- This page deals with the the individual naval unit types. For information on the recruitment and maintenance of navies see navy. For naval combat mechanics see naval warfare.
There are four basic classes of naval units available (heavy ships, light ships, galleys, transports) with each class specialising in a particular role. Additionally, the Golden Century DLC provides a fifth class: the flagship.
Each ship class has several distinct properties which affect combat performance:
- Hullsize: Represents the durability of the ship.
- Sailors: The number of sailors required to crew the ship.
- Cannons: Determines the damage done in combat.
- Speed: Refers to the tactical movement speed of the unit in battle, which is supposed to affect the naval positioning rating of the fleet during battles, and thus determine if a ship will or will not attack during a round of naval combat. This is distinct from the strategic movement speed of the unit between different sea zones.
- Engagement width: Determines how many spaces a ship occupies in the engagement width of a naval battle.
Additionally, light ships have a unique property:
- Trade power: Represents the potential trade power value of this ship if ordered to protect trade in a particular trade node.
The speed values listed for naval units in-game refer to their tactical movement speed in battle. The strategic movement speed determines how fast a ship can travel between sea zones on the map.
|Ship type||Tactical Speed||Strategic Speed|
The travel time between two sea zones is determined by:
with the final value rounded up to the nearest integer. The distance between two sea zones can be found by selecting a naval unit and reading the tooltip that appears when the mouse is hovered over another sea zone or port. Fleets will always travel at the strategic speed of their slowest ship. Note that the formula above may slightly vary between certain sea zones.
The durability of a ship determines how much damage a ship takes from incoming fire. For example, a 10% durability modifier would mean that a ship would lose 9 sailors instead of 10 sailors during battle (does not affect damage from attrition). A ship's base durability depends on its hullsize. These modifiers increase the durability of any type of ship:
Ship-for-ship, heavy ships are by far the most powerful in combat. However, they are also the most expensive, especially in terms of maintenance. This makes them the combat ship of choice for rich nations that dream of naval supremacy. They also take up 3 spaces in the engagement width instead of the regular 1.
These modifiers increase the power and effectiveness of heavy ships.
|+10%||as Dutch republic|
Light ships can increase a country's trade power in a certain trade node and thereby the trade profits by protecting trade, and are also ideal for exploration due to their speed (as long as they are not slowed down by other ship types in the same fleet). This makes them a prime choice in times of peace. However, they perform poorly at war: they cannot stand up to Heavy Ships or Galleys in combat.
These modifiers increase the power and effectiveness of light ships.
These cheap ships are ideal for fighting in inland seas (e.g. Mediterranean, Baltic, Sea of Japan, Chinese coast), where they have a +100% combat ability bonus, even allowing them (in large groups) to go toe-to-toe with Heavy Ships at a significantly lower price. However, they are far quicker to sink due to the smaller hull size and lack of defensive bonuses, will take up much more naval force limit, and move across the map only slowly. In deep waters, they will only slightly outperform light ships.
These modifiers increase the power and effectiveness of galleys.
|+20%||with Norse as secondary religion|
Please help with verifying or updating this section. It was last verified for version 1.17.
Each transport can carry only one regiment (of any type), regardless of the regiment being at full strength or not. Though reasonably durable compared to light ships and galleys, they lack the firepower of combat ships, and should generally seek to avoid combat situations. An exception to this is a late-game western transport fleet fighting against much less advanced foes, where technology differences give transport ships a more evenly-matched fight against even the enemy's heavy ships.
Please help with verifying or updating this section. It was last verified for version 1.28.
The combat ability of transports is not modified by the base game.
|Available only with the Golden Century DLC enabled.|
Flagships are unique ships that give special bonuses to all ships in fleet with them. A nation may only have one flagship of their own (not counting captured flagship which lose their bonuses but keep their name and icon). A flagship can be any combat ship type (non-transport). When building the flagship, the nation chooses up to three special abilities for the flagship. Each special ability increases the maintenance cost of the ship. Nations must have 1500 sailors worth of active ships before their navy is large enough to be allowed to build a flagship.
All flagships have the following modifiers:
|Flagship Cannons: +50%|
|Flagship Morale: +50%|
|Flagship Durability: +100%|
Some special abilities are only available to the indicated country.
|Mass Load Cannons||50% more cannons on flagship||0.5||Not Castile, Spain|
|Trade Route Map||+1 Trade Power for all ships in fleet (not only lightships)||0.25||Not Portugal, Brazil|
|Command Aftercastle||+5% Morale to Ships in Fleet||0.5||Not Holland, Netherlands|
|Improved Crow's Nest||+3 Engagement Width||0.5|
|Mortars||+1 Blockade Impact on Siege||1|
|Standardized Signal Book||+1 Movement Speed for every ship in Fleet||0.5|
|Hull Sheathing||+50% flagship durability||0.5|
|Portuguese Navigators||+100 Exploration Mission Range||0.5||Portugal, Brazil|
|Portuguese Bombardier||-40% Naval Barrage Cost||0.5||Portugal, Brazil|
|Portuguese Trade Route Map||+2 Trade power for every ship in the fleet||0.25||Portugal, Brazil|
|Spanish Grand Armada||-30% Attrition for fleet||0.5||Castile, Spain|
|Spanish Treasury Convoy||+100% Hunt Pirates Efficiency (Cannons count twice for hunting pirates)||0.5||Castile, Spain|
|Spanish Mass Load Cannons||100% more cannons on flagship||0.5||Castile, Spain|
|Dutch Courage||10% Morale bonus in fleet||0.5||Holland, Netherlands|
|Portuguese Fusiliers||-66% Movement Speed On and Off Ships, +2 Combat Penalty when landing||0.5||Portugal, Brazil|
|Integrated Marines||-33% Movement Speed On and Off Ships||0.5||Not Portugal, Brazil|
|Scandinavian Flag Officers||+3% Monthly Chance of Admiral Skill Gain on Mission||0.5||Denmark, Norway, Scandinavia|
|Flag Officers||+1% Monthly Chance of Admiral Skill Gain on Mission||0.5||Not Denmark, Norway, Scandinavia|
|Spare Jolly Roger||+25% privateering efficiency in fleet||0.5|
|Captain's Log||+100% Fleet Prestige from Battles, +100% Fleet Naval Tradition from Battles||0.5|