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POP Endgame Advice


Youmu

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I'm approaching the Shield region in ports and would like some advice on how I should go about my endgame Ports setup.

 

My curent crew setup:

3x Judge of Dice

3x Wisp

Everyone else Morale/Combat/Seafaring crew from the Loop

 

2x10k Morale, 2x10k Seafaring, 1x10k Combat captains atm

 

I have purchased all ship upgrades up to and including the Loop.

 

I have a lifeboat on all ships, so failure isn't a worry.

 

I have the following building upgrades:

- Luxurious Bar

- Refurbished Office

- Refitted Workshop

- Nautical Lodgings

- Nautical Shipwright

- Imperial Warehouse

- 4x Telescope

- Biologist, Missionary, Convict icons (for trio voyages)

 

I am 62/63 story atm and am actually fairly behind with scrolls :/ only 28 scroll pieces so far.

 

I have a few questions...

 

1. What should my crew setup be? Obviously I will upgrade my morale/combat/seafaring crew and replace Judges with Exiles, but anything else?

 

2. Should I buy terracotta merchants? Are they worth it? If so, when should I use them? Keep in mind I prioritize unlocks (story, scroll) over trade goods.

 

3. Ideally I want 5x35k captains, but how many morale/combat/seafaring captains should I have?

 

4. What is the purchasing order of ship upgrades in the Shield?

 

5. Should I keep my Wisps? People have been telling me they're not worth it, but I have 3 already...

 

6. What should I do, other than the icons and bar upgrades, to increase my chances of trio voyages appearing? And, as a side note, which adventurer icons are best to build after I finish all stories?

 

Thanks :3 Admiral of the Fleet title soon!

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I will link the first post of the player owned port thread it has a bunch of the crew end game stuffs.

 

This should take care of 1-3, 5 and part of 6. 

 

http://forum.tip.it/topic/322804-7-jan-2014-player-owned-ports-the-next-journey/

 

TCMS are worth it for trade goods and regular resources, i think they are worth it, not sure what the data says though

 

The rest I am unsure

 

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Merchants should be on every single boat at all times - statistically they work out better in the long run.

 

Say, to use an example more extreme than is real, that using a merchant dropped your voyage success by 20% from 90 to 70.

 

Voyage paying out 8 trade goods.

Run at 90% over time you'd expect 7.2 trade goods per voyage (90% success, so 90% return)

Stick merchant on and run at 70% - you'd expect 7.4 trade goods per voyage. (33% boost, then 70% return)

If you use a more realistic example and say you'd only lose 5% success, expected return is 9 trade goods per voyage.

 

It may seem counterintuitive to run with lower percents to take merchants, but in the grand scheme of things the boost payout from success more than offsets the extra failures. 

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The actual loss of success for most voyages taking a merchant into account is closer to around 10~20% in worse case scenarios (10~20% of the success chance that is, so for example, a 80% success would perhaps drop to 64~72%), so merchants are, under almost all circumstances, are better. The only merchant that is dubious is Ardougne shopkeeper.

 

Also, for normal goods, it is always better to go for the higher reward voyages, their average good per voyage is much higher than lower ones.

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