Beware! Here there be spoilers.
The Ninth Captain was a man ahead of his time: a self-hating Londoner, which would be far more appropriate for a person living in the 21st century than for one stuck in the weird version of the Victorian era. Or, at least, this is how imagined him to be, because he was meant to complete one of the hidden game endings and leave the Neath on board of a stolen Zeppelin. Since I like to have a backstory behind each of my Captains, I did almost everything to stay in-character. This included working with the enemies of London on every occasion, undermining the Imperial sea power and bringing the hated city to its knees.
Eventually, after a failed attempt to steal the monkey Zeppelin and fly away as far as possible, I decided to pick up the Colony ambition path.
Then I learned that the price of freedom is constant grinding.
Establishing your own settlement is a complex endeavour. Since the only suitable place is Aestival, the Captain needs to find a way to protect his colonists from being driven into madness by sunlight — and finding protection requires a few rare and costly items, as well as sacrificing a part of the crew. When the brave settlers are from the wrath of Helios, the game becomes even less exciting, since it’s necessary to bring enormous quantities of supplies and scores of people develop a colony large enough to declare independence. The final stage is choosing whether to side with one of the Neath’s Powers or become a nation on your own. Whatever the choice is, ridiculously high statistics and expensive items are required to achieve the ending.
Brave men have bled and died, innocent cucumbers have been smashed, but the Ninth Captain has prevailed and become the First Autocrat of his own tiny empire. Proudly alone!
What’s even more important, I managed to accomplish this feat on the last moment. The Zubmarine fleet is bound to arrive tomorrow and now I can play the first official Sunless Sea DLC with a fresh captain.