Hints_0	{To improve the survival of the ship's crew need drugs. Save no. Have at least 3 drugs 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 team 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 menu of items clickable if there is at least one item installed 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 signales for unlimited points of abilities, both personal and ship}
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 GG's current performance. This bonus is personal and goes from ship to ship under MC control}
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 - a very dangerous place at night. Without proper preparation or boarding team is better not to poke}
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 use the atlas through the menu items or by the hot key and click on the card}
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 (player or different nations) opens after the completion of one of the national questo rulers}
Hints_45	{Backward/left/right bounces help to avoid not only the opponent's hits, but also the 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 action with them through an exchange interface that can be invoked while aboard}
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 national line of pirate quests is combined with any national line. Before taking Panama, there is an opportunity to start and completely pass the new national ruler, and then - continue the pirate}
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	{To improve the survival of the ship's crew need drugs. Save no. Have at least 3 drugs per seaman}
Hints_57	{Personal ability "Professional swordsman" gives a significant increase to the set of experience}
Hints_58	{Penalties from deadweight for ship speed start at 70% load, and for maneuverability at 50%}
Hints_59	{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 team losses}
Hints_60	{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_61	{Suits and cuirasses can be worn simultaneously, choosing what to display in priority}
Hints_62	{Double-click on a weapon or ship in the Encyclopedia opens a window to view their 3D models in the game}
Hints_63	{To select a specific type of ammunition for your current small arms, it is necessary to "take" in the item menu}
Hints_64	{Equipment slots in the menu of items clickable if there is at least one item installed in the selected slot}
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	{To change time on land, at sea or on a global map, the keys "+" and "-"}
Hints_67	{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_68	{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_69	{When creating items in the cabin resources from chests are taken into account}
Hints_70	{The game folder has optional mods}
Hints_71	{The "*" on the character's portrait signales for unlimited points of abilities, both personal and ship}
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	{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_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	{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_88	{Defeating the Flying Dutchman gives a hidden bonus to the GG's current performance. This bonus is personal and goes from ship to ship under MC control}
Hints_89	{You can build your own colony! But first you have to complete a small quest of the architect walking the streets of Charlestown}
Hints_90	{An apothecary can cure a wounded officer completely}
Hints_91	{Skeleton reef - a very dangerous place at night. Without proper preparation or boarding team is better not to poke}
Hints_92	{There are also a lot of interesting things in the control settings!}
Hints_93	{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_94	{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_95	{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_96	{After sailing from the City of Abandoned Ships you can return to it in 10 days}
Hints_97	{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_98	{A character with the character "Adventurer" with a certain probability survives a fatal hit, receiving a second chance and half of health}
Hints_99	{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 use the atlas through the menu items or by the hot key and click on the card}
Hints_100	{The ability to capture colonies (player or different nations) opens after the completion of one of the national questo rulers}
Hints_101	{Backward/left/right bounces help to avoid not only the opponent's hits, but also the shots}
Hints_102	{If a player does not participate in the tournament round, the round can be skipped with the keys "+" or "-"}
Hints_103	{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_104	{You can leave captured ships drifting. This may be useful for further action with them through an exchange interface that can be invoked while aboard}
Hints_105	{With very few sailors left on the ship, grapeshot is useless}
Hints_106	{Character characteristic "Impression" also affects the range of visibility of events (storms, squadrons, battles, barrels, etc.) on the Global Map}
Hints_107	{Each nation has its own unique ship variations}
Hints_108	{The national line of pirate quests is combined with any national line. Before taking Panama, there is an opportunity to start and completely pass the new national ruler, and then - continue the pirate}
Hints_109	{To receive the flag of the nation in the ship's abilities of the Main Hero - it is necessary to capture the ship of the respective nation}
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	{Progression of gaining perks in LU and CG is now possible even after skills of 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 sneak, leadership 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}
