MAKING MONEY: WRECKS

        Making money from Wrecks is a very simple process. However, on many maps, it is the greatest contributing factor in determining who wins and who loses. Why is this? Well, each Wreck is worth a random amount ($25, $50, $75, $100 or a Blueprint for a Naval advance) and it is gone for good once used. By any standards, this is a considerable return. In fact, in early turns it can triple or quadruple your income with ease. You can then expand at a much greater rate than other players and capture vital strategic positions while still getting the same technological growth as everyone else.
        The mistake that many players make is in not going after the Wrecks early enough. This slows down their own growth (as their cash flow is lower than if they had), gives their opponents increased freedom of growth and restricts the number of Wrecks that they can capture when they do go after them. On the other hand, other players make the mistake of going after Wrecks too early in the game (incredible, but true!). This is mostly in games where no Peace Treaties have been signed and Wrecks are moderate in number. In this case, players often make the mistake of selling off too many units to get the Shark University that one turn earlier. The effect of this is that they will probably restrict their own growth as they are forced to buy their expansion units all over again (cutting into the profits from Wrecks) and then get them out to where they were before (cutting into the expansion rate).
        So how do you go after Wrecks in the most efficient manner? The trick here is to be able to grab as many Wrecks from as far abroad as possible in the one turn. The best way to do this is with planning and Cargoes. If there are enough players in the first turn that you can make peace with, you would probably be wise to start on an "ocean" or "river" (small lakes are not worth it). You can then expand enough to capture a few cities and resources and buy the Destroyer and Shark Universities straight away... You then send some Cargoes in as many directions as possible (2, 3 or 4. You usually won't need to send out more than 4 and won't want to start anywhere that you need send out less than 1 cargo) and as far as you can get them. On the next turn, you can capture the Wrecks near your Base and then send out Cargoes with Sharks in them to the Cargoes you sent out last turn. These Cargoes can then transport your Sharks out even further. Overall, you want to plan it so that you can capture at least 90% of the Wrecks within 49 moves of your base by water in the first turn with Sharks (To do this, you will probably need to be ready to sell some of your Sharks that turn to raise the cash for more). Obviously, in practise, you won't be able to achieve this all the time. Your opponents may be planning to do the same and one of you has got to miss out. Make sure it isn't you!
        In cases where the wrecks are in small "lakes" (such as Lakeside and Lakeside 2) or it is not in your best interest to start on the coastline (because it is too far away from where the cities and resources are), then the plan outlined above should obviously not be implemented. In those cases, it is much more efficient to start where you can reach the most "lakes" at once and still get to all the resources and cities. Then, when you get to the "lakes" you can plan it so that you can put a Shark in each lake and clear them all as cheaply as possible.
        One final point. When collecting Wrecks, think Sharks AND Cargoes. It takes one movement point off a Shark to collect a wreck. It may take more than 2 movement points to reach the next wreck tho. In this case, you conserve the movement points of the Shark by moving it 1 square onto the Cargo, moving the Cargo next to another wreck and then moving the Shark onto the wreck. In this way, one Shark and one Cargo ($159) may be able to collect more wrecks then two Sharks ($198) in the one turn. In fact, they probably will (Especially when you can reach Wrecks over 30 squares away with the Shark/Cargo combo compared to 15 squares with the two Sharks).

The area swept by sharks all on their own The area swept with Cargo/Shark cominations
Wrecks gained by use of Sharks alone = 17 (~$1000)
Cost = $0 (Pre Wreck Turn) + $495 (Wreck Turn)
Net Gain = ~$500 + $49 (Sale of Shark not required)
Wrecks gained by use of Cargo/Shark = 66 (~$4000)
Cost = $360 (Pre Wreck Turn) + $1467 (Wreck Turn)
Net Gain = ~$2200 + $98 (sale of Sharks not required)
Proof that you get out what you put in! Click on the picture to the right if you want to see if at full size. It's bloody huge! :)

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