AnEntrepreneurIsYou "peaceful trader" route]]. One notable feature of the game is that the protagonist can never actually ''die''; defeat in combat (or failure in other regards) generally leads to being either thrown into a CardboardPrison or marooned / cast away on a desert island, both of which you can eventually escape from. Also, [[NoStatAtrophy unlike many other games]], age ''does'' affect your character; his fencing and dancing skills decline noticeably with age.
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'''''Sid Meier's Pirates!''''' can refer to any of three related games. The original game was released in 1987; an UpdatedRerelease called ''Pirates! Gold'' came out in 1993; and the latest game in the series (reverting to the original title) was released in 2004. The basic premise of the games is the same: You start out as a new {{Pirate}} captain in the [[WelcomeToTheCaribbeanLuv Caribbean Sea]] with a Letter of Marque issued to you by one of four nations (England, France, Spain, or the Netherlands). The game is a WideOpenSandbox, allowing you to take a wide variety of actions: Go the traditional pirate route and attack other vessels for [[PirateBooty loot and plunder]], [[{{Casanova}} romance]] [[LoveInterest beautiful governor's daughters]], search for other pirates' buried treasure using {{Treasure Map}}s, clear the high seas of all rivals who would stand in your way, or even [[ThePiratesWhoDontDoAnything go the boring]] [[AnEntrepreneurIsYou "peaceful trader" route]]. One notable feature of the game is that the protagonist can never actually ''die''; defeat in combat (or failure in other regards) generally leads to being either thrown into a CardboardPrison or marooned / cast away on a desert island, both of which you can eventually escape from. Also, [[NoStatAtrophy unlike many other games]], age ''does'' affect your character; his fencing and dancing skills decline noticeably with age.

to:

'''''Sid Meier's Pirates!''''' can refer to any of three related games. The original game was released in 1987; an UpdatedRerelease called ''Pirates! Gold'' came out in 1993; and the latest game in the series (reverting to the original title) was released in 2004. The basic premise of the games is the same: You start out as a new {{Pirate}} captain in the [[WelcomeToTheCaribbeanLuv Caribbean Sea]] with a Letter of Marque issued to you by one of four nations (England, France, Spain, or the Netherlands). The game is a WideOpenSandbox, allowing you to take a wide variety of actions: Go the traditional pirate route and attack other vessels for [[PirateBooty loot and plunder]], [[{{Casanova}} romance]] [[LoveInterest governors' beautiful governor's daughters]], search for other pirates' buried treasure using {{Treasure Map}}s, clear the high seas of all rivals who would stand in your way, or even [[ThePiratesWhoDontDoAnything go the boring]] [[AnEntrepreneurIsYou "peaceful trader" route]]. One notable feature of the game is that the protagonist can never actually ''die''; defeat in combat (or failure in other regards) generally leads to being either thrown into a CardboardPrison or marooned / cast away on a desert island, both of which you can eventually escape from. Also, [[NoStatAtrophy unlike many other games]], age ''does'' affect your character; his fencing and dancing skills decline noticeably with age.
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* CherryTapping: You can, if you're skilled enough, literally beat any ship with any other. Beating a pirate hunter's Spanish War Galleon with a Mail Runner is particularly satisfying.
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** And the original game had a staggeringly thick manual only rivaled (at that time) by the manuals that came with Ultima IV in size, with reams of research on Piracy in the Caribbean and the historical period in general.
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* MasterOfNone: The Brig of War is not nearly as popular as it might be, despite being the game's quintessential LightningBruiser, because players tend to fall into two different camps on tactics: "ram them quick and start a sword fight" or "pound them into splinters with your guns, then board." The former prefer Royal Sloops (or for the truly elite or crazed, [[FragileSpeedster Mail Runners]]), while the latter go for the Ship of the Line, leaving the Brig of War without a particular niche.

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* MasterOfNone: The Brig of War is not nearly as popular as it might be, despite being the game's quintessential LightningBruiser, because players tend to fall into two different camps on tactics: "ram them quick and start a sword fight" or "pound them into splinters with your guns, then board." The former prefer Royal Sloops (or for the truly elite or crazed, [[FragileSpeedster Mail Runners]]), while the latter go for the almighty [[InfinityPlusOneSword Ship of the Line, Line]], leaving the Brig of War without a particular niche.
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* VariableMix: In towns, depending on which screen you're in, and in duels, in accordance to whatever side has the advantage.
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* GeoEffects: In land battles, terrain offers all sorts of advantages. Hiding in the forests affects the visibility and location of units, and Cavalry are incredibly weak in them. You also gain an advantage in melee combat if you attack from higher ground.
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* SuddenDifficultySpike: Playing at any of the four (originally three) lowest difficulty levels isn't terribly difficult. Sure, Rogue (the second highest) is hard, but it's not impossible. But when you're no longer satisfied with a scant 30% of the plunder, you decide to bump it up to Swashbuckler for that 50% share and discover you have entered ''Hell itself''. Storms will rip your ships apart when before they did little damage. The captains of Mail Runner ships (the smallest, least defended ship) will fight as if they were captaining a fleet of Brigs. Land combat, previously difficult, will become nigh impossible. The wind will change constantly, and ''always'' against you in naval battles. Swordfights will become a test of luck rather than skill, as apparently everyone you cross swords with trained specifically to defeat ''you''. Suffice to say, Swashbuckler difficulty is excruciatingly hard, never lets up, and makes sure you ''earn'' whatever ending you get.

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* SuddenDifficultySpike: SurpriseDifficulty: Playing at any of the four (originally three) lowest difficulty levels isn't terribly difficult. Sure, Rogue (the second highest) is hard, but it's not impossible. But when you're no longer satisfied with a scant 30% of the plunder, you decide to bump it up to Swashbuckler for that 50% share and discover you have entered ''Hell itself''. Storms will rip your ships apart when before they did little damage. The captains of Mail Runner ships (the smallest, least defended ship) will fight as if they were captaining a fleet of Brigs. Land combat, previously difficult, will become nigh impossible. The wind will change constantly, and ''always'' against you in naval battles. Swordfights will become a test of luck rather than skill, as apparently everyone you cross swords with trained specifically to defeat ''you''. Suffice to say, Swashbuckler difficulty is excruciatingly hard, never lets up, and makes sure you ''earn'' whatever ending you get.
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* BigBad: Marquis de la Montalban in the 2004 version is the man behind your family's enslavement and your main nemesis.


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* TheDragon: Baron Raymondo is one of Montalban's henchmen, and the guy you have to go after to get any news about your family members' locations.


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* ParentalAbandonment: In each of the games, your character's {{Backstory}} always involves his parents (and the rest of his family for that matter) disappearing, and it becomes up to you to find them. The 2004 version plays it even more straight, as your parents are notably absent from the intro and are not among those you rescue.
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** In the older versions, it was even worse; when crewmen began to desert you, they would take a portion of the plunder with them. This would serve only to infuriate your remaining crew even more, causing even more desertions and sparking a neverending downward spiral.
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note double subversions in Exactly What I Aimed At


* ExactlyWhatIAimedAt: Used amusingly in the duels with the "named" pirates.

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* ExactlyWhatIAimedAt: Used amusingly in the duels with the "named" pirates. After you do this a couple of times, the pirates start [[SubvertedTrope subverting]] it with their GenreSavvy, but it's always immediately DoubleSubverted.
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* NeverSayDie: The game almost never actually shows anyone ''dying'' as such. Swordfights are always settled with the loser yielding, falling overboard, or being knocked out. Casualties from ship-to-ship combat are abstracted and never seen. No mention is made of the fate of any enemy crew that doesn't decide to join your band of rogues, though it's entirely possible they're simply marooned -- [[CruelMercy not that that is]] [[LeaveBehindAPistol really a better option]]. The only place anyone is shown as actually dropping dead is during land battles.

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* FragileSpeedster: The Pinnace and Pinnace class ships, from Mail Carriers to War Canoes.

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* FragileSpeedster: The Pinnace and Pinnace class ships, from Mail Carriers to War Canoes. Sloops to a lesser degree, with the Royal Sloop being a borderline LightningBruiser.


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* MightyGlacier: Galleons. Frigates and Ships of the Line ''almost'' fit, but with the caveat that their max speed is higher than any other ship's (though their maneuverability against the wind is terrible).
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* ArmorIsUseless: Played with. Certain captains - particularly Spanish military - wear curiasses and breastplates, but they don't seem to be any tougher than unarmored captains. On the other hand, the Leather Vest and Chain Curiass that you can buy are so useful that they're practically a GameBreaker on any difficulty short of Swashbuckler, especially since the latter makes your character virtually immune to sword thrusts. In the ground combat minigame, certain defender units will be shown as wearing armor, and while they are more powerful than unarmored militia, they aren't by a great degree.
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* ArtificialBrilliance: If you start greatly weakening a faction's overall presence in the Caribbean, they ''will'' start launching a number of naval invasion fleets to recapture their colonies.

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* ArtificialBrilliance: If you start greatly weakening a faction's overall presence in the Caribbean, they ''will'' start launching a number of naval invasion fleets to recapture their colonies. Enemy ships also react differently based on what they are. Trade ships surrender very quickly, especially if badly outnumbered or outgunned. Smugglers will ''always'' try to run away, and since they're sailing in Sloops they've got a good chance of escaping. Pirates, warships with invasion forces aboard, and Rayomondo/Mendoza will try to ram to bring you to grips, but if you've got a large enough crew they'll try a few broadsides with grapeshot to tip the odds in their favor. Pirate hunters, however, will try to wipe out your sails with chain shot and beat you with grape shot before moving in for the kill, making them one of the more frustrating opponents to fight. Big, powerful warships - especially Spanish treasure ships - will try to destroy you with massed broadside fire.
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* ArtificialBrilliance: If you start greatly weakening a faction's overall presence in the Caribbean, they ''will'' start launching a number of naval invasion fleets to recapture their colonies.


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** You can do this to other pirates and natives. Tell them to attack a city, and the moment they set sail, assault and destroy their ships. Then cruise around to every faction's ports in the area and get points for destroying the pirate/native threat.


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* TheDevTeamThinksOfEverything: Every single ship you encounter in the Caribbean actually has a "mission" that it is set to complete, be it sailing from one port to another to deliver people, supplies, or soldiers. Allowing them to complete these missions causes the target port to grow larger and stronger and wealthier, so blowing up every ship you see might not be in your best interests. Different ships also have different effects; smugglers, for example, won't boost the target port at all but will boost the port they launched from. Military payroll ships boost military strength across the entire faction's ports by a small but noticeable amount. An invasion fleet will decrease the strength of the port it was launched from. Grain and regular trade ships will boost population when they arrive at their target port.


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** Go to a pirate port or native settlement, and tell them to attack the biggest, most heavily-defended port in the area, and watch them gleefully sail off and get trounced. Then follow up behind them and wipe out the weakened garrison and sack the town. ''Suckers''.
** Escort a fleet of immigrants to a port, boosting the town's size and wealth. Then sack it.
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* [[OneManArmy One Ship Armada]]: You can practically conquer the Caribbean by yourself for whatever country you want, or just rampage around the high seas, destroying everyone's ships.


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* ScrewThisImOuttaHere: Unhappy crew will get fed up with you and eventually some crew will simply refuse to show up the next time you leave port. Eventually your second in command will outright steal one of your ships, plus any cargo it was carrying.


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** Get a Ship of the Line. Disable the enemy ship's sails with chain shot, wipe out their crew with grape shot, then circle around the helpless, drifting hulk and pound it to splinters with cannon fire. For extra cruelty, do it to an [[CurbstompBattle Indian War Canoe]].
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* AwesomeButPractical: The War Galleon gets used a lot, if only because finding a Ship of the Line is hard, and both Baron Rayomondo and Colonel Mendoza use the War Galleon exclusively, so you'll never want for a big ship with a lot of cannons.
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* FactionCalculus: The land battles in the 2004 version have different unit types for the Pirates (Subversive) and the European Defenders (Powerhouse).

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* FactionCalculus: The land battles in the 2004 version have different unit types for the Pirates (Subversive) and the European Defenders (Powerhouse). Generally-speaking, the pirates will be much more effective at close-quarters combat than the defenders, while the defenders will have much greater ranged ability. The only units the defenders have which can engage in reasonable close combat are groups of Native American axemen and the very rare cavalry unit. Combat ultimately boils down to using the local jungle and rocky terrain to shield your melee and ranged troops until they can get into range, and avoiding open fields like the plague unless you're close enough to hit the enemy with your melee units.
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* DefeatMeansFriendship: [[spoiler:After the final battle with Montalban, he will hand over a ''ton'' of gold and any specialists you're missing in exchange for his life. He also becomes your cabin boy.]]

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* DefeatMeansFriendship: [[spoiler:After the final battle with Montalban, he will hand over a ''ton'' of gold and any specialists you're missing in exchange for his life. He also becomes your cabin boy.boy (though there are no in-game consequences).]]
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* DefeatMeansFriendship: [[spoiler:After the final battle with Montalban, he will hand over a ''ton'' of gold and any specialists you're missing in exchange for his life.]]

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* DefeatMeansFriendship: [[spoiler:After the final battle with Montalban, he will hand over a ''ton'' of gold and any specialists you're missing in exchange for his life. He also becomes your cabin boy.]]
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* DefeatMeansFriendship: [[spoiler:After the final battle with Montalban, he will hand over a ''ton'' of gold and any specialists you're missing in exchange for his life.]]
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* EasilyForgiven: Did you "accidently" sink/capture one of a faction's ships? No problem! Just pay the nearest governor for that faction a thousand gold, and they'll forget it ever happened, and will even encourage you to strike at their own enemies.
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* ObviousBeta: The game shipped with several intended features DummiedOut. For example, as originally intended, you would have needed to build up your relationship with the Indians and the Jesuits, but instead, they just trust you completely all the time, making the items that are intended to improve your relations with them absolutely useless. Firaxis claims this was due to a rushed release date.
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* SuddenDifficultySpike: Playing at any of the four (originally three) lowest difficulty levels isn't terribly difficult. Sure, Rogue (the second highest) is hard, but it's not impossible. But when you're no longer satisfied with a scant 30% of the plunder, you decide to bump it up to Swashbuckler for that 50% share and discover you have entered ''Hell itself''. Storms will rip your ships apart when before they did little damage. The captains of Mail Runner ships (the smallest, least defended ship) will fight as if they were captaining a fleet of Brigs. Land combat, previously difficult, will become nigh impossible. The wind will change constantly, and ''always'' against you in naval battles. Swordfights will become a test of luck rather than skill, as apparently everyone you cross swords with trained specifically to defeat ''you''. Suffice to say, Swashbuckler difficulty is excruciatingly hard, never lets up, and makes sure you ''earn'' whatever ending you get.
Is there an issue? Send a MessageReason:
None


** In the new version, being the last man standing means that you automatically surrender to the opposing captain the next time you're hit, regardless of how well you were doing in the fight beforehand. Theoretically, though, it ''is'' possible to win a battle with only yourself as the remaining boarder/defender; you just have to avoid being hit at all.

to:

** In the new version, being the last man standing means that you automatically surrender to the opposing captain the next time you're hit, regardless of how well you were doing in the fight beforehand. Theoretically, though, it ''is'' possible to win a battle with only yourself as the remaining boarder/defender; you just have to avoid being hit at all. This is not as easy as it sounds, as once your crew is completely wiped out, the enemy captain will become extremely aggressive and be able to dodge attacks you were connecting with just moments before.
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*** Their ability to defend themselves varies greatly depending on the time period you choose. Spain in 1660 may be a Butt Monkey, but Spain in 1620 will not take kindly to your piracy and will make a point of letting you know, and Spain in 1680 will answer any piratical actions with wave after wave of Pirate Hunters.

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