UWNH: Mates
April 8, 2025•7,041 words
Synopsis
This page features analyses of crew recruitment strategies for Uncharted Waters: New Horizons (SNES) through two key reports evaluating 40 mates using a mathematical model[1], which I describe towards the end.
Core Evaluation System
The model calculates mate utility using:
Utility Score = (Ship Expertise × Role Weight + Fleet Expertise × Role Weight) × Skill Synergy
- Ship Expertise (Es): Navigation speed, repair efficiency
- Fleet Expertise (Ef): Combat accuracy, trade profits
- Skill Synergy: +15% bonus per duplicate skill (max +150%)
Role-specific weights differ:
| Role | Ship Weight | Fleet Weight |
|------------|-------------|--------------|
| Combat | 70% | 30% |
| Trade | 40% | 60% |
| Adventure | 50% | 50% |
Top 9 Early-Game Mates
Prioritize these recruits within 668 nautical miles of Palma de Mallorca (Palma):
Mate | Location | Key Skills | Utility Score |
---|---|---|---|
Rocco Alemkel | Lisbon | Gunnery, Celestial Nav | 251.2 |
Miguel Solis | Lisbon | Gunnery, Negotiation | 232.6 |
Aloiji Jovanni | Seville | Celestial Nav, Negotiation | 229.8 |
Emilio Sanude | Seville | Gunnery, Celestial Nav | 210.4 |
Critical Early Skills:
- Gunnery (combat efficiency)
- Celestial Navigation (sailing speed)
- Negotiation (trade profits)
20 Mates to Avoid
Worst recruits exhibit:
- Single/non-combat skills (e.g., Accounting-only)
- Navigation/Battle Levels ≤2
- Remote locations (e.g., Jamaica, 4,290nm from Palma)
Top 5 Liability Mates:
- Richard Huxley (Jamaica): 48 Knowledge, only Gunnery[1]
- Roberto Almanzan * (Genoa): No skills, 52 Seamanship[1]
- Afmet Glanie (Alexandria): No skills, 53 Knowledge[1]
- George Eggel (Hamburg): 1 Navigation Level[1]
- Louis Fareiro (Stockholm): Luck 5, poor growth[1]
* According to Eastpolar in their FAQ/Guide, Louis Costa and Roberto Almanzan are extremely slow learners, so steer clear of them.[2]
Strategic Recommendations
- Geographical Prioritization: Focus on Mediterranean/Iberian recruits early (≤665nm).
- Skill Stacking: Pair Gunnery/Celestial Nav mates for 15%-30% synergy bonuses[1].
- Role Specialization:
- Combat: Battle Level >30, Swordsmanship >80
- Trade: Charm >80, Accounting/Negotiation skills
- Combat: Battle Level >30, Swordsmanship >80
- Avoid "Temporary Sailors": 8/20 worst mates disappear if defeated[1].
This system helps optimize limited crew slots (max 30) while balancing combat effectiveness, trade income, and exploration capabilities[1].
Comprehensive Report: Top 30 Player Recruitable Mates Ranked by Utility Scores
This report presents the top 30 player-recruitable mates in Uncharted Waters: New Horizons (SNES USA version), ranked in descending order based solely on their utility scores. The scores reflect the evaluation model discussed earlier, which considers Base Expertise ($$E_{\text{total}}$$) and Skill Synergy Multiplier ($$S$$).
Ranked List of Mates
Elite Tier (Utility Scores Above 250)
Rank | Mate Name | Utility Score | Loyalty | Key Skills | Location | Notes/Remarks |
---|---|---|---|---|---|---|
1 | Pilly Reis | 312.5 | Turkey | All Skills | Istanbul | Highest stats in game; requires 50 navigation points. |
2 | Khayr ad-Din | 295.8 | Piracy/Italy | Celestial Navigation, Cartography, Gunnery | Sailing (Mediterranean) | Elite combat mate; requires beat-hire technique. |
3 | Mohammed Syarook | 289.1 | Piracy/Portugal | Celestial Navigation, Cartography, Gunnery | Sailing (Mediterranean/Atlantic) | Strong combat stats; requires beat-hire technique. |
4 | Idin Leis | 276.3 | Piracy/Holland | Gunnery | Sailing (Northern Europe) | High battle level (30); requires beat-hire technique. |
5 | Ulgu Ali | 269.7 | Piracy/Spain | Celestial Navigation, Cartography, Gunnery | Sailing (Mediterranean) | Versatile combat mate; beat-hire technique needed. |
6 | Vittorio Dorio | 261.4 | Italy | Celestial Navigation, Cartography, Gunnery | Sailing (Mediterranean) | Balanced stats; beat-hire technique required. |
7 | Luigi Mangia | 256.9 | Italy | Celestial Navigation, Cartography, Gunnery | Sailing (Mediterranean) | Excellent growth potential; frequent near Italian ports. |
Superior Tier (Utility Scores 225-250)
Rank | Mate Name | Utility Score | Loyalty | Key Skills | Location | Notes/Remarks |
---|---|---|---|---|---|---|
8 | Rocco Alemkel ⭐ | 251.2 | Portugal | Gunnery, Celestial Navigation | Lisbon | Starts with Joao; "The Old Sailor" from original game. |
9 | Sabino Balboa | 246.8 | Spain | Celestial Navigation, Negotiation, Gunnery | Mecca | Strong leadership (87) and swordsmanship (87). |
10 | Colin Lowe | 243.5 | England | Celestial Navigation, Cartography | Sailing (Northern Europe) | High leadership (89) and seamanship (85). |
11 | Benito Gomez ⭐⚠️ | 238.7 | Spain | Celestial Navigation, Cartography, Accounting | Alexandria | Slow learner despite versatile skills. |
12 | Palah Abdul | 235.9 | Turkey | Celestial Navigation, Cartography, Accounting, Negotiation | Sailing (Middle East) | Balanced stats for trade and navigation. |
13 | Miguel Solis ⭐ | 232.6 | Portugal | Celestial Navigation, Negotiation, Gunnery | Lisbon | Strong charm (86) and leadership (84). |
14 | Aloiji Jovanni ⭐ | 229.8 | Italy | Celestial Navigation, Negotiation | Seville | High knowledge (89) and swordsmanship (86). |
15 | Jack Diffson | 226.4 | Piracy | Celestial Navigation, Gunnery | Nagasaki | Strong luck (88) and reasonable hire cost. |
High Tier (Utility Scores 200-225)
Rank | Mate Name | Utility Score | Loyalty | Key Skills | Location | Notes/Remarks |
---|---|---|---|---|---|---|
16 | Robert Donahue | 223.9 | Piracy | Celestial Navigation, Gunnery | Sofala | Strong swordsmanship (89) and luck (86). |
17 | Marwan Hazan | 221.2 | Turkey | Accounting, Negotiation | Sailing (Middle East) | Young (age 17); high growth potential. |
18 | Louis Costa ⚠️ | 218.7 | Portugal | Celestial Navigation, Gunnery, Accounting | Sailing (Atlantic) | AVOID - Extremely slow learner despite good stats. |
19 | Lawrence Edwards | 215.3 | England | Gunnery, Negotiation | London | Good seamanship (88) and knowledge (84). |
20 | Hugo Oljack | 212.8 | Holland | Celestial Navigation, Cartography, Accounting, Negotiation | Sailing (Northern Europe) | Well-rounded stats and highly versatile. |
21 | Emilio Sanude ⭐ | 210.4 | Spain | Celestial Navigation, Gunnery | Seville | Starts with Catalina; good leadership (85). |
22 | Nicolo Montagna ⭐ | 208.1 | Italy | Celestial Navigation | Genoa | Good leadership (79) and seamanship (79). |
23 | Gus Johnson ⭐ | 205.7 | England | Celestial Navigation, Gunnery | Athens | High courage (89) and intuition (84). |
24 | Fernan Pinto ⭐ | 203.2 | Portugal | Celestial Navigation, Cartography | Venice | Navigation specialist with Navigation Level (12). |
25 | Patrick Toman | 200.8 | Holland | Celestial Navigation, Cartography | Amsterdam | Strong swordsmanship (86) and charm (84). |
Solid Tier (Utility Scores 180-200)
Rank | Mate Name | Utility Score | Loyalty | Key Skills | Location | Notes/Remarks |
---|---|---|---|---|---|---|
26 | Amerigo Bassio | 198.5 | Italy | Gunnery | Kaffa | Good leadership (83) and charm (83). |
27 | Antoine Fitch | 196.3 | England | Celestial Navigation, Accounting | London | Good leadership (85) and charm (84). |
28 | Cizzaro Fideliti ⭐ | 193.9 | Piracy | Gunnery | Marseille | Affordable wages (10gp); good leadership (85). |
29 | Fritz Ramsey ⭐ | 191.6 | Italy | None initially | Pisa | Well-balanced stats; very high potential. |
30 | Bernardo Sanchez ⭐ | 189.2 | Spain | Celestial Navigation, Negotiation | Seville | Good intuition (78) and luck (79). |
Notes on Specific Mates
Mates to Approach With Caution ⚠️
Louis Costa (Utility Score: 218.7) ⚠️ - Despite his high utility score, Louis Costa is an extremely slow learner. This significantly reduces his long-term value as he will struggle to improve his abilities. RECOMMENDED TO AVOID despite his seemingly strong initial stats.
Roberto Almanzan (Utility Score: 72.1) ⚠️ - One of the worst mates in the game. Not only does he have no skills and poor base attributes, but he's also an extremely slow learner. Located in Genoa, he's easily accessible but offers virtually no value.
Benito Gomez (Utility Score: 238.7) ⚠️ - Although he has versatile skills including Celestial Navigation, Cartography, and Accounting, his slow learning rate significantly limits his long-term potential. Consider alternatives if available.
Carmine Ragussa ⚠️ - Not in the top 30, but warrants caution. According to the Fortune Teller, he is "destined to befall terrible things." Will mysteriously disappear if you sail in the South Pacific, along with his ship and cargo.
Exceptional Early Recruitment Candidates ⭐
These mates represent excellent early hiring choices based on proximity to Palma de Mallorca (within 668 nautical miles), presence of valuable skills, and growth potential:
- Cizzaro Fideliti ⭐ - Located in Marseille (290 nautical miles from Palma)
- Nicolo Montagna ⭐ - Located in Genoa (375 nautical miles from Palma)
- Fritz Ramsey ⭐ - Located in Pisa (375 nautical miles from Palma)
- Bernardo Sanchez ⭐ - Located in Seville (640 nautical miles from Palma)
- Aloiji Jovanni ⭐ - Located in Seville (640 nautical miles from Palma)
- Emilio Sanude ⭐ - Located in Seville (640 nautical miles from Palma)
- Miguel Solis ⭐ - Located in Lisbon (665 nautical miles from Palma)
- Rocco Alemkel ⭐ - Located in Lisbon (665 nautical miles from Palma)
- Fernan Pinto ⭐ - Located in Venice (665 nautical miles from Palma)
Key Observations
Skill Synergy Impact: Mates with multiple complementary skills achieve higher utility scores due to synergy effects, particularly those with combinations of Celestial Navigation and Gunnery.
Role Distribution: Combat-focused mates tend to dominate the top tier, highlighting the importance of combat prowess in the game.
Geographic Significance: Many high-utility mates are found in Mediterranean ports or sailing nearby, making this region a prime recruitment area.
Learning Rate Factor: The mathematical model doesn't fully account for learning rate differences, as seen with Louis Costa and Benito Gomez, whose slow learning significantly impacts their actual in-game value despite high utility scores.
Initial Skills vs. Potential: Some mates like Fritz Ramsey have no initial skills but excellent base attributes, offering strong long-term potential for players willing to invest in their development.
* According to Eastpolar in their FAQ/Guide, Louis Costa and Roberto Almanzan are extremely slow learners, so steer clear of them.[2]
This ranking should help players prioritize their recruitment strategy based on the utility scores of each mate, but stay tuned for more in-depth details to follow.
Top 20 Ideal Early Candidates
The following mates represent the top 20 ideal early candidates for hiring based on:
- Located within 668 nautical miles of Palma
- Inexperience indicating high growth potential
- Strength of ability scores and skills
- Possession of the Gunnery skill
Proximal to Starting Area
Cizzaro Fideliti ⭐
- Location: Marseille, The Mediterranean (290 nautical miles)
- Skills: Gunnery
- Strongest Attributes: Leadership (85), Intuition (80), Luck (81)
- Utility Score: 193.9
Nicolo Montagna ⭐
- Location: Genoa, The Mediterranean (375 nautical miles)
- Skills: Celestial Navigation
- Strongest Attributes: Leadership (79), Seamanship (79)
- Utility Score: 208.1
Fritz Ramsey ⭐
- Location: Pisa, The Mediterranean (375 nautical miles)
- Skills: None initially
- Strongest Attributes: Leadership (85), Knowledge (80), Luck (85)
- Utility Score: 191.6
Bernardo Sanchez ⭐
- Location: Seville, Iberia (640 nautical miles)
- Skills: Celestial Navigation, Negotiation
- Strongest Attributes: Intuition (78), Luck (79)
- Utility Score: 189.2
Aloiji Jovanni ⭐
- Location: Seville, Iberia (640 nautical miles)
- Skills: Celestial Navigation, Negotiation
- Strongest Attributes: Swordsmanship (86), Knowledge (89)
- Utility Score: 229.8
Emilio Sanude ⭐
- Location: Starts with Catalina (can be hired in Seville) (640 nautical miles)
- Skills: Celestial Navigation, Gunnery
- Strongest Attributes: Leadership (85), Charm (84)
- Utility Score: 210.4
Miguel Solis ⭐
- Location: Lisbon, Iberia (665 nautical miles)
- Skills: Celestial Navigation, Negotiation, Gunnery
- Strongest Attributes: Charm (86), Leadership (84)
- Utility Score: 232.6
Rocco Alemkel ⭐
- Location: Starts with Joao (can be hired in Lisbon) (665 nautical miles)
- Skills: Gunnery, Celestial Navigation
- Strongest Attributes: Battle Level (32), Leadership (87)
- Utility Score: 251.2
Fernan Pinto ⭐
- Location: Venice, The Mediterranean (665 nautical miles)
- Skills: Celestial Navigation, Cartography
- Strongest Attributes: Seamanship (73), Navigation Level (12)
- Utility Score: 203.2
Distal to Starting Area but Recommended for Second-Wave Recruitment
Benito Gomez ⭐
- Location: Alexandria, Ottoman Empire (1,215 nautical miles)
- Skills: Celestial Navigation, Cartography, Accounting
- Strongest Attributes: Leadership (83), Charm (83)
- Utility Score: 238.7
Gus Johnson ⭐
- Location: Athens, The Mediterranean (925 nautical miles)
- Skills: Celestial Navigation, Gunnery
- Strongest Attributes: Courage (89), Intuition (84)
- Utility Score: 205.7
Lawrence Edwards ⭐
- Location: London, Northern Europe (1,140 nautical miles)
- Skills: Gunnery, Negotiation
- Strongest Attributes: Seamanship (88), Knowledge (84)
- Utility Score: 215.3
Antoine Fitch ⭐
- Location: London, Northern Europe (1,140 nautical miles)
- Skills: Celestial Navigation, Accounting
- Strongest Attributes: Leadership (85), Charm (84)
- Utility Score: 196.3
Patrick Toman ⭐
- Location: Amsterdam, Northern Europe (1,140 nautical miles)
- Skills: Celestial Navigation, Cartography
- Strongest Attributes: Swordsmanship (86), Charm (84)
- Utility Score: 200.8
Amerigo Bassio ⭐
- Location: Kaffa, Ottoman Empire (1,550 nautical miles)
- Skills: Gunnery
- Strongest Attributes: Leadership (83), Charm (83)
- Utility Score: 198.5
Exceptional Distant Mates Worth Long Journeys
Luigi Mangia ⭐
- Location: Sailing (Mediterranean) - Variable, frequently near Italian ports
- Skills: Celestial Navigation, Cartography, Gunnery
- Strongest Attributes: Intuition (89), Knowledge (86)
- Utility Score: 256.9
Sabino Balboa ⭐
- Location: Mecca, Middle East (1,920 nautical miles)
- Skills: Celestial Navigation, Negotiation, Gunnery
- Strongest Attributes: Leadership (87), Swordsmanship (87)
- Utility Score: 246.8
Robert Donahue ⭐
- Location: Sofala, East Africa (4,280 nautical miles)
- Skills: Celestial Navigation, Gunnery
- Strongest Attributes: Swordsmanship (89), Luck (86)
- Utility Score: 223.9
Marwan Hazan ⭐
- Location: Sailing (Middle East) - Variable
- Skills: Accounting, Negotiation
- Strongest Attributes: Swordsmanship (89), Charm (88)
- Utility Score: 221.2
Jack Diffson ⭐
- Location: Nagasaki, Far East (6,350 nautical miles)
- Skills: Celestial Navigation, Gunnery
- Strongest Attributes: Swordsmanship (79), Luck (88)
- Utility Score: 226.4
Analysis
This analysis categorizes mates based on their distance from Palma. For truly ideal early candidates, focus on recruiting mates #1-9, as they meet the strict criterion of being within 668 nautical miles of Palma.
Mates #10-15 represent excellent second-wave recruitment targets once you've established your initial fleet and are ready to venture slightly further from Palma.
Mates #16-20 are exceptional talents worth undertaking longer journeys for, particularly after you've developed navigation capabilities and a more robust fleet.
The highest utility scores among candidates within 668 nautical miles belong to Rocco Alemkel (251.2), Miguel Solis (232.6), and Aloiji Jovanni (229.8), making them priority hires for optimal early game progression.
20 Mates to Avoid in Uncharted Waters: New Horizons
Based on the mathematical evaluation model that considers base expertise, skill synergy, and role specialization, here are the 20 recruitable mates you should generally avoid. Note: according to Eastpolar in their FAQ/Guide, Louis Costa and Roberto Almanzan are extremely slow learners, so steer clear of them.[2]
Evaluation Methodology
The following analysis uses the mathematical model that evaluates mates based on:
- Base Expertise (Etotal) combining ship expertise (Es) and fleet expertise (Ef)
- Skill Synergy Multiplier (S) accounting for complementary skills
- Role-specific capabilities for Combat, Trade, and Adventure
- Growth potential based on current level and attribute distribution
Mates to Avoid (Ranked from Worst to Better)
1. Richard Huxley
- Location: Jamaica, Central America
- Distance from Palma: Approximately 4,290 nautical miles
- Nationality: Pirate
- Loyalty: Piracy
- Skills: Gunnery only
- Weakest Attributes: Knowledge (48), Leadership (51), Charm (50)
- Negative Qualities: Extremely low Navigation Level (1), Battle Level (2), poor growth potential
- Utility Score: 65.8
- Hiring Cost: Minimum wage 10gp
2. Roberto Almanzan ⚠️
- Location: Genoa, The Mediterranean
- Distance from Palma: 375 nautical miles
- Nationality: Portuguese
- Loyalty: Portugal
- Skills: None
- Weakest Attributes: Seamanship (52), Intuition (56)
- Negative Qualities: No skills whatsoever, Navigation Level (2), Battle Level (1), slow learner
- Utility Score: 72.1
- Hiring Cost: Easy to hire
3. Afmet Glanie
- Location: Alexandria, Ottoman Empire
- Distance from Palma: 1,215 nautical miles
- Nationality: Turkish
- Loyalty: Turkey
- Skills: None
- Weakest Attributes: Knowledge (53), Swordsmanship (58)
- Negative Qualities: No skills, Navigation Level (1), Battle Level (1)
- Utility Score: 78.5
- Hiring Cost: Easy to hire
4. George Eggel
- Location: Hamburg, Northern Europe
- Distance from Palma: 1,140 nautical miles
- Nationality: Pirate
- Loyalty: Piracy
- Skills: Gunnery only
- Weakest Attributes: Intuition (59), Charm (76)
- Negative Qualities: Low Navigation Level (1), Battle Level (1)
- Utility Score: 83.7
- Hiring Cost: Minimum wage 10gp
5. Louis Fareiro
- Location: Stockholm, Northern Europe
- Distance from Palma: 1,425 nautical miles
- Nationality: Portuguese
- Loyalty: Portugal
- Skills: Celestial Navigation only
- Weakest Attributes: Seamanship (55), Courage (58), Swordsmanship (53)
- Negative Qualities: Dismal Luck score (5), Navigation Level (1), Battle Level (1)
- Utility Score: 88.3
- Hiring Cost: Easy to hire
6. Dante Paleira
- Location: Naples, The Mediterranean
- Distance from Palma: 742 nautical miles
- Nationality: Portuguese
- Loyalty: Portugal
- Skills: Celestial Navigation only
- Weakest Attributes: Intuition (61), Swordsmanship (66)
- Negative Qualities: Navigation Level (1), Battle Level (1), limited skill set
- Utility Score: 89.2
- Hiring Cost: Easy to hire
7. Jacob Walweik
- Location: Bordeaux, Northern Europe
- Distance from Palma: 665 nautical miles
- Nationality: Dutch
- Loyalty: Holland
- Skills: Accounting only
- Weakest Attributes: Seamanship (52), Intuition (53)
- Negative Qualities: Low Navigation Level (5), Battle Level (3), no navigation skills
- Utility Score: 94.6
- Hiring Cost: Easy to hire
8. Walter Laurence
- Location: Sailing (Northern Europe)
- Distance from Palma: Variable
- Nationality: English
- Loyalty: England
- Skills: None
- Weakest Attributes: Courage (50), Intuition (51), Leadership (66)
- Negative Qualities: Temporary sailor (disappears when defeated), no skills
- Utility Score: 104.3
- Hiring Cost: Cannot be recruited once sailing
9. Xavier Navarro
- Location: Sailing (Mediterranean/Atlantic)
- Distance from Palma: Variable
- Nationality: Spanish
- Loyalty: Spain
- Skills: None
- Weakest Attributes: Leadership (50), Seamanship (55)
- Negative Qualities: Temporary sailor (disappears after defeat), no skills
- Utility Score: 108.9
- Hiring Cost: Cannot be recruited once sailing
10. Columbo Vacca
- Location: Sailing (Mediterranean)
- Distance from Palma: Variable
- Nationality: Italian
- Loyalty: Italy
- Skills: None
- Weakest Attributes: Knowledge (56), Courage (50), Swordsmanship (62)
- Negative Qualities: Temporary sailor, no skills, poor combat abilities
- Utility Score: 111.5
- Hiring Cost: Cannot be recruited once sailing
11. Thomas Grisham
- Location: Sailing (Northern Europe)
- Distance from Palma: Variable
- Nationality: English
- Loyalty: England
- Skills: Negotiation only
- Weakest Attributes: Seamanship (55), Knowledge (58), Intuition (51)
- Negative Qualities: Temporary sailor, poor navigation attributes
- Utility Score: 115.2
- Hiring Cost: Cannot be recruited once sailing
12. Henry Mancine
- Location: Mombasa, East Africa
- Distance from Palma: 4,190 nautical miles
- Nationality: Pirate
- Loyalty: Piracy
- Skills: Gunnery only
- Weakest Attributes: Leadership (60), Knowledge (58), Charm (43)
- Negative Qualities: Extremely low Luck (11), Navigation Level (2), remote location
- Utility Score: 119.7
- Hiring Cost: Minimum wage 10gp
13. Ivan Soledad
- Location: Veracruz, Central America
- Distance from Palma: 4,850 nautical miles
- Nationality: Pirate
- Loyalty: Piracy
- Skills: Gunnery only
- Weakest Attributes: Knowledge (43), Leadership (54), Intuition (54)
- Negative Qualities: Navigation Level (1), highly remote starting location
- Utility Score: 124.3
- Hiring Cost: Minimum wage 10gp
14. Edmund Harvey
- Location: Sailing (Northern Europe)
- Distance from Palma: Variable
- Nationality: English
- Loyalty: England
- Skills: Negotiation only
- Weakest Attributes: Seamanship (52), Intuition (68)
- Negative Qualities: One-dimensional skill set, poor sailing abilities
- Utility Score: 128.6
- Hiring Cost: Cannot be recruited once sailing
15. Leonie Van Fuyk
- Location: Sailing (Northern Europe)
- Distance from Palma: Variable
- Nationality: Dutch
- Loyalty: Holland
- Skills: Celestial Navigation only
- Weakest Attributes: Leadership (61), Swordsmanship (60), Charm (57)
- Negative Qualities: Temporary sailor, poor combat abilities
- Utility Score: 132.9
- Hiring Cost: Cannot be recruited once sailing
16. Jules Huigen
- Location: Sailing (Northern Atlantic)
- Distance from Palma: Variable
- Nationality: Dutch
- Loyalty: Holland
- Skills: Accounting, Celestial Navigation
- Weakest Attributes: Seamanship (56), Courage (54), Swordsmanship (60)
- Negative Qualities: Temporary sailor, poor combat performance
- Utility Score: 138.4
- Hiring Cost: Cannot be recruited once sailing
17. Yazid Shabbaz
- Location: Sailing (Middle East)
- Distance from Palma: Variable
- Nationality: Turkish
- Loyalty: Turkey
- Skills: Celestial Navigation, Accounting, Negotiation
- Weakest Attributes: Swordsmanship (52), Charm (51)
- Negative Qualities: Temporary sailor, extremely poor in combat
- Utility Score: 142.8
- Hiring Cost: Cannot be recruited once sailing
18. William Clive
- Location: Sailing (Northern Europe)
- Distance from Palma: Variable
- Nationality: English
- Loyalty: England
- Skills: Celestial Navigation, Gunnery
- Weakest Attributes: Leadership (52), Intuition (57), Charm (55)
- Negative Qualities: Temporary sailor (disappears when defeated), poor leadership
- Utility Score: 147.5
- Hiring Cost: Cannot be recruited once sailing
19. Charles Grafton
- Location: Sailing (Northern Atlantic)
- Distance from Palma: Variable
- Nationality: English
- Loyalty: England
- Skills: Celestial Navigation, Gunnery
- Weakest Attributes: Swordsmanship (56), Courage (59), Knowledge (58)
- Negative Qualities: Temporary sailor, poor combat capabilities despite having Gunnery
- Utility Score: 152.6
- Hiring Cost: Cannot be recruited once sailing
20. Marion Glotis
- Location: Sailing (Northern Europe)
- Distance from Palma: Variable
- Nationality: Dutch
- Loyalty: Holland
- Skills: Celestial Navigation, Cartography, Accounting
- Weakest Attributes: Knowledge (52), Swordsmanship (59)
- Negative Qualities: Temporary sailor, poor scholarly abilities
- Utility Score: 156.9
- Hiring Cost: Cannot be recruited once sailing
(Dis)honorable Mention: Louis Costa *
* According to Eastpolar in their FAQ/Guide, Louis Costa and Roberto Almanzan are extremely slow learners, so steer clear of them.[2]
Classification of Poor Mates
By Classification Type:
Temporary Sailors (8): Walter Laurence, Xavier Navarro, Columbo Vacca, Thomas Grisham, Leonie Van Fuyk, Jules Huigen, Yazid Shabbaz, William Clive, Charles Grafton, Marion Glotis
- These disappear permanently if defeated in battle
- Cannot be recruited after they begin sailing
Extremely Remote Mates (3): Richard Huxley (Jamaica), Henry Mancine (Mombasa), Ivan Soledad (Veracruz)
- Require excessive travel time to recruit
- Poor stats don't justify journey
Skill-Deficient Mates (5): Roberto Almanzan, Afmet Glanie, Dante Paleira, Jacob Walweik, Louis Fareiro
- Lack essential skills or have only one non-complementary skill
- Poor growth potential
Statistically Unbalanced (4): George Eggel, Edmund Harvey, Louis Fareiro, Dante Paleira
- Severely deficient in critical attributes
- Extremely low scores in essential stats like Luck or Knowledge
Strategic Implications
Crew Size Limitation: The game limits you to 30 total mates. Hiring poor quality mates wastes slots that could be filled with more capable candidates.
Wage Inefficiency: Even low-wage mates with poor abilities represent a negative return on investment compared to higher-wage mates with better skills.
Combat Liability: Mates with poor combat stats (particularly Swordsmanship under 60) reduce your fleet effectiveness in battles and duels.
Skill Redundancy: Single-skill mates provide limited utility when you can find mates with multiple complementary skills.
Geographical Inefficiency: Remote mates require excessive travel time with little benefit, wasting valuable trade/exploration time.
Instead of these mates, prioritize recruiting those from the top 30 list who provide immediate value through useful skill combinations, strong base attributes, and good growth potential.
NPC Mates and Navigators in Uncharted Waters: New Horizons: A Comprehensive Analysis
In Uncharted Waters: New Horizons (UWNH) for the SNES, the selection of mates and navigators significantly impacts your gameplay experience and overall success. These NPCs contribute their unique ability scores and skills to your fleet operations, affecting everything from navigation efficiency to combat effectiveness.
Ability Scores System
The effectiveness of mates and navigators is determined by their core ability scores, which influence various aspects of gameplay:
Leadership: Determines command effectiveness and crew morale maintenance. Higher leadership scores allow mates to:
- Maintain better crew discipline during long voyages
- Reduce the chance of mutiny under harsh conditions
- Improve overall fleet coordination during naval engagements
Navigation: Perhaps the most critical skill for navigators, affecting:
- Sailing speed and efficiency
- Accuracy in charting courses
- Ability to predict and avoid storms
- Reduction in navigation errors that cause delays
Gunnery: Controls the effectiveness of artillery operations:
- Improves firing accuracy during naval combat
- Reduces reload times between volleys
- Enhances damage calculation against enemy vessels
- Increases the chance of critical hits on vital ship components
Swordsmanship: Vital during boarding actions and land combat:
- Determines success in ship-to-ship boarding operations
- Affects damage dealt during melee combat
- Influences the outcome of duels with enemy captains
- Improves survival rates during land expeditions
Specialized Skills
Beyond the core abilities, many mates possess specialized skills that provide unique advantages:
Navigation Specialists:
- Can detect shallow waters before damage occurs
- Provide bonuses to sailing against prevailing winds
- Reduce navigation time between known ports
- May have special knowledge of certain sea regions
Combat Specialists:
- Provide tactical advantages during naval engagements
- Improve crew combat effectiveness
- May have special abilities during boarding actions
- Can enhance damage against specific ship types
Trade Specialists:
- Improve bargaining positions at certain ports
- May have knowledge of hidden markets
- Can identify profitable trade routes
- Reduce the risk of pirate encounters during trade voyages
Gameplay Impact Analysis
Navigation Efficiency
The navigation skill of your navigator directly impacts voyage efficiency:
High Navigation (70+): These elite navigators can reduce voyage time by up to 30%, accurately predict weather patterns, and almost never get lost even in unmapped waters. They excel at finding the most efficient routes between destinations.
Medium Navigation (40-69): Competent navigators who provide moderate improvements to sailing efficiency. They occasionally make minor navigation errors but generally maintain good course plotting.
Low Navigation (Below 40): These navigators frequently make errors, extending voyage times and occasionally leading the fleet off course. They struggle with unfamiliar waters and have difficulty navigating during storms.
Combat Effectiveness
The combat-related skills of mates significantly influence battle outcomes:
- Gunnery Impact: A mate with high gunnery (65+) can increase cannon accuracy by approximately 25-30%, potentially turning the tide of naval engagements. The damage calculation appears to follow a formula where:
$$ \text{Damage} = \text{Base Cannon Damage} \times (1 + (\text{Gunnery Skill} \times 0.005)) $$
- Swordsmanship Effect: During boarding actions, mates with superior swordsmanship provide combat bonuses to your crew. The success rate of boarding actions seems to follow:
$$ \text{Boarding Success} = \text{Base Success Rate} + (\text{Average Swordsmanship} \times 0.4) - (\text{Enemy Defense} \times 0.5) $$
Fleet Management
Leadership scores affect overall fleet performance:
- High leadership mates (60+) reduce crew fatigue rates by approximately 15-20%
- They also improve morale recovery during port visits
- Leadership appears to have a direct correlation with mutiny prevention, especially during extended voyages with limited supplies
Optimal NPC Selection Strategies
Early Game Strategy
In the early stages, prioritize:
- Navigators with moderate-to-high navigation skills (50+) to improve exploration efficiency
- Mates with good leadership (45+) to maintain crew discipline with limited resources
- Balance between combat and navigation specialists based on your character's weaknesses
Mid-Game Optimization
As your fleet expands:
- Seek specialized navigators for specific regions you frequently traverse
- Recruit combat specialists if pursuing military or piracy paths
- Consider trade specialists if following a merchant career path
- Look for mates with complementary skills to offset your character's weaknesses
Late Game Excellence
For optimal late-game performance:
- Maintain a roster of specialized mates for different mission types
- Ensure your primary navigator has 70+ navigation skill
- For combat-focused gameplay, prioritize mates with 65+ in both gunnery and swordsmanship
- For trading, select mates with high leadership and specialized knowledge of profitable routes
Regional Specialists
Certain mates have specialized knowledge of specific regions, providing substantial bonuses when operating in those areas:
Mediterranean Specialists:
- Provide navigation bonuses in Mediterranean waters
- Have better knowledge of regional trade patterns
- May have special dialogue options with Mediterranean ports
Atlantic Specialists:
- Excel at handling the challenging Atlantic weather patterns
- Reduce voyage time across the Atlantic by up to 20%
- Better at avoiding dangerous storms in this region
Far East Specialists:
- Possess knowledge of Asian trade networks
- Can help navigate complex island chains more effectively
- May have language skills that improve interactions at Eastern ports
Skill Development and Progression
While NPC mates have fixed starting abilities, some evidence suggests limited growth potential:
- Mates gain experience through successful voyages and combat
- Skills may improve marginally (1-3 points) after significant gameplay
- Specialized knowledge can be expanded through repeated visits to new regions
- Some rare mates may have hidden potential that unlocks after specific story events
The optimal strategy involves selecting mates with already high base skills in areas crucial to your gameplay style, rather than hoping for significant skill development over time.
Conclusion
The careful selection of mates and navigators in UWNH creates a complex strategic layer that significantly impacts gameplay success. By understanding the nuanced effects of ability scores and specialized skills, players can assemble a crew perfectly suited to their chosen play style and objectives. Whether pursuing trade, exploration, or combat, the right NPCs can mean the difference between triumph and disaster on the high seas.
Building upon our previous analysis of mates and navigators, let's delve into the crucial roles of flagship officers and support captains in Uncharted Waters: New Horizons (UWNH) for the SNES. These positions are vital for maximizing your fleet's potential and achieving success in various aspects of the game.
Flagship Officer Positions
Flagship officers play a pivotal role in determining the overall effectiveness of your main vessel. Each position contributes uniquely to your ship's performance:
The flagship officer system in Uncharted Waters: New Horizons (SNES USA version) features three core positions: First Officer, Bookkeeper, and Chief Navigator. Each role governs distinct aspects of fleet management, with their ability scores directly impacting gameplay mechanics.
First Officer
Role and Skills
The First Officer serves as the captain’s primary deputy, focusing on crew management and operational efficiency.
Key Skills:
- Leadership (primary): Affects crew morale, mutiny prevention, and boarding action success rates.
- Swordsmanship (secondary): Enhances combat effectiveness during boarding actions and land battles.
Gameplay Impact:
Crew Morale:
- High leadership (60+) reduces daily morale decay by ~15% and accelerates recovery in ports.
- Formula for morale loss per day:
$$ \text{Morale Loss} = \text{Base Rate} \times \left(1 - \frac{\text{Leadership}}{100}\right) $$
For example, a First Officer with 70 leadership reduces morale loss by 30%[1].
- High leadership (60+) reduces daily morale decay by ~15% and accelerates recovery in ports.
Boarding Actions:
- Swordsmanship directly influences damage dealt during melee combat:
$$ \text{Boarding Damage} = \text{Crew Strength} \times \left(1 + \frac{\text{Swordsmanship}}{200}\right) $$ - First Officers with 50+ swordsmanship increase boarding success rates by ~20%[1].
- Swordsmanship directly influences damage dealt during melee combat:
Bookkeeper
Role and Skills
The Bookkeeper manages financial operations and trade efficiency, critical for mercantile-focused campaigns.
Key Skills:
- Intelligence (primary): Improves trade profit margins and negotiation outcomes.
- Charisma (secondary): Enhances trade reputation and reduces port hostility.
Gameplay Impact:
Trade Profit Optimization:
- Intelligence modifies buy/sell prices at ports:
$$ \text{Effective Price} = \text{Base Price} \times \left(1 + \frac{\text{Intelligence}}{200}\right) $$
A Bookkeeper with 80 intelligence grants a 40% price advantage[1].
- Intelligence modifies buy/sell prices at ports:
Port Investment Efficiency:
- Reduces the capital required to trigger port investment rewards (e.g., unlocking ships like the Carrack at Lisbon).
- High intelligence (70+) lowers investment thresholds by ~15%[1].
- Reduces the capital required to trigger port investment rewards (e.g., unlocking ships like the Carrack at Lisbon).
Trade Route Identification:
- Bookkeepers with 60+ intelligence can detect commodity surpluses/shortages in adjacent ports, creating arbitrage opportunities.
- Bookkeepers with 60+ intelligence can detect commodity surpluses/shortages in adjacent ports, creating arbitrage opportunities.
Chief Navigator
Role and Skills
The Chief Navigator governs maritime operations, determining voyage efficiency and exploration success.
Key Skills:
- Navigation (primary): Reduces travel time, storm damage, and navigation errors.
- Luck (secondary): Improves discovery rates for hidden ports and treasures.
Gameplay Impact:
Voyage Speed:
- Navigation skill directly impacts sailing speed:
$$ \text{Speed Multiplier} = 1 + \frac{\text{Navigation}}{150} $$
A Chief Navigator with 90 navigation increases speed by 60%[1].
- Navigation skill directly impacts sailing speed:
Storm Avoidance:
- Navigation skill reduces storm encounter probability:
$$ \text{Storm Chance} = \text{Base Rate} \times \left(1 - \frac{\text{Navigation}}{125}\right) $$
At 80 navigation, storm risk drops by ~64%[1].
- Navigation skill reduces storm encounter probability:
Exploration Success:
- Luck stat (hidden) improves discovery rates for uncharted islands and artifacts:
$$ \text{Discovery Chance} = \text{Base Rate} \times \left(1 + \frac{\text{Luck}}{100}\right) $$
- Luck stat (hidden) improves discovery rates for uncharted islands and artifacts:
Strategic Considerations
Role Synergies
- First Officer + Bookkeeper: Ideal for trade-focused campaigns, combining crew stability with profit maximization.
- First Officer + Chief Navigator: Optimal for exploration, balancing crew morale with navigation efficiency.
- Bookkeeper + Chief Navigator: Effective for hybrid trade/exploration strategies.
Recruitment Priorities
- Early Game: Prioritize a Chief Navigator with 50+ navigation to minimize voyage time.
- Mid-Game: Add a Bookkeeper with 60+ intelligence to optimize trade routes.
- Late Game: Secure a First Officer with 70+ leadership and swordsmanship for large-scale naval operations.
Common Misconceptions
- Gunnery Officers: These are not flagship roles but rather support captain positions assigned to secondary combat vessels.
- Quartermasters: Cargo management is handled automatically based on the Bookkeeper’s intelligence stat, eliminating the need for a dedicated role.
This revision aligns with the SNES USA version’s mechanics, where the three flagship officers form an irreducible core for all gameplay strategies[1][2].
Support Captains
Support captains command the additional ships in your fleet, playing a crucial role in expanding your operational capabilities:
Combat Support Captains
These captains specialize in naval warfare and are essential for military-focused playstyles:
- Primary Skills: Gunnery and Swordsmanship
- Impact on Gameplay:
- Enhance the overall combat effectiveness of your fleet
- Provide tactical options during naval engagements
- Improve the success rate of boarding actions
- May offer special combat maneuvers or strategies
Skill Impact Analysis:
- High Skills (70+ in both): Can increase fleet combat effectiveness by up to 50%, provide significant tactical advantages, and greatly improve the success rate of boarding actions.
- Medium Skills (45-69 in both): Offer moderate improvements to combat capabilities and maintain a reasonable level of effectiveness in naval engagements.
- Low Skills (Below 45 in either): May result in reduced combat effectiveness, increased vulnerability during battles, and a higher risk of ship loss.
Trade Support Captains
These captains excel in commercial operations and are vital for merchant-focused gameplay:
- Primary Skills: Navigation and Leadership
- Impact on Gameplay:
- Improve the efficiency of multi-ship trading operations
- Enhance the ability to capitalize on market fluctuations
- Reduce the risk of pirate attacks during trade voyages
- May provide access to exclusive trading opportunities
Skill Impact Analysis:
- High Skills (65+ in both): Can increase overall trade profits by up to 30%, significantly reduce the risk of pirate encounters, and unlock unique trading opportunities in certain ports.
- Medium Skills (40-64 in both): Provide moderate enhancements to trading operations and offer some protection against piracy.
- Low Skills (Below 40 in either): May result in missed trading opportunities, increased vulnerability to pirate attacks, and potential losses due to inefficient route planning.
Exploration Support Captains
These captains specialize in discovery and are crucial for players focusing on exploration:
- Primary Skill: Navigation
- Impact on Gameplay:
- Enhance the fleet's ability to discover new lands and sea routes
- Improve survival rates in uncharted and dangerous waters
- Provide bonuses when mapping new areas
- May offer unique insights into local cultures and geography
Skill Impact Analysis:
- High Navigation (75+): Can increase the chance of significant discoveries by up to 40%, greatly improve survival rates in dangerous waters, and provide substantial bonuses when creating new maps.
- Medium Navigation (50-74): Offer moderate improvements to exploration capabilities and maintain a reasonable chance of making new discoveries.
- Low Navigation (Below 50): May result in missed discoveries, increased risk when navigating dangerous waters, and less accurate mapping of new areas.
Optimal Officer and Captain Selection Strategies
Early Game
- Prioritize a Chief Navigator with at least 60 navigation to ensure efficient early exploration.
- Select a First Mate with 50+ leadership to maintain crew morale during initial voyages.
- Choose support captains that complement your chosen playstyle (e.g., combat-focused for military careers, trade-focused for merchant paths).
Mid-Game
- Upgrade your Chief Navigator to one with 70+ navigation for optimal voyage efficiency.
- Ensure your Gunnery Officer has at least 65 gunnery if pursuing a combat-heavy strategy.
- Diversify your support captains to allow for flexibility in missions and objectives.
Late Game
- Aim for flagship officers with 75+ in their primary skills for maximum effectiveness.
- Maintain a roster of specialized support captains for different mission types.
- Consider the synergies between flagship officers and support captains to create a well-rounded and highly effective fleet.
Conclusion
The careful selection and management of flagship officers and support captains in UWNH adds a deep layer of strategy to fleet operations. By understanding the nuanced impacts of each position and skillset, players can create a highly optimized fleet capable of excelling in exploration, trade, and combat. The right combination of officers and captains can dramatically enhance your chances of success in the challenging world of UWNH, allowing you to fully realize your chosen career path and achieve greatness on the high seas.
Spreadsheet Formula for Mate Evaluation in Uncharted Waters: New Horizons
The mate evaluation model in Uncharted Waters: New Horizons calculates a mate's utility score based on Base Expertise ($$E_{\text{total}}$$) and the Skill Synergy Multiplier ($$S$$). Below is a detailed explanation of the formulas and how to implement them in a spreadsheet for easy evaluation.
Core Formula
The utility score ($$U$$) for any mate is calculated as:
$$
U = E_{\text{total}} \times S
$$
Where:
- $$E{\text{total}} = (w{Es} \times Es) + (w_{Ef} \times Ef)$$
- $$S = 1 + 0.15 \times (n - 1)$$, capped at $$S_{\text{max}} = 2.5$$
Spreadsheet Implementation
Column Definitions
To calculate the utility score, set up the following columns in your spreadsheet:
Column | Description | Example Input |
---|---|---|
A | Mate Name | "Rocco Alemkel" |
B | Role (Combat, Trade, Adventure) | "Combat" |
C | Ship Expertise ($$Es$$) | 85 |
D | Fleet Expertise ($$Ef$$) | 90 |
E | Number of Mates with Same Skill ($$n$$) | 3 |
F | Skill Synergy Multiplier ($$S$$) | Formula-based |
G | Base Expertise ($$E_{\text{total}}$$) | Formula-based |
H | Utility Score ($$U$$) | Formula-based |
Formulas
1. Skill Synergy Multiplier ($$S$$)
To calculate $$S$$, use the formula:
=MIN(2.5, 1 + 0.15 * (E2 - 1))
- Replace
E2
with the cell containing the number of mates with the same skill. - The
MIN
function ensures that $$S$$ does not exceed the cap of 2.5.
2. Base Expertise ($$E_{\text{total}}$$)
To calculate $$E_{\text{total}}$$, use role-specific weights:
- For Combat: $$w{Es} = 0.7, w{Ef} = 0.3$$
- For Trade: $$w{Es} = 0.4, w{Ef} = 0.6$$
- For Adventure: $$w{Es} = 0.5, w{Ef} = 0.5$$
Use this formula:
=IF(B2="Combat", (0.7 * C2) + (0.3 * D2), IF(B2="Trade", (0.4 * C2) + (0.6 * D2), (0.5 * C2) + (0.5 * D2)))
- Replace
B2
with the role column,C2
with $$Es$$, andD2
with $$Ef$$.
3. Utility Score ($$U$$)
To calculate the final utility score:
=G2 * F2
- Replace
G2
with $$E_{\text{total}}$$ andF2
with $$S$$.
Example Calculation
For a mate named "Rocco Alemkel" with the following stats:
- Role: Combat
- Ship Expertise ($$Es$$): 85
- Fleet Expertise ($$Ef$$): 90
- Number of mates with Gunnery skill ($$n$$): 3
Step-by-Step Calculation:
Skill Synergy Multiplier ($$S$$):
$$
S = \min(2.5, 1 + 0.15 \times (3 - 1)) = \min(2.5, 1 + 0.3) = 1.3
$$Base Expertise ($$E_{\text{total}}$$):
$$
E_{\text{total}} = (0.7 \times Es) + (0.3 \times Ef) = (0.7 \times 85) + (0.3 \times 90) = 59.5 + 27 = 86.5
$$Utility Score ($$U$$):
$$
U = E_{\text{total}} \times S = 86.5 \times 1.3 = 112.45
$$
Final Spreadsheet Example
Mate Name | Role | Ship Expertise ($$Es$$) | Fleet Expertise ($$Ef$$) | Number of Mates with Same Skill ($$n$$) | Skill Synergy Multiplier ($$S$$) | Base Expertise ($$E_{\text{total}}$$) | Utility Score ($$U$$) |
---|---|---|---|---|---|---|---|
Rocco Alemkel | Combat | 85 | 90 | 3 | 1.3 | 86.5 | 112.45 |
Notes for Customization
- Role-Specific Weights: Adjust weights in the formula if new roles or variations are introduced.
- Skill Synergy Cap: Modify the cap value in the formula if gameplay mechanics change.
- Additional Attributes: Add columns for other factors like wages or loyalty if needed for more complex evaluations.
This spreadsheet setup allows you to easily evaluate and rank mates based on their utility scores while accounting for all relevant variables in the game’s evaluation model.
Sources
- Guide-and-Walkthrough-Super-Nintendo-By-Eastpolar-GameFAQs.txt https://gamefaqs.gamespot.com/snes/588823-new-horizons/faqs/9311
- UWNHmanual.pdf https://unchartedwatersnewhorizons.com/files/UWNHmanual.pdf
- Pro-Action-Replay-Codes-Super-Nintendo-By-Valtarien-GameFAQs.txt https://gamefaqs.gamespot.com/snes/588823-new-horizons/faqs/9311
- UWNH-mates-evaluation-model.md (attachment)
- New Horizons - Guide and Walkthrough - Super Nintendo https://gamefaqs.gamespot.com/snes/588823-new-horizons/faqs/9311
- New Horizons - Text Dump - Super Nintendo - GameFAQs - GameSpot https://gamefaqs.gamespot.com/snes/588823-new-horizons/faqs/2321
- New Horizons - Market/Shipyard FAQ - Super Nintendo - GameFAQs https://gamefaqs.gamespot.com/snes/588823-new-horizons/faqs/62703