I started out as an escaped slave (and I'll admit I was reload-whoring myself out of slavery a couple of times, I can't stand loosing everything :P). Old Warband was simple, you leave the utility for a few companions, while you focus on personal combat skills and charisma.
B&G on the other hand got tons more skill to level up. I feel as though I should try to replicate the old Warband formula mentioned above, but that I as a player need to focus on Fleet Command, which is Intelligence as well. Trading seems too lucrative to not take, but I think I can get away by letting a companion max Trade skill. My companions seem to level up very slowly though.
How should I skill up?
EDIT: EDIT2: I added my own commentary to the skills. I started as an escaped slave, now I'm level 11 and my own faction.
List of skills:
Fleetmaster: Allows to control larger vessels without penalty. Fleetmaster, Naval Comabt and Seafaring are all very important as you can turn a nasty situation against a superior body of men around with a couple of cannon balls. John Kirk is one perhaps the best admiral companion you'll find.
Naval Combat: Increases the damage and reloading speed of the ship's cannons by 5% per point.
Seafaring: Increases speed and maneuverability of the ship in combat by 5% per point.
Gambling: Increases your chance to successfully cheat in cards by 9%% per point. Gambling I had 2 points into this skill, and I ended up in a bar fight 4 times. Seems fairly underwhelming.
Ironflesh: every level adds 2 extra hit points. Ironflesh still useful, but not as impactful due to how a single bullet can blow your head up.
Power Strike: increases melee damage by 8% per point. Power Strike is surprisingly useful for a gun centered game. Most battles happens in a scenario on fairly close range, on foot and reload times are pretty long.
Precise Shot: 3% per point to do critical damage with firearms. Precise Shot feels very unreliable and weak in early game. Later on you'll get some pretty powerful weapons very easily through trade, so the need isn't there. For the sake of novelty, I assume a couple of 'sniper' dedicated companion could take use of this skill well.
Navigation: Speeds up sailing on campaign map by 3% per point. Navigation This is pathfinding, which means it's pretty important to have a couple of points in early game. Should be translated over to a party skill later in the game.
Athletics: Improves the character’s running speed. Athletics You'll be spending most of your battles on foot, which means if you're a melee character, then you should probably tic a few points into this.
Weapon Master: Each point increases the proficiency limits by 40. Weapon Master A couple of points is good, no need to over-do it though. Proficiency of ranged weapons, if it's similar to warband, increases your ability to aim faster and do more damage.
Riding: Allows to ride better horses and increases your riding speed and maneuvering value. Riding Even as an escaped slave I started with a pack horse that I'm still using now as Dragoon type. This means, again, 'lancer' cavalry feel rather underwhelming.
Harquebusier: Reduces damage and accuracy penalties for shooting with firearms from horseback. Harquebusier A waste in my opinion. Most battles will be fought in areas that doesn't include horses. As long as you stand still, you won't suffer any penalty.
Looting: Increases the amount of loot collected after battles by 10% per point. Looting Very underwhelming in my opinion. Loot is only equipment, and doesn't include trading goods and food. Also, Juba companion has a decent amount of this anyway. Could be interesting in very early game if you're playing on Hard to get some income.
Trainer: At the end of the day each officer of the company gives some experience points to every other party member whose level is lower than his. Trainer An identical skill compared to Warband. Might seem superfluous by late game as by that time you have your own town with the option to a Trainer building and a Drillmaster companion.
Tracking: Allows to track down enemy armies including their numbers and direction. Chibchan handle Surgery, Herbalist, Pathfinding and Tracking. As soon as you get him, basic utility is handled. A couple of points into Surgery and Herbalist can be nice in the early game though, but Pathfinding and Tracking seems unnecessary due to how much time you'll be spending at sea.
Battery command: Allows to take more field cannons in the field. Battery command A fairly useful skill to have, because field cannons can do tons of damage in battle. Not needed early, because you won't get a hold of these guns until mid-late game. Patrick Gordon is my Battery Commander for the moment.
Path-finding: Speeds up land movement on campaign map by 3% per point.
Inventory Management: adds 6 extra slots to character’s Inventory, increases supply train capacity. Inventory Management is very underwhelming, I wouldn't spec a single point in it.
Herbalism: Party healing speed is increased by 20% (on the campaign map only).
Surgery: Each party member gets a 4% chance to survive a death blow and be critically wounded instead. Restores 5% of hit points lost in battle by all members of the party.
Engineer: Lowers the time of siege ladders construction, adds hull hit points and speeds up repair during naval battles. Engineer I've not tested sieges nor have I had the need to repair my ship at any point jet. Late game companion ability. I've put in on Patrick Gordon until I have a better solution. Engineer is a Party skill, but also a Personal skill if the character is a ship captain.
Persuasion: Increases chances of persuading another character in a dialogue. Persuasion I've done the quest that lets you become a faction leader and I've not needed it one time. Might become handy when you're persuading lords to join your faction, but definitely not an early game skill.
Prisoner Management: Increases the amount of prisoners the party can safely handle. Prisoner Management Very hit and miss skill to level up. consider that 98% of the weapons used in this game will end up killing your opponent, which means only the most creative battles will amount to at most a dozen slave. On the other hand, each slave can be sold in town for 300, while the plantations/mines give you a massive 600 piastres.
Leadership: +5 to maximum company size and -5% to wages. Increases morale. Leadership is very important later in the game. I own a town and I'm faction leader, but I'm not getting any more army space because of it, which means renown and leveling is the only way to increase the size. It's has no importance in early game, so don't stress it.
Trade: reduces trade penalty by 5%. TradeMinimal adb and fastboot 1.4.3. You're going to do a lot of trading, but can be set to a companion if you're starting out as an officer.
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From Vatican City
high rated
Changelog for Patch 2.064 (added 22 June 2016): Added: - New button for extinguishing fire on ships. During sea battles this option can be used to order your crew to extinguish flames on the ship. While they are busy doing that, they can’t reload cannons or shoot. Fixed: - AI getting “stuck” with the player on some of the city locations. - Optimization for the “Arson ships” mission.
T_a_J
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From Slovakia
high rated
Changelog for Patch 2.065 (added 23 August 2016) : New: - Improved water shader. - Animated compass during sea battles. - Redistribution of sail crew upon selling a ship. Fixed: - An error with incorrect price for upgrading troops. - An error with negative balance in the card game. - Inability to join a faction while possessing its letter of marque. - Duplication of player’s party upon mooring in some ports. - An error with guards in the “Ships hijack” mission. - Bomb quantity after finishing missions from the Suspicious man. - Some errors in localization.
Post edited August 23, 2016 by T_a_J
HypersomniacLive
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From Vatican City
high rated
Changelog for Patch 2.080 (added 10 January 2018): - Added new little story campaign - Added Spanish localization - Improved optimization
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Blood & Gold: Caribbean!
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