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Thread: Merchants & Marauders:: Rules:: NPC movement.

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by Monk74


I want to make sure if I understand this correctly: A naval ship appears... then some event moves it... but at the end of the turn they ALWAYS return to their spawning sea zone (by the waay, at the end of WHOSE turn would that be??). This means that any given npc ship will ever venture further than a zone away from its starting place, making it way too easy to know which zones to avoid...

Oh, and a second thing: While I do see the advantages for each (merchant or marauder) with a flute or a sloop; I don't see why anyone would go for a Frigaate over a Galleon, they are worse in everything except manouverability, and even then you need the upgrade to have 2 more over the galleon to get the plus 1 to seamanship; aand even with that, given the values on te galleon... am I missing something there?

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