Naval units
- 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 and
transports) with each class specialising in a particular role.
Properties[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.33. |
Each ship class has several distinct properties which affect combat performance:
Hull strength
- 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 strategic movement speed of the unit, as on how fast ships travels on the map. This is distinct from the tactical movement speed, which determines your ships base blockading trade power.
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.
Movement speed[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.31. |
The speed values listed for naval units in-game refer to their strategic movement speed, it determines how fast a ship can travel between sea zones on the map. It is not to be confused with tactical speed, which determines the base ship blockade power. Note that the tactical speed is no longer shown in game.
Fleets will always travel at the strategic speed of their slowest ship. Hence, you could use light ships to lead your fleet and catch the enemy while waiting for your main fleet to engage, or be sure to keep galleys separate from your main fleet if you want the main fleet not to be held back.
Ship type | Tactical speed | Strategic speed |
---|---|---|
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5 | 6 – 9 |
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10 | 10 – 15 |
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8 | 4 – 5 |
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5 | 6 – 9 |
All movement speed modifiers only affect the strategic speed. So a flagship with the ‘Standardized Signal Book’ modification and completing the Maritime idea group each increase the strategic speed of all ships within the fleet by
+1.
Note that the blockade impact of a ship (the amount of trade power it steals when blockading) is also equal to its tactical speed value. Therefore light ships are best at blockading (10 per ship) and galleys next best (8 per ship).
Leader-based modifiers[edit | edit source]
An admiral or
explorer increases the movement speed of the fleet they are attached to by +5% for each point
maneuver skill.
Leader traits[edit | edit source]
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Available only with the Rights of Man DLC enabled. |
The “Accomplished Sailor” trait for naval leaders gives +10% movement speed to the fleet which the leader commands.
Travel time[edit | edit source]
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. Note that the formula above may slightly vary between certain sea zones.
Durability[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.30. |

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 hull strength. Hence, see hull strength as equivalent to damage resistance (the damage suffered being directly proportional to the number of cannon fire it receives).
Durability is one of the most underrated yet important factors in naval warfare. Both formulas to calculate hull damage (and hence the strength of your ships) and morale losses use durability as the denominator. This means that it one can drastically reduce the overall damage and moral losses of ones navy by pursuing high durability. The simplest methods would be to research the 4th Quality idea and implementing the "Hold the Weather Gauge" policy from Offensive and Maritime.
These modifiers increase the durability of any type of ship:
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Conditions |
---|---|
+20% | |
+10% |
|
+5% |
|
Ideas and policies:
There are also many modifiers from decisions, events and missions that affect ship durability.
Heavy ships[edit | edit source]

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. Heavy ships can be used for exploration.
Combat ability[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.31. |
These modifiers increase the power and effectiveness of heavy ships.
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Conditions |
---|---|
+10% |
|
Ideas and policies:
There are also many modifiers from decisions, events and missions that affect heavy ship combat ability.
Types[edit | edit source]
The columns below from left to right are hull strength, cannons, strategic map speed, and sailors (sailors being the proxy for ship strength).
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Please help with verifying or updating this section. It was last verified for version 1.33. |
The blockade power of all heavy ship models is 5.
Light ships[edit | edit source]

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 in battle: they cannot stand up to heavy ships or galleys in combat. Still, they are much better in this role than transports, and they excel in blockading.
Combat ability[edit | edit source]
These modifiers increase the power and effectiveness of light ships.
Ideas and policies:
There are also some modifiers from decisions, events and missions that affect light ship combat ability.
Types[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.33. |
The columns below from left to right are trade power, hull strength, cannons, strategic map speed, and sailors (sailors being the proxy for ship strength).
The blockade power of all light ship models is 10.
Galleys[edit | edit source]

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 while also allowing 3 times as many ships to fight at once compared to heavy ships, making for a stronger fleet at a significantly lower price. On non-inland sea they retain a +50% combat ability bonus when fighting on coasts. 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.
Combat ability[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.31. |
These modifiers increase the power and effectiveness of galleys.
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Conditions |
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+20% | as ![]() ![]() |
+15% | with ![]() |
+15% | with a naval leader that has the ![]() |
Types[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.33. |
The columns below from left to right are hull strength, cannons, strategic map speed, and sailors (sailors being the proxy for ship strength).
The blockade power of all galley ship models is 8.
Transports[edit | edit source]

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.
Combat ability[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.30. |
The combat ability of transports is not modified by the base game.
Types[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.33. |
The columns below from left to right are hull strength, cannons, strategic map speed, and sailors (sailors being the proxy for ship strength).
The blockade power of all transport ship models except the war canoe is 5. The war canoe has a blockade power of 1.
Flagship[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.29. |
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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.
Sinking another nation's flagship in combat is worth +5 prestige; capturing it instead is worth
+10 prestige.
All flagships have the following modifiers:
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The cost of flagships is affected by the following:
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Traditions | Ideas | Bonuses | Policies |
---|---|---|---|---|
−50% | — |
|
— | — |
Flagship modifications[edit | edit source]
Some special modifications are only available to the indicated countries.
Name | Effect | ![]() |
Available for |
---|---|---|---|
![]() Mass Load Cannons However many cannons the enemy believes we have, we must have twice as many. No ship has ever sunk from having too many cannons.[note 1] |
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0.5 | |
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0.5 | ||
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0.25 | ||
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0.25 | ||
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0.5 | ||
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0.5 | ||
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0.5 | ||
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1 | ||
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0.5 | ||
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0.5 | ||
+125% Fleet exploration range | 0.5 | ||
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0.5 | ||
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0.5 | ||
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0.5 | ||
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0.5 | ||
|
0.5 | ||
+1% Monthly chance of admiral skill gain on mission | 0.5 | ||
+3% Monthly chance of admiral skill gain on mission | 0.5 | ||
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0.5 | ||
0.5 |
Notes:
Overall ship type comparisons[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.31. |
Ignoring modifiers, the most import factor determining the outcome of a battle is the relative difference between hull strength (equivalent to damage resistance) and the number of cannons firing on it. The damage suffered is directly proportional to the number of cannon fire it receives.
Therefore, in the table below an Early Carrack applies 2:1 damage (40 cannons vs 20 hull strength) to another Early Carrack than say the 1.5:1 damage (12 cannons vs 8 hull strength) of a Galley to Galley interaction. Note that one heavy ship takes up three engagement width relative to other ships so cannot be compared directly to the other types (for example, it takes approximately 6 galleys to reach parity when fighting a heavy ship).
Note that sailors is the proxy for "ship strength" in the battle view that shows the percentage strength – the number of sailors left alive – of each ship engaged in battle.
The columns below from left to right are hull strength, cannons, strategic map speed, and sailors (sailors being the proxy for ship strength). The sequence of the rows is the order of engagement priority in an ongoing naval battle to try and populate the fleet's full engagement width until the limit is reached, the order being heavy ships, galleys, light ships, transports.
Strategy[edit | edit source]

Please refer to naval warfare for full details. However, the combination of naval units, admiral skill and the impact of engagement width can be summarised as follows. Generally speaking in a naval battle one could assume that:
- The fleet with the larger engagement width (assuming they fill all of it with ships) should win (remember both fleets suffer a −20% reduction in width when near the coast).
- Higher engagement width means one can send more high cannon ships into battle to apply maximum damage to the hulls of the opposing ships.
- All ships up to the full engagement width will fire at the opposing ships.
- The key is to have maximum cannons firing at minimum hull strength, so for example a large line width of cannon-laden heavies firing at a narrow line comprising a few transports.
- The quickest way to ensure the highest engagement width is to send a high manoeuvre admiral into the battle, receiving +10% width for each pip (up to 6) of manoeuvre (note that if you send multiple admirals the one with the overall highest pips will lead the fight, so make sure to only send the high manoeuvre one).
- Choosing between a high fire and shock pip admiral or one with high manoeuvre to go into battle it is typically better to go for manoeuvre to get the higher engagement width.
- Heavies are best to send into battle to fill the engagement width (remember they take three slots each), unless fighting in an inland sea where it's best to fill the engagement width with galleys that receive a +100% to final damage done. If not an inland sea, or the open sea, the near coast final damage bonus for galleys (+50%) helps, but is typically not enough to offset the power of heavies.
- It is best not to use light ships and transports in battle. However, if one's engagement width is fuller than the enemy's then any additional cannons from light ships and transports will materially shift the fleet damage done in one's favour.
- Towards the tail end of a large existing battle when there may not remain sufficient heavies and galleys to fill the engagement width any more, feeding fresh high-morale light ships and transports from a tile next door into the battle each few days can significantly shift the battle to a quick victory.
Declaring war | Alliance • Casus belli • Claim • Peace • War exhaustion • Warfare |
Defense | Fort • Zone of control |
Land warfare | Army • Condottieri • Discipline • Drilling • Land units • Land warfare • Manpower • Militarisation • Mercenaries • Professionalism |
Naval warfare | Flagship • Naval blockade • Naval doctrine • Naval units • Naval warfare • Navy • Sailors |
Other | Force limit • Military leader • Military tradition |
Colonisation | Exploration • Colonisation • Colonial nation • Tariffs • Trade company |
Economy | Debase currency • Development • Economy • Privateering • Production • Raid coasts • Tax |
Trade | Trade • Trade company • Trade goods • Trade nodes |
Diplomacy | Diplomacy • Diplomatic feedback • Envoy • Espionage |
Other | Defender of the Faith • Great power • Hegemon • Prestige • Regions |
Political structures | Emperor of China • Holy Roman Empire • Papacy |
Relations | Personal union • Relations • Subject nation |
Concepts | Corruption • Governing capacity • Overextension • Power projection • Rebellion • Regions • Stability • States and territories |
Court | Advisors • Consort • Monarch power • National focus • Ruler • Ruler personalities |
Estates and Factions | Base estates • Cossacks estates • Dharma estates • Estates • Factions |
Events and Missions | Decisions • Disasters • Events • List of decisions • Missions |
Goverment | Absolutism • Culture • Government • Government rank • Modifiers • Policies |
Province mechanics | Autonomy • Buildings • Canal • Capital • Core • Province |
Religions | Christian denominations • Eastern denominations • Muslim denominations • Other denominations • Pagan denominations • Religion |
Specific governments | Native council • Parliament • Steppe hordes |
Ideas and Policies | Idea groups • National ideas • Policies |
Ages and Institutions | Ages • Institutions |
Innovativeness and Technology | Innovativeness • Technology |