Ask someone to add more boats when they plan to go out to the Great Navigation Age 5 in the future! ! !
It's getting worse now.
No more than five ships can be exchanged.
Experience of prolonging sea time
First of all, there should be more material warehouses, but under the condition of ensuring the use of ships.
Like trading.
Five medium-sized ships are recommended for the remaining warehouses.
Aggressive words
Medium-sized ships are recommended for the surplus materials of 3 sailors or 2 batteries in the early stage of the battle (see figures, some of whom can be defeated by trading ships in the early stage).
Mid-term battle 3 turret is full. Large ships are recommended (if there are many fleets, you can add 4 turrets. After all, adding the last four turrets is much more expensive than adding three turrets.
Batteries are full in the later battle (hehe, let's go to the six local fleets to abuse people in three wars and three merchants)
Seafarer collocation
Hehe, boy, will you use automatic sailor matching?
There are {transaction} {battle} {exploration} {customization} {login} under the card interface.
Automatic configuration of seafarers in trading
Surveyors and chief accountants are preferred.
It doesn't matter how many sailors there are.
Priority satisfaction does not mean that seafarers have the highest attributes.
For example, if two sailors measure 150 and 130, but the driving skill of 150 is higher than 130, they will automatically use 150 to measure the sails.
I won't remind you of this again.
Sailors automatically match in battle.
Same as above, people with high swordsmanship and driving skills will sail with high swordsmanship as long as sailors can go to the sailor's cabin (of course, if the gap between the first and second swordsmanship is too big, the first will be given priority, but the gap should be above 50, even 100).
Sailors automatically match when exploring treasure.
Customize what you think you can trade, fight and cherish, and fix it on the landing.
Landing can determine the task of seafarers.
Methods Click Login, and there will be four options: transaction and battle adventure customization.
It is recommended that you only log in to customize the rest, and you cannot assign them automatically after logging in.
What should I tell you if you think the distribution of seafarers on the computer is unreasonable?
When trading
Give priority to the highest in the main accounting office (it will be cheaper) and then meet the requirements of high measurement.
In battle
In artillery battle, the sailors who give priority to the turret hit the highest.
It is the highest fencing to give priority to sailors in melee.
Exploration time
Sailors who focus on observation have the highest observation ability. Just look at the latitude and longitude. It takes 200 to measure the dark area.
PS: Less sense of boat, earning at two points. If you fight less at sea, if you can't win, you need more boats.
If you earn less, you can change to a worship room and explain 160.
You can go to the exchange to buy things.
Then pass it to the square (there is a hand on the lower right after arriving at the square)
Don't send it wherever you buy it (even if it causes popularity, it won't make money because it is sold locally)
In combat? Hehe (just watch and learn violence)
Dude, find a bar girl and get a local bully card. Go to a bar to buy drinks (go to a metropolis with a trade association)
She will tell you where to find the treasure. If you find weapons and armor, take them to someone who is good at fencing.
Hehe, when fighting the enemy, put him (equipped with weapons and armor) in the sailor's room. As long as his fencing is high enough, he can hit others five times.
Except the observation room and sailboat, all the others should be equipped with weapons (to increase the winning rate of naval battles)
In particular, Saeki and Hurd can get the boat (they can sell it or use it for themselves).
Now I am playing the 4-year-old "Great Sailing". One is enough.
Use this trick again after you figure it out.