Just for your convenience, courtesy of Kim Soares and Shauku who told me where to look, since it's hard to dig them up from locales/en/_strings.txt, all the ingame tips at once:
READ THEM.
//Loading screen texts
//port
str_PORTLOAD_TITLE1 = Trading Post
str_PORTLOAD_DESC1 = Trading Posts are centralized places of commerce where company officials can easily gain access to regional products. Building higher level trading posts into ports that you own not only makes the items more affordable to you but the port also has larger amounts of the local main trade item.
str_PORTLOAD_TITLE2 = Warehouse
str_PORTLOAD_DESC2 = Warehouses enable you to store trade items. They also facilitate buying trade items when they are at their cheapest, even if you do not have any fleets in the port. You can move items from your warehouse into a fleet you have in the same port any time or sell items through the trading post.
str_PORTLOAD_TITLE3 = Fort
str_PORTLOAD_DESC3 = Building a fort into your port greatly enhances its defensive capabilities. Fort gives bonuses to the defending forces. Forts also have cannons, which make them capable of damaging or even destroying attacking enemy ships.
str_PORTLOAD_TITLE4 = Save money for cargo
str_PORTLOAD_DESC4 = Make sure you do not spend all your money on ships and port upgrades. Large amounts of cargo, especially Main Trade Items, can cost a lot.
str_PORTLOAD_TITLE5 = War and peace
str_PORTLOAD_DESC5 = You can declare war to other companies through diplomacy. Attacking their ports or fleets will have the same effect sooner or later. Peace can only be made through diplomacy, but your enemy might not be willing to make peace, so do not declare war too lightly.
str_PORTLOAD_TITLE6 = Main Trade Items
str_PORTLOAD_DESC6 = Main Trade Items are the most sought after trade items. They are available only in specific ports and all Companies want them. They are crucial for reaching campaign mission goals and usually give the highest profit, too. Be sure to secure your access to them, otherwise your Company is not going to do well.
str_PORTLOAD_TITLE7 = Supply and demand
str_PORTLOAD_DESC7 = Paying attention to the price development of different Trade Items is important for maximising your profits. For example, when you bring back and sell large amount of silk at your Home Port, its price will decrease. On the other hand, if you do not sell silk at your Home Port for some time, its price will slowly increase. Playing into this price development is the key for making the optimal profit.
str_PORTLOAD_DESC8 = Paying attention to the price development of different Trade Items is important for maximising your profits. For example, when a large amount of tea is available at a foreign port, its price there will be low. The less there is available, the higher the price. Paying attention to proces and making purchases at the right time is the key for making the optimal profit.
str_PORTLOAD_TITLE9 = Generic Trade Items
str_PORTLOAD_DESC9 = Generic Trade Items are not as valuable as Main Trade Items, but they can still be of profit to you. Generic Trade Items are a good choice when you have extra cargo space available. The worst option is to make your fleet sail with half-empty cargo holds.
str_PORTLOAD_TITLE10 = Export Items
str_PORTLOAD_DESC10 = Export Items are Generic Trade Items available at your Home Port. They can be exported to the far-away foreign lands to try and make at least some profit from the journey. You can hardly make a business out of them, but it is better than having fleets sail with empty cargo holds.
str_PORTLOAD_TITLE11 = Financial report
str_PORTLOAD_DESC11 = At the start of every year you automatically get a financial report concerning the previous year. It is a good idea to spend a moment to see what kind of income you have had and where your money was spent. If the total is negative for many years, you better come up with a strategy on how to increase the profits. After all, it's all about the profit.
str_PORTLOAD_TITLE12 = Winning by conquest
str_PORTLOAD_DESC12 = You can win immediately by capturing all 12 Indian ports and holding them for 10 years. Indian ports are those that produce spices, tea, silk and porcelain. Matara is also an Indian port.
str_PORTLOAD_TITLE13 = Diplomacy
str_PORTLOAD_DESC13 = Diplomatic negotiations are not only affected by your relationship to the nation you are negotiating with. Company power has major effect on diplomacy and your relationships towards all the other companies are taken into account, too. Remember that "enemy of my enemy is my friend".
str_PORTLOAD_TITLE14 = Diplomacy
str_PORTLOAD_DESC14 = If the campaign mission's deadline is approaching fast and you still haven't met the import quotas of some Main Trade Items, you can try to acquire the required items from other companies through diplomacy. They might have what you need in their warehouses.
str_PORTLOAD_TITLE15 = Diplomacy
str_PORTLOAD_DESC15 = Diplomacy is seldom fair. A large company can easily bully small and weak companies into accepting bad deals or even demand money and items for free. Even small companies are not stupid, however, and these tactics will not work too often. Check the company power in Game Info/statistics to see who is strong and who is not.
str_PORTLOAD_TITLE16 = Threatening with war
str_PORTLOAD_TITLE17 = Negative experience
str_PORTLOAD_DESC17 = If your ship has suffered casualties to her crew, some of the ship experience is lost when replacements are hired. This represents the fact that new crew members are not as experienced. It is the crew that gains experience, not the ship.
//strategic
str_STRATEGICLOAD_TITLE1 = Automatic trading routes
str_STRATEGICLOAD_DESC1 = A fleet assigned to an automatic trading route will buy all main trade items available at the target port and then sail back to your Home Port and sell them. The fleet will then buy export items from the Home Port before starting another journey. If the target port has no main trade item, the fleet will buy whatever items are most profitable.
str_STRATEGICLOAD_TITLE2 = View Range
str_STRATEGICLOAD_DESC2 = On the strategic level, you will see only the areas that are in the visual range of your fleets or ports in real time. To better see what other companies are doing it is important to use fast fleets to scout or to patrol key locations. You can toggle View Range on and off from they eye icon located at the lower left corner of the map.
str_STRATEGICLOAD_TITLE3 = Slowest ship dictates speed
str_STRATEGICLOAD_DESC3 = The speed of the fleet on the strategic level depends on the speed of the slowest ship in the fleet. If you want to have a fast fleet, make sure you do not include ships like galleons or flutes into it.
str_STRATEGICLOAD_TITLE4 = Fleet range
str_STRATEGICLOAD_DESC4 = Fleets have a range that represents their need to visit ports for supplies. This range diminishes whenever the fleet moves on the strategic level. The range is reset automatically every time the fleet visits a port, and fleets on long journeys will do this automatically. If a fleet has no more range, its speed is reduced to a crawl.
str_STRATEGICLOAD_TITLE5 = Mailbox
str_STRATEGICLOAD_DESC5 = You will receive many types of messages in your mailbox located in the bottom right corner of the screen. They can be communiqués from rival companies, missions from company directors or notifications of different events. Reading a message will remove it from the mail box immediately.
str_STRATEGICLOAD_TITLE6 = Navigation experience
str_STRATEGICLOAD_DESC6 = Your ship's crew gains navigation experience while they sail from port to port. When a ship has gained enough navigation experience it will gain a level automatically. Ship's navigation level is indicated by stars above the anchor in the ship icon. Each level will slightly increase speed, range and view area of the ship.
str_STRATEGICLOAD_TITLE7 = Pact
str_STRATEGICLOAD_DESC7 = You can enter into a pact with another company through diplomacy. Pact enables your fleets to enter the ports of the other company so that they can replenish range and crew.
str_STRATEGICLOAD_TITLE8 = Resupply points
str_STRATEGICLOAD_DESC8 = Make sure that your fleets have access to ports along the route to India. Otherwise your fleets will always run out of range on that part of the journey.
str_STRATEGICLOAD_TITLE9 = Campaign missions
str_STRATEGICLOAD_DESC9 = Make sure that you meet all the required goals in time. Failing a campaign mission will result in your company being closed down by the Crown.
str_STRATEGICLOAD_TITLE10 = Failing port attack
str_STRATEGICLOAD_DESC10 = If you attack native port and fail the attack, your fleets will not be able to enter that port for a long time. Ports that you cannot enter have their names in red.
str_STRATEGICLOAD_TITLE11 = Fleet behaviour
str_STRATEGICLOAD_DESC11 = You can choose what kind of behaviour your fleets have in the strategic level. Change the behaviour by clicking on the small face icon on the fleet commands. There are four modes. Cautious: Slower speed, greater chance of avoiding combat. Normal: Default mode. Hostile: Attack pirates and all fleets of the companies you are in war with. Aggressive: Attack everyone but the fleets of your allies or companies you have a pact with.
str_STRATEGICLOAD_TITLE12 = Conquer India
str_STRATEGICLOAD_DESC12 = You can win the game also by conquering the whole East Indies. This requires you to capture all 12 East Indian ports and keep them under your rule for 10 years straight.
str_STRATEGICLOAD_TITLE13 = Alliance
str_STRATEGICLOAD_DESC13 = You can enter into an alliance with another company through diplomacy. This enables you to access the ports of the other company just like they were your own, and you can even trade there.
str_STRATEGICLOAD_TITLE14 = Winning by force
str_STRATEGICLOAD_DESC14 = Forcing all other companies out of business is one way to win. Sink all their fleets yourself or use diplomacy to manipulate them to get at each other's throats.
str_STRATEGICLOAD_TITLE15 = Losing ports
str_STRATEGICLOAD_DESC15 = Losing ports can have significant consequences. Losing an important refill point can cripple all your fleets going back and forth to India. If you lose a port with a Main Trade Item you might not be able to meet campaign mission requirements in time, unless you have a secondary source for that MTI. Make sure that the defenses in your key ports are up to date.
//tactical
str_TACTICALLOAD_TITLE1 = Fleeing the battle
str_TACTICALLOAD_DESC1 = If things look grim, you can always try to flee from the enemy. Ships ordered to flee will automatically leave the battle once they get far enough from the enemy. Ships that manage to flee are not lost, as you will get them back after the battle, even if you lost the fight.
str_TACTICALLOAD_TITLE2 = Profits of boarding
str_TACTICALLOAD_DESC2 = Boarding an enemy ship is always risky. However, there are two big benefits: the ship itself and its cargo. If you board an enemy vessel and win the fight, you get both the ship and whatever cargo it might be carrying. If you do not want the ship, you can always leave it behind after taking the cargo.
str_TACTICALLOAD_TITLE3 = Avoid being shot
str_TACTICALLOAD_DESC3 = Even on high seas you are not completely out of cover. A good tactic is to use waves to your advantage so that enemy shots will hit water instead of your ship. Small and fast ships can also use their speed: sailing directly towards the enemy ship often leaves it no time to aim effectively.
str_TACTICALLOAD_TITLE4 = Ballistics and range
str_TACTICALLOAD_DESC4 = Cannon balls do not fly in a straight line. If your ship is on top of the wave, its shots will fly a bit farther. The angle of the ship can have a major effect on the range. Note that a chain shot has a reduced range and a grape shot is best employed at almost point blank range.
str_TACTICALLOAD_TITLE5 = Battlecam
str_TACTICALLOAD_DESC5 = Battlecam is available in Direct Command mode. It is an excellent way of keeping track of what is happening around you. It is especially handy when targeting enemy ships: use the side view, and when the enemy is roughly in the middle of the view, fire your cannons!
str_TACTICALLOAD_TITLE6 = Limited ammunition
str_TACTICALLOAD_DESC6 = All ship types have a limited amount of ammunition they can carry. Especially the smaller ships can easily run out of ammunition in a prolonged battle. A wise captain will use his shots sparingly and fire only when there is a good chance of actually hitting the enemy. Also, pay attention to enemy fire. If they seem to have run out of ammunition, go for it.
str_TACTICALLOAD_TITLE7 = Surrendering in battle
str_TACTICALLOAD_DESC7 = If your ship is about to be sunk to the bottom of the sea, it might be a good idea to surrender. A surrendered ship will hoist a white flag and cease all action. You have no control over a surrendered ship during the rest of the battle, but if you win you get it back. Sometimes this is a good way to try saving a valuable ship or cargo. On the other hand, if you lose the battle, the enemy gets your ship and the cargo it was carrying.
str_TACTICALLOAD_TITLE8 = Ram them!
str_TACTICALLOAD_DESC8 = Ramming an enemy ship is sure way to inflict a lot of damage. The downside is that your ship will suffer an equal punishment. Use size to your advantage: If an enemy sloop or cutter gets in the way of your frigate, just run it over. Ramming can also be used as a last resort to take the enemy with you if your ship is going down anyway.
str_TACTICALLOAD_TITLE9 = Marines
str_TACTICALLOAD_DESC9 = Larger ships can take marines on board. Marines take up cargo space (1 ton per marine), but they more than make up for it with their combat prowess. Marines shoot the enemy crew with their muskets when in range and are invaluable in boarding actions. They should also be used whenever you are attacking a port.
str_TACTICALLOAD_TITLE10 = Cannons
str_TACTICALLOAD_DESC10 = There are three different types of cannons: light, medium and heavy. Besides doing more damage, larger cannons also have a greater range. Each ship type uses only one cannon type. You can tell what kind of cannons a ship has by the cannon icon.
str_TACTICALLOAD_TITLE11 = Commanders
str_TACTICALLOAD_DESC11 = Commanders are powerful characters. They can turn the tide of a battle with their skills. Some commander skills are passive and automatically in effect all the time. Other skills are active and can only be used for a short duration at a time.
str_TACTICALLOAD_TITLE12 = Combat experience
str_TACTICALLOAD_DESC12 = Your ship's crew gains combat experience through naval battles. When a ship has gained enough combat experience it will gain a level automatically. A ship's combat level is indicated by stars above the swords in the ship icon. Each level will slightly decrease the time it takes to fire the cannons, increase cannon damage and decrease the amount of damage the crew receives from enemy fire. It also increases morale of the crew.
str_TACTICALLOAD_TITLE13 = Wind direction
str_TACTICALLOAD_DESC13 = Pay attention to wind direction as it affects the speed of your ships. You can check the relative wind direction from the compass ring or just by taking a look at where the flags and pennants on your ships point. They always point away from the wind.
str_TACTICALLOAD_CUTTER_TITLE = Cutter
str_TACTICALLOAD_CUTTER_DESC = Naval cutters are the smallest warships. With their light cannons they have no chance against larger warships, and they should avoid getting too close to the more heavily armed transports, too. Their great speed and agility are their best advantage. Cutters are good vessels for scouting, and in packs they can go against ships like schooners or xebecs that pirates often use.
str_TACTICALLOAD_EMAN_TITLE = East Indiaman
str_TACTICALLOAD_EMAN_DESC = The East Indiamen are a special class of ships. They were designed based on the experiences gathered from long and arduous voyages to India. East Indiamen are the largest merchant vessels around but they are also well armed and thus able to defend themselves very well. They were often even painted to resemble warships, and in a way they are as close to warships as merchant ships get.
str_TACTICALLOAD_SLOOP_TITLE = Sloop
str_TACTICALLOAD_SLOOP_DESC = Merchant sloops are very affordable ships. They are also very fast, but cannot take large amounts of cargo. They are ideal for carrying small precious items like gold or diamonds. Merchant sloops are very lightly armed and should avoid confrontation with any enemy. In a tight situation, a sloop should try to outrun its enemies at all costs. Due to their cheap price, they are good ships to start with.
str_TACTICALLOAD_SOTL_TITLE = Ship-of-the-line
str_TACTICALLOAD_SOTL_DESC = Ships-of-the-line were battleships of the sailing ship era. 90 gun SOTL's, often called 1st or 2nd rate, were the most powerful of them all. They could have more than a hundred cannons on three decks and nearly a thousand men in their crew. Ships-of-the-line were specifically built to fight in a line formation, sailing past the enemy and bombarding it with broadsides. Due to their large size they are slow and sluggish to manoeuvre.
str_TACTICALLOAD_SCHOONER_TITLE = Schooner
str_TACTICALLOAD_SCHOONER_DESC = Schooners are fast ships that are well suited for trading and scouting. They have enough light cannons to be a threat to merchant ships, especially in large numbers. This makes them suitable for piracy and many pirates employ them as small fleets, quickly attacking lone cargo ships without escort.
str_TACTICALLOAD_BRIG_TITLE = Brig
str_TACTICALLOAD_BRIG_DESC = Brigs are versatile ships that can be used as warships or transports. They are quite maneuverable and agile ships in battle but should not engage in one-on-one battles with frigates or even East Indiamen. Like cargo ships, brigs have a moderate cargo space and they are relatively fast. They do require a large crew to operate them.
str_TACTICALLOAD_FLUTE_TITLE = Flute
str_TACTICALLOAD_FLUTE_DESC = Flute, also known as Fluyt, is a transport ship originating from the Netherlands. Dutch East India Company uses flutes in large numbers, but other nations have adopted it, too. It is a very seaworthy vessel, easily capable of enduring the long voyages on the high seas. A flute has medium cannons, but it is no match for warships and should avoid combat.
str_TACTICALLOAD_XEBEC_TITLE = Xebec
str_TACTICALLOAD_XEBEC_DESC = Xebec, with its distinctively graceful look, is a good all-around ship that can be used in multiple roles. Xebecs are usually slightly smaller than frigates and not as heavily armed, either. They have a history of being corsair ships and they were often seen in the Mediterranean. Their high speed gives an advantage over the slower-moving prey and they also have good maneuverability. Xebecs are also quite well suited for merchant vessels.
str_TACTICALLOAD_GALLEON_TITLE = Galleon
str_TACTICALLOAD_GALLEON_DESC = Galleon is a well-armed warship also capable of taking aboard large amounts of cargo. They are best known for their role in the Spanish treasure fleet in the Caribbean, but they are no less usable in the East Indian trade, and all Companies employ them. Galleons were originally developed during 16th century. During 18th century they became somewhat obsolete because of ship types like the East Indiaman and the Ship-of-the-Line.
str_TACTICALLOAD_SOTLL_TITLE = Ship-of-the-line, 46-gun
str_TACTICALLOAD_SOTLL_DESC = Ship-of-the-line was designed to be used in a line formation. This way they could sail past the enemy and fire a broadside after broadside in rapid succession. These are not agile or fast ships. If the enemy would decide to make a run for it, a ship-of-the-line would have a hard time catching up. Being able to transport large number of marines, ships-of-the-line are also excellent when attacking enemy ports.
str_TACTICALLOAD_FRIGATE_TITLE = Frigate
str_TACTICALLOAD_FRIGATE_DESC = Frigates are large warships useful in many different roles. They can go head to head against any enemy, save for ships-of-the-line. Their high speed makes frigates good ships for escorting faster merchant ships. Being fast, frigates are also good cruisers, patrolling on the sea alone or in pairs, hunting pirates or blockading enemy ports.
READ THEM.
//Loading screen texts
//port
str_PORTLOAD_TITLE1 = Trading Post
str_PORTLOAD_DESC1 = Trading Posts are centralized places of commerce where company officials can easily gain access to regional products. Building higher level trading posts into ports that you own not only makes the items more affordable to you but the port also has larger amounts of the local main trade item.
str_PORTLOAD_TITLE2 = Warehouse
str_PORTLOAD_DESC2 = Warehouses enable you to store trade items. They also facilitate buying trade items when they are at their cheapest, even if you do not have any fleets in the port. You can move items from your warehouse into a fleet you have in the same port any time or sell items through the trading post.
str_PORTLOAD_TITLE3 = Fort
str_PORTLOAD_DESC3 = Building a fort into your port greatly enhances its defensive capabilities. Fort gives bonuses to the defending forces. Forts also have cannons, which make them capable of damaging or even destroying attacking enemy ships.
str_PORTLOAD_TITLE4 = Save money for cargo
str_PORTLOAD_DESC4 = Make sure you do not spend all your money on ships and port upgrades. Large amounts of cargo, especially Main Trade Items, can cost a lot.
str_PORTLOAD_TITLE5 = War and peace
str_PORTLOAD_DESC5 = You can declare war to other companies through diplomacy. Attacking their ports or fleets will have the same effect sooner or later. Peace can only be made through diplomacy, but your enemy might not be willing to make peace, so do not declare war too lightly.
str_PORTLOAD_TITLE6 = Main Trade Items
str_PORTLOAD_DESC6 = Main Trade Items are the most sought after trade items. They are available only in specific ports and all Companies want them. They are crucial for reaching campaign mission goals and usually give the highest profit, too. Be sure to secure your access to them, otherwise your Company is not going to do well.
str_PORTLOAD_TITLE7 = Supply and demand
str_PORTLOAD_DESC7 = Paying attention to the price development of different Trade Items is important for maximising your profits. For example, when you bring back and sell large amount of silk at your Home Port, its price will decrease. On the other hand, if you do not sell silk at your Home Port for some time, its price will slowly increase. Playing into this price development is the key for making the optimal profit.
str_PORTLOAD_DESC8 = Paying attention to the price development of different Trade Items is important for maximising your profits. For example, when a large amount of tea is available at a foreign port, its price there will be low. The less there is available, the higher the price. Paying attention to proces and making purchases at the right time is the key for making the optimal profit.
str_PORTLOAD_TITLE9 = Generic Trade Items
str_PORTLOAD_DESC9 = Generic Trade Items are not as valuable as Main Trade Items, but they can still be of profit to you. Generic Trade Items are a good choice when you have extra cargo space available. The worst option is to make your fleet sail with half-empty cargo holds.
str_PORTLOAD_TITLE10 = Export Items
str_PORTLOAD_DESC10 = Export Items are Generic Trade Items available at your Home Port. They can be exported to the far-away foreign lands to try and make at least some profit from the journey. You can hardly make a business out of them, but it is better than having fleets sail with empty cargo holds.
str_PORTLOAD_TITLE11 = Financial report
str_PORTLOAD_DESC11 = At the start of every year you automatically get a financial report concerning the previous year. It is a good idea to spend a moment to see what kind of income you have had and where your money was spent. If the total is negative for many years, you better come up with a strategy on how to increase the profits. After all, it's all about the profit.
str_PORTLOAD_TITLE12 = Winning by conquest
str_PORTLOAD_DESC12 = You can win immediately by capturing all 12 Indian ports and holding them for 10 years. Indian ports are those that produce spices, tea, silk and porcelain. Matara is also an Indian port.
str_PORTLOAD_TITLE13 = Diplomacy
str_PORTLOAD_DESC13 = Diplomatic negotiations are not only affected by your relationship to the nation you are negotiating with. Company power has major effect on diplomacy and your relationships towards all the other companies are taken into account, too. Remember that "enemy of my enemy is my friend".
str_PORTLOAD_TITLE14 = Diplomacy
str_PORTLOAD_DESC14 = If the campaign mission's deadline is approaching fast and you still haven't met the import quotas of some Main Trade Items, you can try to acquire the required items from other companies through diplomacy. They might have what you need in their warehouses.
str_PORTLOAD_TITLE15 = Diplomacy
str_PORTLOAD_DESC15 = Diplomacy is seldom fair. A large company can easily bully small and weak companies into accepting bad deals or even demand money and items for free. Even small companies are not stupid, however, and these tactics will not work too often. Check the company power in Game Info/statistics to see who is strong and who is not.
str_PORTLOAD_TITLE16 = Threatening with war
str_PORTLOAD_TITLE17 = Negative experience
str_PORTLOAD_DESC17 = If your ship has suffered casualties to her crew, some of the ship experience is lost when replacements are hired. This represents the fact that new crew members are not as experienced. It is the crew that gains experience, not the ship.
//strategic
str_STRATEGICLOAD_TITLE1 = Automatic trading routes
str_STRATEGICLOAD_DESC1 = A fleet assigned to an automatic trading route will buy all main trade items available at the target port and then sail back to your Home Port and sell them. The fleet will then buy export items from the Home Port before starting another journey. If the target port has no main trade item, the fleet will buy whatever items are most profitable.
str_STRATEGICLOAD_TITLE2 = View Range
str_STRATEGICLOAD_DESC2 = On the strategic level, you will see only the areas that are in the visual range of your fleets or ports in real time. To better see what other companies are doing it is important to use fast fleets to scout or to patrol key locations. You can toggle View Range on and off from they eye icon located at the lower left corner of the map.
str_STRATEGICLOAD_TITLE3 = Slowest ship dictates speed
str_STRATEGICLOAD_DESC3 = The speed of the fleet on the strategic level depends on the speed of the slowest ship in the fleet. If you want to have a fast fleet, make sure you do not include ships like galleons or flutes into it.
str_STRATEGICLOAD_TITLE4 = Fleet range
str_STRATEGICLOAD_DESC4 = Fleets have a range that represents their need to visit ports for supplies. This range diminishes whenever the fleet moves on the strategic level. The range is reset automatically every time the fleet visits a port, and fleets on long journeys will do this automatically. If a fleet has no more range, its speed is reduced to a crawl.
str_STRATEGICLOAD_TITLE5 = Mailbox
str_STRATEGICLOAD_DESC5 = You will receive many types of messages in your mailbox located in the bottom right corner of the screen. They can be communiqués from rival companies, missions from company directors or notifications of different events. Reading a message will remove it from the mail box immediately.
str_STRATEGICLOAD_TITLE6 = Navigation experience
str_STRATEGICLOAD_DESC6 = Your ship's crew gains navigation experience while they sail from port to port. When a ship has gained enough navigation experience it will gain a level automatically. Ship's navigation level is indicated by stars above the anchor in the ship icon. Each level will slightly increase speed, range and view area of the ship.
str_STRATEGICLOAD_TITLE7 = Pact
str_STRATEGICLOAD_DESC7 = You can enter into a pact with another company through diplomacy. Pact enables your fleets to enter the ports of the other company so that they can replenish range and crew.
str_STRATEGICLOAD_TITLE8 = Resupply points
str_STRATEGICLOAD_DESC8 = Make sure that your fleets have access to ports along the route to India. Otherwise your fleets will always run out of range on that part of the journey.
str_STRATEGICLOAD_TITLE9 = Campaign missions
str_STRATEGICLOAD_DESC9 = Make sure that you meet all the required goals in time. Failing a campaign mission will result in your company being closed down by the Crown.
str_STRATEGICLOAD_TITLE10 = Failing port attack
str_STRATEGICLOAD_DESC10 = If you attack native port and fail the attack, your fleets will not be able to enter that port for a long time. Ports that you cannot enter have their names in red.
str_STRATEGICLOAD_TITLE11 = Fleet behaviour
str_STRATEGICLOAD_DESC11 = You can choose what kind of behaviour your fleets have in the strategic level. Change the behaviour by clicking on the small face icon on the fleet commands. There are four modes. Cautious: Slower speed, greater chance of avoiding combat. Normal: Default mode. Hostile: Attack pirates and all fleets of the companies you are in war with. Aggressive: Attack everyone but the fleets of your allies or companies you have a pact with.
str_STRATEGICLOAD_TITLE12 = Conquer India
str_STRATEGICLOAD_DESC12 = You can win the game also by conquering the whole East Indies. This requires you to capture all 12 East Indian ports and keep them under your rule for 10 years straight.
str_STRATEGICLOAD_TITLE13 = Alliance
str_STRATEGICLOAD_DESC13 = You can enter into an alliance with another company through diplomacy. This enables you to access the ports of the other company just like they were your own, and you can even trade there.
str_STRATEGICLOAD_TITLE14 = Winning by force
str_STRATEGICLOAD_DESC14 = Forcing all other companies out of business is one way to win. Sink all their fleets yourself or use diplomacy to manipulate them to get at each other's throats.
str_STRATEGICLOAD_TITLE15 = Losing ports
str_STRATEGICLOAD_DESC15 = Losing ports can have significant consequences. Losing an important refill point can cripple all your fleets going back and forth to India. If you lose a port with a Main Trade Item you might not be able to meet campaign mission requirements in time, unless you have a secondary source for that MTI. Make sure that the defenses in your key ports are up to date.
//tactical
str_TACTICALLOAD_TITLE1 = Fleeing the battle
str_TACTICALLOAD_DESC1 = If things look grim, you can always try to flee from the enemy. Ships ordered to flee will automatically leave the battle once they get far enough from the enemy. Ships that manage to flee are not lost, as you will get them back after the battle, even if you lost the fight.
str_TACTICALLOAD_TITLE2 = Profits of boarding
str_TACTICALLOAD_DESC2 = Boarding an enemy ship is always risky. However, there are two big benefits: the ship itself and its cargo. If you board an enemy vessel and win the fight, you get both the ship and whatever cargo it might be carrying. If you do not want the ship, you can always leave it behind after taking the cargo.
str_TACTICALLOAD_TITLE3 = Avoid being shot
str_TACTICALLOAD_DESC3 = Even on high seas you are not completely out of cover. A good tactic is to use waves to your advantage so that enemy shots will hit water instead of your ship. Small and fast ships can also use their speed: sailing directly towards the enemy ship often leaves it no time to aim effectively.
str_TACTICALLOAD_TITLE4 = Ballistics and range
str_TACTICALLOAD_DESC4 = Cannon balls do not fly in a straight line. If your ship is on top of the wave, its shots will fly a bit farther. The angle of the ship can have a major effect on the range. Note that a chain shot has a reduced range and a grape shot is best employed at almost point blank range.
str_TACTICALLOAD_TITLE5 = Battlecam
str_TACTICALLOAD_DESC5 = Battlecam is available in Direct Command mode. It is an excellent way of keeping track of what is happening around you. It is especially handy when targeting enemy ships: use the side view, and when the enemy is roughly in the middle of the view, fire your cannons!
str_TACTICALLOAD_TITLE6 = Limited ammunition
str_TACTICALLOAD_DESC6 = All ship types have a limited amount of ammunition they can carry. Especially the smaller ships can easily run out of ammunition in a prolonged battle. A wise captain will use his shots sparingly and fire only when there is a good chance of actually hitting the enemy. Also, pay attention to enemy fire. If they seem to have run out of ammunition, go for it.
str_TACTICALLOAD_TITLE7 = Surrendering in battle
str_TACTICALLOAD_DESC7 = If your ship is about to be sunk to the bottom of the sea, it might be a good idea to surrender. A surrendered ship will hoist a white flag and cease all action. You have no control over a surrendered ship during the rest of the battle, but if you win you get it back. Sometimes this is a good way to try saving a valuable ship or cargo. On the other hand, if you lose the battle, the enemy gets your ship and the cargo it was carrying.
str_TACTICALLOAD_TITLE8 = Ram them!
str_TACTICALLOAD_DESC8 = Ramming an enemy ship is sure way to inflict a lot of damage. The downside is that your ship will suffer an equal punishment. Use size to your advantage: If an enemy sloop or cutter gets in the way of your frigate, just run it over. Ramming can also be used as a last resort to take the enemy with you if your ship is going down anyway.
str_TACTICALLOAD_TITLE9 = Marines
str_TACTICALLOAD_DESC9 = Larger ships can take marines on board. Marines take up cargo space (1 ton per marine), but they more than make up for it with their combat prowess. Marines shoot the enemy crew with their muskets when in range and are invaluable in boarding actions. They should also be used whenever you are attacking a port.
str_TACTICALLOAD_TITLE10 = Cannons
str_TACTICALLOAD_DESC10 = There are three different types of cannons: light, medium and heavy. Besides doing more damage, larger cannons also have a greater range. Each ship type uses only one cannon type. You can tell what kind of cannons a ship has by the cannon icon.
str_TACTICALLOAD_TITLE11 = Commanders
str_TACTICALLOAD_DESC11 = Commanders are powerful characters. They can turn the tide of a battle with their skills. Some commander skills are passive and automatically in effect all the time. Other skills are active and can only be used for a short duration at a time.
str_TACTICALLOAD_TITLE12 = Combat experience
str_TACTICALLOAD_DESC12 = Your ship's crew gains combat experience through naval battles. When a ship has gained enough combat experience it will gain a level automatically. A ship's combat level is indicated by stars above the swords in the ship icon. Each level will slightly decrease the time it takes to fire the cannons, increase cannon damage and decrease the amount of damage the crew receives from enemy fire. It also increases morale of the crew.
str_TACTICALLOAD_TITLE13 = Wind direction
str_TACTICALLOAD_DESC13 = Pay attention to wind direction as it affects the speed of your ships. You can check the relative wind direction from the compass ring or just by taking a look at where the flags and pennants on your ships point. They always point away from the wind.
str_TACTICALLOAD_CUTTER_TITLE = Cutter
str_TACTICALLOAD_CUTTER_DESC = Naval cutters are the smallest warships. With their light cannons they have no chance against larger warships, and they should avoid getting too close to the more heavily armed transports, too. Their great speed and agility are their best advantage. Cutters are good vessels for scouting, and in packs they can go against ships like schooners or xebecs that pirates often use.
str_TACTICALLOAD_EMAN_TITLE = East Indiaman
str_TACTICALLOAD_EMAN_DESC = The East Indiamen are a special class of ships. They were designed based on the experiences gathered from long and arduous voyages to India. East Indiamen are the largest merchant vessels around but they are also well armed and thus able to defend themselves very well. They were often even painted to resemble warships, and in a way they are as close to warships as merchant ships get.
str_TACTICALLOAD_SLOOP_TITLE = Sloop
str_TACTICALLOAD_SLOOP_DESC = Merchant sloops are very affordable ships. They are also very fast, but cannot take large amounts of cargo. They are ideal for carrying small precious items like gold or diamonds. Merchant sloops are very lightly armed and should avoid confrontation with any enemy. In a tight situation, a sloop should try to outrun its enemies at all costs. Due to their cheap price, they are good ships to start with.
str_TACTICALLOAD_SOTL_TITLE = Ship-of-the-line
str_TACTICALLOAD_SOTL_DESC = Ships-of-the-line were battleships of the sailing ship era. 90 gun SOTL's, often called 1st or 2nd rate, were the most powerful of them all. They could have more than a hundred cannons on three decks and nearly a thousand men in their crew. Ships-of-the-line were specifically built to fight in a line formation, sailing past the enemy and bombarding it with broadsides. Due to their large size they are slow and sluggish to manoeuvre.
str_TACTICALLOAD_SCHOONER_TITLE = Schooner
str_TACTICALLOAD_SCHOONER_DESC = Schooners are fast ships that are well suited for trading and scouting. They have enough light cannons to be a threat to merchant ships, especially in large numbers. This makes them suitable for piracy and many pirates employ them as small fleets, quickly attacking lone cargo ships without escort.
str_TACTICALLOAD_BRIG_TITLE = Brig
str_TACTICALLOAD_BRIG_DESC = Brigs are versatile ships that can be used as warships or transports. They are quite maneuverable and agile ships in battle but should not engage in one-on-one battles with frigates or even East Indiamen. Like cargo ships, brigs have a moderate cargo space and they are relatively fast. They do require a large crew to operate them.
str_TACTICALLOAD_FLUTE_TITLE = Flute
str_TACTICALLOAD_FLUTE_DESC = Flute, also known as Fluyt, is a transport ship originating from the Netherlands. Dutch East India Company uses flutes in large numbers, but other nations have adopted it, too. It is a very seaworthy vessel, easily capable of enduring the long voyages on the high seas. A flute has medium cannons, but it is no match for warships and should avoid combat.
str_TACTICALLOAD_XEBEC_TITLE = Xebec
str_TACTICALLOAD_XEBEC_DESC = Xebec, with its distinctively graceful look, is a good all-around ship that can be used in multiple roles. Xebecs are usually slightly smaller than frigates and not as heavily armed, either. They have a history of being corsair ships and they were often seen in the Mediterranean. Their high speed gives an advantage over the slower-moving prey and they also have good maneuverability. Xebecs are also quite well suited for merchant vessels.
str_TACTICALLOAD_GALLEON_TITLE = Galleon
str_TACTICALLOAD_GALLEON_DESC = Galleon is a well-armed warship also capable of taking aboard large amounts of cargo. They are best known for their role in the Spanish treasure fleet in the Caribbean, but they are no less usable in the East Indian trade, and all Companies employ them. Galleons were originally developed during 16th century. During 18th century they became somewhat obsolete because of ship types like the East Indiaman and the Ship-of-the-Line.
str_TACTICALLOAD_SOTLL_TITLE = Ship-of-the-line, 46-gun
str_TACTICALLOAD_SOTLL_DESC = Ship-of-the-line was designed to be used in a line formation. This way they could sail past the enemy and fire a broadside after broadside in rapid succession. These are not agile or fast ships. If the enemy would decide to make a run for it, a ship-of-the-line would have a hard time catching up. Being able to transport large number of marines, ships-of-the-line are also excellent when attacking enemy ports.
str_TACTICALLOAD_FRIGATE_TITLE = Frigate
str_TACTICALLOAD_FRIGATE_DESC = Frigates are large warships useful in many different roles. They can go head to head against any enemy, save for ships-of-the-line. Their high speed makes frigates good ships for escorting faster merchant ships. Being fast, frigates are also good cruisers, patrolling on the sea alone or in pairs, hunting pirates or blockading enemy ports.