Hints_0	{To improve your crew's survival you need medicines. Do not skimp on them. Have at least 3 units of medicine per seaman}
Hints_1	{Personal ability "Professional swordsman" gives a significant increase to the set of experience}
Hints_2	{Penalties from deadweight for ship speed start at 70% load, and for maneuverability at 50%}
Hints_3	{The "Weapon" product on the ship is required for boarding (1 unit per seaman), which is lost when the seamen die. Lack of weapons before the battle will significantly increase crew losses}
Hints_4	{The list of available actions triggered by the "Thoughts Out Loud" command may vary depending on the player's current location. For example, in the cabin, in the port and at the city walls}
Hints_5	{Suits and cuirasses can be worn simultaneously, choosing what to display in priority}
Hints_6	{Double-click on a weapon or ship in the Encyclopedia opens a window to view their 3D models in the game}
Hints_7	{To select a specific type of ammunition for your current small arms, it is necessary to "take" in the item menu}
Hints_8	{Equipment slots in the items menu are clickable if you have at least one item that can be placed in the selected slot}
Hints_9	{Many sections of the in-game interface are clickable (right mouse button), which allows you to see more information}
Hints_10	{To change time on land, at sea or on a global map, the keys "+" and "-"}
Hints_11	{The Treasurer allows one key in the Trade menu to perform all the necessary sales operations, but this requires setting up the purchase through a dialogue with the Treasurer or by hot key}
Hints_12	{Signing a contract with an officer - an opportunity through dialogue with him to fix the maximum loyalty, as well as to give him half immortality. "Contract officer" instead of death loses consciousness and is injured}
Hints_13	{When creating items in the cabin resources from chests are taken into account}
Hints_14	{The game folder has optional mods}
Hints_15	{The "*" on the character's portrait means there are unspent ability points, both personal and ship ones}
Hints_16	{Character characteristic "Power" (P) affects the speed of energy recovery}
Hints_17	{PMCs are as brave corsairs as you are. You can interact with them in different ways. You can disable each of them by selecting a character at the beginning of the game}
Hints_18	{When repairing a ship and guns are repaired if they require repair. Also, with guns in the hold and slots in the ship's battery, automatic installation of missing guns will be carried out}
Hints_19	{Defeating the Flying Dutchman gives a hidden bonus to the sailing performance of the main character's current ship. This bonus is personal and carries over from ship to ship under the main character's command}
Hints_20	{You can build your own colony! But first you have to complete a small quest of the architect walking the streets of Charlestown}
Hints_21	{An apothecary can cure a wounded officer completely}
Hints_22	{Skeleton Reef is a very dangerous place at night. Without proper preparation or a boarding crew it is better not to go there}
Hints_23	{There are also a lot of interesting things in the control settings!}
Hints_24	{The settings from the main menu of the game are not reset when creating a new profile. The selected settings are transferred to each new profile created}
Hints_25	{In order to get the flag of the nation in the ship's ability, it is necessary to capture the ship of the respective nation}
Hints_26	{To open fast transitions in the cities of a hostile nation, it is necessary to develop a personal stealth skill of up to 50 points (excluding gain from items), as well as to have a trade license}
Hints_27	{After sailing from the City of Abandoned Ships you can return to it in 10 days}
Hints_28	{The found chest can be hacked by lock picks. Lock picks can be found from spies or (sometimes) buy from a smuggler in a tavern}
Hints_29	{A character with the character "Adventurer" with a certain probability survives a fatal hit, receiving a second chance and half of health}
Hints_30	{Maps from the atlas allow you to use the rapid movement on the respective island together with the ship. To do this, you need to open the atlas through the items menu or by the hot key and click on the map you need}
Hints_31	{The naval tactical pause is called up with G. It is more than a freeze: in strategic mode you control companions with the mouse - give orders by point, set a common target for fire and spread them out to positions}
Hints_32	{From the deck you can climb to the crow's nest with Z. It opens a view above the sails, and the spyglass reaches much farther. With no masts left there is nowhere to climb}
Hints_33	{X switches to the first-person view at sea. It shows the aiming arc of a broadside and the area where the shot will land}
Hints_34	{Sailors are now wounded as well as killed. The higher your Defence skill, the more often a hit leaves a man wounded instead of dead - at 100 it is half the cases. A wounded man needs two medicines to recover fully and eats and drinks like a healthy one all that while}
Hints_35	{Doctor perks not only speed up recovery but also raise the chance a sailor is wounded rather than killed. In port men recover faster, and the tavern keeper can point you to a doctor who will treat the crews of your whole squadron at once}
Hints_36	{Morale after a boarding drops by the number of dead, not by all the damage taken. The wounded do not count, so the Defence skill and doctor perks genuinely soften the fall}
Hints_37	{Grapeshot and bar shot cannot be lost to a ricochet: the hit always counts, though a glancing blow does half the damage}
Hints_38	{A storm tears hull and sails only when you sail against the wind. On the other hand, navigation experience is awarded for exactly that damage}
Hints_39	{Squadrons of three ships and more take up formations and hold them. You pick your own in the settings, and the naval AI uses them too - except pirates, who fight their own way}
Hints_40	{For an enemy ship to surrender along with her captain and crew, your Authority multiplied by Leadership must outweigh that captain. Quest ships and player-like captains never surrender}
Hints_41	{A fire ship no longer dithers near its target: it rams and blows up, and the splash damage shows as floating numbers}
Hints_42	{A fort has its own health bar. Guns that are knocked out physically vanish from the rampart, and the crews no longer reload them}
Hints_43	{Each gun now aims for itself: it leads the target and picks its own point, while the whole broadside gives a group spread. The fort corrects its aim too, instead of pounding one spot for half a minute}
Hints_44	{The ability to capture colonies (by the player or by various nations) opens after the completion of one of the national questlines}
Hints_45	{Backward/left/right dodges help you avoid not only the opponent's blows, but also his shots}
Hints_46	{If a player does not participate in the tournament round, the round can be skipped with the keys "+" or "-"}
Hints_47	{You can re-dive into the bottom of the LSC by commanding "Thoughts aloud" while in the cabin of Mechanic on San Gabriel. Dive is possible once every two days. Vedeker must be rescued from the LSC}
Hints_48	{You can leave captured ships drifting. This may be useful for further actions with them through the exchange interface, which can be opened while lying alongside}
Hints_49	{With very few sailors left on the ship, grapeshot is useless}
Hints_50	{Character characteristic "Impression" also affects the range of visibility of events (storms, squadrons, battles, barrels, etc.) on the Global Map}
Hints_51	{Each nation has its own unique ship variations}
Hints_52	{The pirate national questline can be combined with any other national questline. Before taking Panama you can start and fully complete a new national questline, and then continue the pirate one}
Hints_53	{When you open a loan shark's cell, you can move items from the ship's chests directly into it. Chests are available at the bottom of the exchange list after all characters}
Hints_54	{The shouts of sailors on the ship during the battle are tied to the option "Citizens talk sound"}
Hints_55	{The PMC information from the tavern can be called by pressing the "F10" key}
Hints_56	{Slaves can be sold to the plantation on Barbados}
Hints_57	{Ship's log entries about "Location of gifted items" and "Bounty hunters" are always kept in the archive}
Hints_58	{If you talk to Alexus about upgrading your ship while you sail the "War Dog", a new quest will begin}
Hints_59	{The personal ability "Looting" lets you search an entire location with a single key, not only during a boarding or an assault but in other locations as well}
Hints_60	{If you take Whisper along as a boarder during the "Black Sails" quest, she will sometimes drop short remarks or discuss what is going on with the main character}
Hints_61	{Officers can be assigned to their posts from the items menu tab, without switching to the "Characters" tab}
Hints_62	{If you leave a ship together with its crew at the port authority, the crew's skills will degrade over time}
Hints_63	{The "Thoughts Out Loud" option that automatically raises the pirate flag once a smuggling patrol spots you helps to avoid a loss of reputation when you already know the patrol cannot be avoided}
Hints_64	{Items dropped from an officer's inventory are passed to the main character instead}
Hints_65	{Smoking blends are safe as long as you have no more than one pipe of each kind per day. Three pipes in a row and you pick up an addiction that drags your skills down, and only a lady of pleasure will lift it. The cooldown after a smoke is three days}
Hints_66	{The diplomat in pirate taverns can settle many matters of relations, including those with PMCs}
Hints_67	{The prize fund at tournaments grows dynamically over time}
Hints_68	{Trade has become deeper and more interesting than ever before in Corsairs}
Hints_69	{The "Spanish Gold Fleet" has lately grown stronger than ever}
Hints_70	{There are 100 quick save slots}
Hints_71	{Sailors walking about town can be hired onto your companions' ships as well}
Hints_72	{There is no longer a general delay between freights - you can take them one after another. The exception is the commandant's freight: one town gives it out once a day}
Hints_73	{There are branches of the Dutch West India Company on Curacao and in Marigo}
Hints_74	{The world map has its own radar minimap: press P to call it up, and the < and > keys change the scale}
Hints_75	{Day and night now change on the world map. At night islands and ships darken, and by morning the warm light returns}
Hints_76	{Every part of the Caribbean has its own name - it is shown on the world map}
Hints_77	{Skirmishes on the world map can be three-sided: two warring nations and pirates as the third party. You can sail into such a brawl and take on all three}
Hints_78	{A companion can be given an errand and released from the squadron. He sails off as a live ship on his own business and comes back to you on the world map once it is done}
Hints_79	{A companion can haul cargo to a rented warehouse, sell a ship at the shipyard, the port office or the auction, and even collect auction proceeds across several towns. He pays the warehouse rent himself and takes the money out of your purse when he returns}
Hints_80	{A boarding officer can be sent to fit out a ship: he will visit the shipyard, hire a crew, buy supplies and find you on the world map. He returns what is left of the money when he joins the squadron}
Hints_81	{A ship at the port office can be put up for auction: it fetches a third to a half more than at the shipyard, but you will have to wait. Luck affects how good the deal is, and fortune shortens the wait}
Hints_82	{If a ship is left at the port office for a long time, indefinite berthing is cheaper - it costs six monthly fees, but the term never runs out}
Hints_83	{Merchants remember who works for them. For every freight delivered a merchant adds a percent to your bonus, up to sixty percent on top}
Hints_84	{Freights carry real cargo: the goods are physically taken from the shop's warehouse and put back there at the end. So it pays to take orders where your cargo is valuable anyway}
Hints_85	{With the advanced trading perk your treasurer will make the rounds of the whole town himself: buy to your settings, note down prices, look for rarities among the pedlars and hand you a report. No need to run the shops yourself}
Hints_86	{Separate national trade licences are gone - there is one universal licence from the Dutch West India Company instead. It is sold at the company offices in Marigot and Willemstad}
Hints_87	{The personal ability "Looting" can also unlock automatically once you meet the conditions: 20 ships captured or sunk by boarding and 200 enemies killed in person}
Hints_88	{The warehouse ledger also shows the personal storage cells you have opened with usurers}
Hints_89	{Cargo, goods, items, sailors and the like can be moved either with the keyboard arrows or by clicking the arrows in the interface. In both cases you can additionally hold Shift}
Hints_90	{A warehouse for goods can be rented in every colonial town}
Hints_91	{A main character with the "Sea Wolf" or "Merchant" background receives a "Unique blueprint" for a class 6 ship at the start of a new game}
Hints_92	{The personal ability "Avid smuggler" also lets you avoid both land and sea patrols entirely, provided the main character has no companions and commands a ship of class 3 or lower}
Hints_93	{PMCs are not always so easy to kill. Under certain circumstances they may unexpectedly come back for you, and at the head of a squadron at that}
Hints_94	{Calling a companion to your cabin and handing over something valuable is the surest way to lose those valuables for good}
Hints_95	{Completing a shipbuilder's assignments and ordering ships from him will improve his shipbuilding skills. That lets you spend more upgrade points on your ships, though master Alexus of Bermudes is still in a class of his own}
Hints_96	{Damaged health can be restored in various ways: visit a brothel, turn to the holy father, drink Tears of Ish-Chel, or simply rest in a rented tavern room}
Hints_97	{The Chapter House is a special building that can be raised in the Caribbean during one of the quests. It lets you leave officers there for training}
Hints_98	{Marigo is the largest colony of all. Among other things it houses one of the branches of the Dutch West India Company, as well as the only apothecary of its kind in the Caribbean}
Hints_99	{Whisper is one of the most thoroughly developed main characters}
Hints_100	{Henry Morgan lost the golden key to his chests. Perhaps it lies in the cabin of one of the free captains?}
Hints_101	{The rumours of tavern regulars are an extremely valuable source of information. But first of all it is worth talking to the tavern keeper himself}
Hints_102	{The Spanish Inquisition is at work in the Caribbean}
Hints_103	{To insult a PMC and challenge them to a duel you need a low level of reputation}
Hints_104	{The colour of a ship's sails on the world map tells you the gender of the PMC}
Hints_105	{Skill changes from switching equipment sets only take effect after changing location (the cabin excepted)}
Hints_106	{Unexplained things and occurrences are growing ever more frequent in the Caribbean Sea}
Hints_107	{A perfect block will stop an enemy "Irresistible hit" that would break through an ordinary block. But a block becomes "perfect" only if it is raised at the very moment of the enemy's strike}
Hints_108	{Every self-respecting corsair collects a full set of Aztec totems. But keeping two identical totems in your inventory may, under certain circumstances, cause one to absorb the other. The effect does not stack}
Hints_109	{Any officer can pick up a two-handed firearm. But only the corresponding quest musketeer officers and PMCs are able to take part in a fight while holding one}
Hints_110	{The ability to repair the ships of one's squadron on the shore or in the port of any nation using one's own crew. For a pirate from the start - the ability is always available; for others - requires the "Shipbuilder" perk}
Hints_111	{In ground management controls settings you can set up keys for quick equip kits}
Hints_112	{While running away from enemies at sea, you can drop a mine using the 'M'}
Hints_113	{In your ship's cabin chests, added a 'Pick up consumables' button for your officers. The settings are inherited from the treasurer's autopurchase menu}
Hints_114	{Finishing a boarding party after killing an enemy captain is now done through the cabin exit}
Hints_115	{Officers you can hire in the tavern can be redistributed basic PIRATES points}
Hints_116	{Perk progression in personal and ship skills is now possible even after skills reach 100}
Hints_117	{Hardcore mode: saves will now be available in the tavern instead of the church, which will be better for roleplaying as a pirate}
Hints_118	{Companions whom we have sent to wait at a certain location can now also serve as a barge. This means you can board their deck and exchange goods without taking them into your squadron}
Hints_119	{With the "Ship Research" option, ships that we have sent a boat to - i.e., boarded - will now also be added}
Hints_120	{There is a radar minimap on land as well: press P, and the < and > keys change the scale. It has plenty of settings - see the options}
Hints_121	{On land you can switch to a first-person view and fight in it too. The transition is smooth, both ways}
Hints_122	{There is a strategic pause on land too - the Y key. You can select your boarders with the mouse and give them orders}
Hints_123	{Weapons are now drawn and sheathed on the move, without stopping. It makes the start of any fight look far livelier}
Hints_124	{A dodge to the side works by the walking patch rather than by walls: with no free space behind you there will be no dodge. Dodges save you from bullets as well as blades}
Hints_125	{A pipe can be lit straight from the command menu, without opening the inventory. All usable items are labelled there too - food and potions}
Hints_126	{Entries in the ship's log can work as an alarm: set a date and the game will remind you of the matter when it comes}
Hints_127	{A pirate for hire with a yellow question mark turns up in taverns now and then. He will take a ship to order - even a blueprint one, at full price}
Hints_128	{The graveyard keeper only gives work in the dead of night, from midnight to six in the morning. He pays in stealth, authority and fortune experience, throws in books, and can be asked again only once every three months}
Hints_129	{Bosses are no longer damage sponges: their fights are split into phases, their health is cut and they no longer heal passively. Shooting them down with firearms no longer pays either - they have special resistance to bullets}
Hints_130	{The jade skull in Tenochtitlan cannot be taken while the guard in the Great Temple lives. The log shows how many are left}
Hints_131	{Captains like yourself attend the Dominica tournaments too: they sail there under their own sail, leave their ships in the bays and take the bracket seriously. And they guard their wealth - for every million in their pocket a fighter is added to their cabin, up to five}
Hints_132	{A barrel fished out of the sea brings more than goods. Sometimes rats come aboard with it, and a week or so later little is left of the ship's provisions. High luck keeps such neighbours away}
Hints_133	{Officers are living men and behave differently in taverns. Now and then one of them picks on a regular and starts a brawl. Nobody gets killed there, but the owner will demand payment for the damage, and if your pockets are empty he will show you the door}
Hints_134	{After a brawl it is worth talking to the officer: he will tell you what set him off. The reasons differ every time - from loaded dice to a rude word about your ship}
