
When do you have to upgrade? When you need increased cargo hold space to carry loads of items to finish some quests, or increased hit points and firepower to hunt monsters to finish other quests.
#Sunless sea auxiliary upgrade#
So I recommend doing everything in your starting ship you can until you *have* to upgrade your ship. You could do Red Honey runs or cargo runs in a larger ship to earn Echoes, but that's really just not much fun. No fuel, no supplies, you can't go anywhere, game pretty much over. Running out of Echoes can effectively kill your captain as you run out of fuel and supplies. This means you can *no longer just rely on turning in port reports for income*. Besides new crew, filling hold with fuel/suppiles, and new equipment, a bigger ship uses more fuel, and larger crew eats more supplies. You need a hefty reserve of Echoes before upgrading to a new ship. 100% safe and effective, so I recommend running Red Honey into London a few times for the play experience, then editing save file if you're still desperate for Echoes. There is a consistent way to move Red Honey into London that is safe and profitable (detailed later). You should have picked up all the officers and progressed or finished a lot of quests.Īssuming you've done the prerequisites, this is the best time to do Red Honey runs. Late game: Using same starting ship (so keeping fuel and supply costs low), the map should be explored to the point that you know where all the ports are. That doesn't change gameplay much, so "mid game" is really just an extension of the beginning game. Mid game: There is no mid game, as profits go to lodgings and/or savings. If you're reading this guide, you will have plenty of Echoes so won't have to worry about achieving 100% conceptual efficiency. It is a lot better to make it home safely with a few less net Echoes than to take chances trying to squeeze out a few more Echoes and get killed in the process. You can lose crew, supplies and/or fuel to event or attack similarly you can get a sudden jump in Terror, etc. You always want to keep a reserve in case something unexpected happens. If Salt Lions are on your way back home and you have cargo room, great, if not, no problem.ĭon't take chances trying to make mapping loops just a bit bigger so you can map a bit more before returning to port. The exception is running Sphinxstone from the Salt Lions, but you don't even want to focus on that. Early game, you do NOT want to do cargo runs, including the Venderbight Last Tour, ignore guides that say you should. Reliable money comes from turning in port reports to the Admiralty.
#Sunless sea auxiliary full#
Full Power to the Engines risks hull damage, lost crew, and Terror, but don't hesitate if you're in real danger Your engines MIGHT blow up, but that's usually better than being seriously damaged or destroyed. Run from enemies unless they're super weak.

(See later spoiler-filled section for more details). More on this later.Įarly game: Still in a small ship, but with a few thousand echoes. Your income comes from exploration and "special cargo" you can find in some ports and/or from events. Do not attempt to buy cargo from *regular shops* to sell. Your echoes are best spent on fuel and supplies, in roughly an 8 Fuel : 5 Supply ratio using starting ship.


Beginning game: Small ship so low fuel costs.
