Sunless Sea: Difference between revisions

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* <div class="spoiler">The First Curator</div> in <div class="spoiler">Venderbight</div> gives you a game-spanning quest which can make you a lot of money in exchange for some fairly niche items, some of which can be acquired very early.
* <div class="spoiler">The First Curator</div> in <div class="spoiler">Venderbight</div> gives you a game-spanning quest which can make you a lot of money in exchange for some fairly niche items, some of which can be acquired very early.


* Pages is much harder to raise than the other stats since no officers teach it, so bear that in mind when choosing your background. On the other hand, completing a certain questline that starts at the <div class="spoiler">Salt Lions</div> without choosing a background gets you a nice persistent bonus, and you can always pick a background later.
* Pages is much harder to raise than the other stats since no officers teach it, so bear that in mind when choosing your background. Helping the Merchant Venturer with all his requests will give a nice persistent (carries on to other captains) bonus to pages as well as some extra cash.
 
* A persistent bonus for every stat can be acquired by completing various questlines and will be discovered through normal play. The exception is veils, which requires that you complete a relatively early quest without choosing a background. There are opportunities to choose a background later in the game if you decide to go this route.


* Try to get a better house and a will sooner rather than later as it lets you convert Captivating Treasures to Heirlooms and therefore transfer money to your successor.
* Try to get a better house and a will sooner rather than later as it lets you convert Captivating Treasures to Heirlooms and therefore transfer money to your successor.
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* You can sell a whole bunch of items to the Alarming Scholar, but nearly all of them are used for interactions elsewhere. In general, the harder something is to come by, the more likely it is to be useful for something other than selling.
* You can sell a whole bunch of items to the Alarming Scholar, but nearly all of them are used for interactions elsewhere. In general, the harder something is to come by, the more likely it is to be useful for something other than selling.
* Killing zeebeasts and ships will reduce terror as well as reward supplies and other things. This is essential for long trips.
* It's a good idea to always carry a couple bottles of wine and foxfire candles wherever you go. If you have lots of space, take a flare and some coffee as well.
* Faster engines consume more fuel. Larger crews consume more food. So consider carefully before upgrading the starter ship, and if you do, try to work in a profitable trade or two for each journey (coffee, sphinxstone, sunlight, clay men, etc) so you don't end in a financial death spiral. There's no advantage to running with a full crew either so just keep a buffer so you don't go below 50% crew.
* Why is my new captain not getting a stat bonus: This isn't explained properly anywhere. The next captain inherits 50% of the previous captain's bonus minus 50, without crew bonuses. So if your first captain has 100 veils, the next gets a bonus of 25. If they have 52, the next captain gets a bonus of 1.


[[Category:Games]]
[[Category:Games]]