


They may not be as tough, but they cost me 534g as opposed to 1219g for a fluyt (43% saving) and they only cost 50g per turn to maintain, as opposed to 150g (66% saving). I've been buying fluyt's mainly becuase they are tough ships, but also because the blurb says they were the definitive Dutch merchant ship.īut I think I'm going to stop and switch the buying Indiamen. I'm dabbling in a Dutch Campaign at the moment and I'm building up my trade empire in the East Indies and Brazil. Just thought I'd ask in case I've missed something. Just to make naval invasions a tad more realistic anyway. Thought I'd allow myself to stick one unit (120 men/45 horse/1 battery) on each fluyt if I agree not to use its guns, or one per two fluyts if I need to use their guns for defence. But rather than just deleting them I thought I might use them as troop transports as they are reasonably intimidating in large numbers and I read somewhere that the Dutch used to strip out all the guns to increase their cargo capacity (en-flute) like the French did with frigates. Right! I'm in the process of replacing all my Fluyt's with Indiamen now. Thanks everyone, think I built a few too many, but never mind, might use them as heavy troops transports or something. So, fluyt's are basically substitute 4th Rates rather than trading vessels in terms of 'reasons to purchase', and can be ignored once the real 4th rates are available.

Quite a nice way to grab an extra trade port or two without starting a war if you spot them.

The other surprising thing I noticed was that pirate vessels occupy trade ports too, and get the same flashing money symbol that other ships get when they do, but no trade route is generated. They will attack your trade ships if they catch them en-route, but once you make it to the yellow anchor you seem to be safe. Pirates especially seem to ignore ships once they are on a trade port. Until they do, it's not really worth it to have them included in a trade fleet.I don't think the AI attacks trade ports, at least I've not seen it happen so far in my game. In practice, I don't think I've ever seen the AI attempt to do so. In theory they are nice to have in a trade stack to protect the merchantmen from every brig based fleet that might wish to eject you from a trade node.
