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The player's loyalties may change over the course of the game; they may also hold rank with multiple countries and may turn to piracy at any time.

Gameplay is open-ended; the player may choose to attack enemy ships or towns, hunt pirates, seek buried treasure, rescue long-lost family members, or even avoid violence altogether and seek to increase their wealth through trade.

The game also has no predetermined end, although as time goes on, it becomes more difficult to recruit crew members. As the player character ages, fighting becomes more difficult, and deteriorating health will eventually force the character into retirement.

The game ends when the player retires, at which point they are given a position in their future life, from beggar to King's advisor, based on accumulated wealth, land, rank, marital status, and other accomplishments.

The era of play is one of the choices given to a player at game-start. Different eras provide a different challenge, as political and economic power shifts between the four fledgling European empires.

Choosing the earliest choice as the starting year places the player in the Caribbean almost devoid of influence but that of Spain, while the latest choice provides a mature Caribbean with many non-Spanish colonies and an overall higher degree of activity in the region.

The other choices include , , , and , with the progressive effect of reducing Spanish dominance in favor of the other nations, while increasing seafaring traffic.

Ship designs are also era-dependent, with some types of ships appearing more frequently in certain eras and less in others, and certain ship types being used near-exclusively by certain nations.

The game tests a wide range of skills: hand-eye coordination during the fencing sections, tactical ability during the land and sea combat phases, and strategic thinking, for everything from choosing a wife to deciding when to divide up the plunder.

Moreover, each game is likely to take a different course, as most events in the game are random, including the economic and political systems, and early in the game, these can greatly affect future strategic options.

In the course of the game a player may try to tack in a frigate in order to run down a smaller and faster pinnace , but must be fortunate enough to have the weather gage.

One of the most innovative features of Pirates! In Pirates! This not only creates a new experience each time the game is played, but also requires the player to remain flexible, and be ready to exploit possibilities when they occur.

Changes happen whenever time passes and they are unrelated to player actions. In fact, in this game in the series, random events do not have any graphical representation, and the player can do nothing to prevent them.

The most important random factor in the game lies in the diplomatic relations between the four nations laying claim to the Caribbean.

Relations may differ greatly from game to game, and can shift in an instant, creating and removing opportunities, possibly even for long periods of time.

The player generally benefits from periods of war between two or more countries, because any aggression towards a country's ships or cities, which occurs often if not specifically avoided, will gain recognition with its enemies, prompting them to bestow the player with land, titles, and other benefits.

During peacetime, the player can only benefit from the capture of pirates on the high seas, which is seen as favorable by all nations, but is a rare occurrence.

Cities are also dynamic, with statistics like wealth and population fluctuating constantly. The player can access any city's statistics.

Knowing the statistics of a city helps the player plan ahead, especially with regards to trading or any desire to raid or conquer cities.

The original versions of Pirates! Users were asked the time at which various treasure ships were arriving at the port. If the time was wrong, the game would continue, but at a much higher difficulty level that would frustrate most people.

In early , Meier and fellow MicroProse designer Arnold Hendrick wanted to create a role-playing adventure game, but Meier's business partner Bill Stealey was skeptical of producing non-vehicle simulations.

With five successful years behind him, Microprose considered star designer Sid Meier a selling point and chose to put his name on the box of his next game, despite a shift away from combat simulators he had become known for.

And he kept us in stitches for two hours. And he turns to me and says 'Bill, you should put Sid's name on a couple of these boxes, and promote him as the star.

Meier in his interview said that " Pirates! And that allowed us to very quickly bring in new pictures. Meier admits that Pirates!

Its puzzles appealed more to female gamers than previous products from MicroProse, a company known for military simulations like F Strike Eagle.

The magazine concluded that the game "is a real treasure". The reviewers gave the game 5 out of 5 stars. He stated that Pirates! In , Computer Gaming World described Pirates!

Gold as adding "three disks of graphical gold" to "a great game engine". The magazine stated that the game "has much to offer a new player and comes with the highest of recommendations", but warned those familiar with the original that "it was "not a significantly revised game with fresh game play".

In , Computer Gaming World named Pirates! Contenus bonus. Configuration minimale requise :. Ce jeu utilise DOSBox.

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Plus utiles. Plus positives. Filtres :. Men fell into the sea. The year began very well for a pirate named Sam Bellamy. He and his men had been prowling the waters of the Caribbean Sea and the Atlantic Ocean.

Their prey was ships traveling between the Caribbean islands and England‚ÄĒships laden with gold and silver and silk and spices. Bellamy had men in his crew and a fleet of five stolen ships.

Their best ship was the Whydah , which Bellamy and the crew had recently taken from English slave traders.

The ship was big, fast, and sturdy. Terrified ship captains surrendered quickly when they saw the Whydah on their tails, its black flag raised, its huge cannons ready to fire.

They expected Bellamy and his men to steal their ships and kill them all. He was a thief, and a very successful one.

In just one year, Bellamy and his men had looted more than 50 ships. By April , the Whydah was filled with plundered treasures, including bags of gold and silver coins.

It was time to head to their hideaway: an island off the coast of Maine. There, they would divide up their booty and head their separate ways.

As the fleet sailed north, Bellamy ordered the Whydah to make a stop on the shores of Cape Cod. Whatever lured Bellamy to the Cape, he never made it.

On April 26, when the ship was just feet from the shores of the Cape town of Wellfleet, a vicious storm swept in. Howling, mile-per-hour winds tore apart sails and toppled men like toy soldiers.

The pirate crew struggled to keep the ship under control and away from the rocky shore. But suddenly, a monstrous gust of wind took hold of the Whydah and sent it slamming into a sandbar.

The ship broke apart. Hammering waves finished the job. Men tumbled into the sea as massive cannons and wooden masts came crashing down over them.

One hundred and forty-four men drowned, including Sam Bellamy. Barry Clifford grew up on Cape Cod in the s and s.

He heard all about the Whydah from his Uncle Bill. Uncle Bill knew every detail about Bellamy, the bags of gold and silver, and that killer storm.

Young Barry often stared out at the ocean. Many people said the treasure was gone. They said that in the days after the storm, local people had swum out to the wreckage.

They stuffed their pockets with gold and silver coins. Uncle Bill disagreed. He thought the treasure was still out there, waiting to be found.

Barry believed him. And when Barry grew up, he decided to prove that his uncle was right. Barry was an experienced diver, and he knew the waters of Cape Cod.

But first he had to figure out where, exactly, the Whydah had sunk. Some people said that the gold and silver was gone.

They believed that people swam out after the storm and took the coins. Uncle Bill believed the treasure was still at the bottom of the ocean.

Barry agreed with him. When he grew up, he wanted to prove that Uncle Bill knew what he was talking about.

He wanted to find the treasure. First Barry had to figure out where the Whydah sank. He studied maps of the area. He asked the state of Massachusetts to let him explore the ocean.

The state said yes. Then he got special equipment and a crew. This cost a lot of money. Barry and his crew started looking for treasure in May They dove down to the bottom of the ocean.

They used their equipment. At first, they found a lot of junk. After months of searching, they had to stop. The water was too cold and rough.

In July , the men were ready to quit. But one of the divers found what looked like a large rock. Barry tapped it.

It broke. What was inside? A sparkly silver coin. It was part of the treasure! Uncle Bill knew all about Bellamy. He knew about the bags of gold and silver.

He knew about that killer storm. He wondered: What happened to the treasure? They said that after the storm, people had swum out to the wreckage.

Uncle Bill did not agree. And when Barry grew up, he wanted to prove that his uncle was right. Barry was a strong diver, and he knew the waters of Cape Cod.

His Uncle Bill knew every detail about Bellamy and Maria, the bags of gold, and the killer storm. As young Barry built sand castles on the wide beaches of Cape Cod, he often gazed at the water.

Some people insisted that the treasure was gone. They said that in the days after the storm, local people had swum out to the wreckage and stuffed their pockets with gold and silver coins.

But Uncle Bill disagreed. He thought the treasure was still out there, waiting. And when he grew up, he decided to prove his uncle right.

Barry was 36 years old when he began his search for the Whydah. He was an experienced diver, and he knew the waters of Cape Cod. But he needed help.

Finding sunken treasure is complicated and difficult. Barry needed money‚ÄĒhundreds of thousands of dollars‚ÄĒand special equipment. He would also have to get permission from the state of Massachusetts.

A treasure hunter is not allowed to just jump into the water, search an ancient wreck, and fill a sack with gold coins and priceless gems.

He or she must get permission first and then follow strict rules. Shipwrecks are historical treasures‚ÄĒunderwater museums‚ÄĒwith much to tell us about the past.

If he found the Whydah , Barry would have to prove that he would safeguard the artifacts so others could learn from them.

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