Sends a ship to explore a region of the seas around your island, improving knowledge of a region much more than a normal cruise. Chances of finding trade routes and settlements are improved for the amount of sea rations used, and while no plunder can be gained, no risk is incurred by the ship or crew either.
At least one ship.
Sends a ship to raid a settlement for unskilled captives. No plunder is gained, no risk is incurred by the ship though some crew may perish, chance is mainly dependent on the type of settlement. As your pirate haven grows, so too will the need for working captives so you will likely need to raid settlement a lot in the game, especially when your run short on laborers and lacking a patron to deliver prisoners.
At least one ship.
Sends a ship to kidnap a particular craftsman. Nothing else is gained but the crew and the ships face no risk. Many craftsmen are required to be present on your island for you to build certain facilities.
Releases a Wealthy, Skilled, or Unskilled Captive for minor improvement in relations with its nation. Also good for those said removing captives who might incite rebellion or are just taking up resources and space without being productive.
Requests a pirate to be educated at one of the schools to improve marksmanship, gunnery, swordsmanship, seamanship, or navigation. These 5 skills can also be improved while cruising, though at the risk of death.
Turns an unskilled captive into a pirate. Useful for bolstering low pirate numbers as well as removing high leadership/courage captives who might incite rebellion.
Releases a skilled or wealthy captive for financial gain. Skilled Captives have a set ransom amount depending on profession that never changes. Wealthy captives, on the other hand, have a ransom that increases as they visit entertainment buildings and hotels.
Gives a particular pirate 100 gold. Useful for preventing discontent among poor pirates as this gives them spending money to satisfy entertainment needs.
At least one guard employed at the pirate palace. Each guard can assassinate one person at a time.
Orders a palace guard to kill a particular captive or pirate. Useful in preventing them from inciting rebellion but it cannot be used on pirate captains or wealthy captives. Generally a waste on unskilled captives as you can press gang or release them for free, but it is the best method to stop an unhappy pirate from causing too much problems on your island.
Grants a particular pirate a peg-leg, a hat, or a parrot. Peg-legs are made at Carpenters and boost notoriety. Hats are made from Hat Shops and boost Leadership. Parrots are born from Parrot Aviaries and boost courage.
Distributes Rum to all Pirates, greatly increasing their Drinking Satisfaction. More expensive than Free Beer but effect on satisfaction is greater as well.
Rig Gambling Against
Increases profits off of gambling facilities but reduces overall gambling satisfaction provided from those said facilities.
Rig Gambling in Favor
Increases gambling satisfaction provided at gambling facilities but reduces profits from those said facilities. Great in the late game when you got a strong economy and need to focus on maintaining pirate satisfaction.
Increases order on the island at the cost of fear.
Permits a nation to hang all pirates of their nationality (including pirate captains). Issuing this edict will result in the immediate removal of all pirates and captains of the chosen nationality and dramatically improves relations with the nation.
Donate Money to Crew
Grant money to the crew of a certain ship: 500 gold is dispersed among the captain, officers, and crew.
Frees all captives of a particular nationality (English, French, or Spanish), resulting in a significant boost in relations depending on how many of those captives were freed. Downside is a potential worker shortage when issued.
Permit all pirates to randomly kill captives they run into. Also increases anarchy and fear around the island, but causes captives to be more inclined to escape.
Pirate Guard Patrols
Brings a pirate who died during your rule back as a skeleton. Skeletons only work as haulers, but do not require food, sleep, or prayer and are more skilled at hauling than unskilled captive haulers.
1 - Price rises an additional 20 gold each time a skeleton is raised. The Voodoo Adept quality lowers the initial cost to 50 gold.
Allow the chosen nation (England, France, or Spain) to purchase goods from your smuggler's cove. This reveals the location of your pirate haven to that said nation so it is best done with your patron or a nation you intend to remain at peace with.
Letters of Marque
Harmonious relations with chosen nation
Declare a certain nation (England, France, or Spain) as your patron. This protects you from invasion but this also reveals the location of your pirate haven to that said nation.