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- 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.
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.
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
|
Heavy ships
|
5
|
6 – 9
|
Light ships
|
10
|
10 – 15
|
Galleys
|
8
|
4 – 5
|
Transports
|
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).
An
admiral or
explorer increases the movement speed of the fleet they are attached to by +5% for each point of
maneuver skill.
The “Accomplished Sailor” trait for naval leaders gives
+10% movement speed to the fleet which the leader commands.
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.
The movement cost to adjacent sea provinces will decrease or increase depending on if you're sailing with or into the wind. This affects both trade range and colonial range.
Ship Durability measures how much of a beating your Navy can take in battle before sinking below the sea. The higher it is, the better.
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:
|
Conditions
|
+10% |
- as
Emperor of China with active ‘Promote Naval Officers’ decree
|
+5% |
|
Ideas and policies:
|
Traditions
|
Ideas
|
Bonuses
|
Policies
|
+10%
|
|
- Naval idea 6: Oak Forests for Ships
- Japanese idea 4: Maritime Legacy
- Korean idea 6: Geobukseon
|
- Bruneian ambition
- Malayan ambition
- Palembang ambition
|
—
|
+5%
|
- Estonian traditions
- Mahri traditions
- Northeastern traditions
|
- Quality idea 4: Corvettes
- Al-Haasa idea 6: A Modern Navy
- Galician idea 4: Galician Shipyards
- Khmer idea 7: A Modern Khmer Navy
- Madyas idea 7: Expand the Shipbuilding Sector
- Mori idea 6: Itsukushima
- Navarran idea 1: Fearless Seamen
- Scandinavian idea 3: Danish Baltic Fleet
- Venetian (upgraded) idea 1: Venetian Arsenal
- Venetian idea 1: Venetian Arsenal
|
|
- Humanist-Naval: The Naval Inspection Act
- Maritime-Offensive: Hold the Weather Gauge
|
There are also many modifiers from decisions, events and missions that affect ship durability.
With the exception of closed waters like the Mediterranean the man 'o war or the ship of the line is the prime combat vessel.
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.
These modifiers increase the power and effectiveness of heavy ships.
|
Conditions
|
+10% |
|
Ideas and policies:
|
Traditions
|
Ideas
|
Bonuses
|
Policies
|
+20%
|
—
|
- Naval idea 6: Oak Forests for Ships
|
—
|
—
|
+15%
|
|
—
|
—
|
—
|
+10%
|
—
|
- Butuan idea 6: Protect the Coastlines
- Date idea 5: Red Seal Ships
- English idea 1: A Royal Navy
- Lübeckian (Hansa) idea 4: Adler von Lübeck
- Majapahit idea 6: The Majapahit Armada
- Spanish idea 4: A Spanish Armada
|
- Alaskan ambition
- Genevan ambition
|
- Innovative-Maritime: New Naval Tactics
|
There are also many modifiers from decisions, events and missions that affect heavy ship combat ability.
- See also: Galleon special unit
The columns below from left to right are hull strength, cannons, strategic map speed, and sailors (sailors being the proxy for ship strength).
|
Name
|
|
|
|
|
Description
|
3
|
Early Carrack
|
30
|
40
|
6.0
|
200
|
The early carrack was the first European vessel which could sail on the high seas of the Atlantic Ocean. The design of this late medieval ship combined the features of Germanic longships and Arabic merchantmen. It was less maneuverable than the caravel, but because of its larger size, it could carry provisions for long voyages, cargo for trade, and guns for self-defense.
|
9
|
Carrack
|
35
|
50
|
6.5
|
300
|
The design of the carrack, a late medieval ship, combined the features of Germanic longships and Arabic merchantmen. It was less maneuverable than the caravel, but because of its larger size, it could carry provisions for long voyages, cargo for trade, and guns for self-defense. Some carracks such as the English vessel Henri Grâce à Dieu weighed more than 1,000 tons, had large fore and aft castles, and could be considered as the greatest warships of their time.
|
15
|
Galleon
|
45
|
60
|
7.0
|
450
|
A large, usually three-masted sailing ship originally designed as a warship but later on used primarily for trade and commerce.
|
19
|
War Galleon
|
60
|
80
|
7.5
|
600
|
The war galleon was a large galleon outfitted for war. It was larger and more heavily armed than the regular galleons, and served as protecting escorts to galleon fleets. The Spanish treasure fleets were made out of galleons and war galleons.
|
22
|
Twodecker
|
75
|
100
|
8.0
|
750
|
A two-decked battleship normally equipped with 60 to 90 guns.
|
25
|
Threedecker
|
90
|
120
|
9.0
|
900
|
A large battleship equipped with three gun decks, usually holding more than 100 cannons.
|
The blockade power of all heavy ship models is 5.
Small, fast and maneuverable, the light ship excels in the role of commerce defense. Wherever your light ships go, merchants who fly your flag will feel safe.
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.
These modifiers increase the power and effectiveness of light ships.
Ideas and policies:
|
Traditions
|
Ideas
|
Bonuses
|
Policies
|
+25%
|
—
|
—
|
|
—
|
+20%
|
|
—
|
—
|
—
|
+15%
|
- Alaskan traditions
- Cham traditions
- Eora traditions
- Ferraran traditions
|
- Icelandic idea 4: Armed Merchants
- Moluccan idea 6: Alliance with the Papuans
|
- Arakanese ambition
- Holstein ambition
|
—
|
+10%
|
- Fijian traditions
- Hamburger traditions
- Pattani traditions
|
- Somali idea 6: Corsairs of the Red Sea
- Sumatran idea 3: Spice Pirates
|
—
|
—
|
There are also some modifiers from decisions, events and missions that affect light ship combat ability.
- See also: Caravel special unit
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).
|
Name
|
|
|
|
|
|
Description
|
2
|
Barque
|
2.0
|
8
|
10
|
10
|
50
|
The Barque was a small sailing ship, originally used for trade. Adapting these for warfare provided a smaller and faster alternative to the larger carracks.
|
9
|
Caravel
|
2.5
|
10
|
13
|
11
|
75
|
The caravel was a small, very maneuverable ship which could sail with a high precision on long discovery journeys. Although designs varied, a caravel had a foresail, a square mainsail and lateen mizzen. Its smaller size limited the number of guns on board, but it also meant that this light ship could explore shallow coastal waters and estuaries. Vasco Da Gama, Cabot, Columbus and Magellan used caravels during their late 15th century and early 16th century voyages.
|
15
|
Early Frigate
|
3.0
|
12
|
15
|
12
|
100
|
With the increasing overseas trade, there was a need for a fast escort vessel to provide safe journey. The early frigates were developed for this. They were smaller, leaner ships of war with one gun deck, and provided protection from piracy in dangerous waters.
|
19
|
Frigate
|
3.5
|
16
|
20
|
13
|
125
|
As time passed, the frigate evolved. It became larger and heavily armed, sometimes with two gun decks. The frigate's combination of speed and firepower meant that it could outrun any ship with more guns and outgun any faster ships. The fleet built by the Commonwealth of England in the 1650s consisted almost exclusively of frigates.
|
23
|
Heavy Frigate
|
4.0
|
20
|
25
|
14
|
125
|
Two decked vessels normally carrying about 40 guns.
|
26
|
Great Frigate
|
5.0
|
24
|
30
|
15
|
150
|
A larger type of frigate, carrying additional guns.
|
The blockade power of all light ship models is 10.
The shallow draft of the galley gives it poor sea keeping on the high seas, but in enclosed waters the oar powered galley is the prime warship.
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.
These modifiers increase the power and effectiveness of galleys.
|
Traditions
|
Ideas
|
Bonuses
|
Policies
|
+25%
|
|
- Naval idea 2: Improved Rams
- Malayan idea 2: Advanced Galley Warfare
|
- Venetian (upgraded) ambition
- Venetian ambition
|
—
|
+20%
|
- Aragonese traditions
- Barbary Corsair traditions
- Cebu traditions
- Hosokawa traditions
- Ionian traditions
- Tunisian traditions
|
- Berber idea 7: The Brothers Barbarossa
- Bruneian idea 1: Galley Fleet
- Cypriot idea 6: Repel the Corsairs
- Italian idea 3: Mare Nostrum
- Kitabatake idea 4: Kuki Suigin
- Knights Hospitaller idea 4: Reconquista of the Sea
- Moroccan idea 4: Defend the Coastline
|
—
|
—
|
+15%
|
—
|
- Kono idea 5: Rule Over the Inland Sea
|
|
- Maritime-Quantity: Streamlined Galley Production
|
+10%
|
—
|
- Latin idea 4: Trading Guilds of Pera
- Naxian idea 1: Maritime State
- So idea 2: Wakou Tradition
|
—
|
—
|
- See also: Galleass special unit
The columns below from left to right are hull strength, cannons, strategic map speed, and sailors (sailors being the proxy for ship strength).
|
Name
|
|
|
|
|
Description
|
2
|
Galley
|
8
|
12
|
4.0
|
60
|
With roots back to the ancient ships of the antiquity, the galley remained the prime choice for Mediterranean naval warfare until the 16th century. The galley was primarily propelled by oars, usually about 25 pairs manned by up to three men each. This meant that they were less dependent on wind gauge compared to sailing ships, and their maneuverability made them a feared adversary. Eventually, the galley went out of regular use with the introduction of more advanced oceangoing men-of-war, but remained useful in shallow waters until the 18th century.
|
10
|
War galley
|
10
|
15
|
4.0
|
75
|
The war galley carries the same number of guns as a normal galley but has a larger hull.
|
14
|
Galleass
|
12
|
18
|
4.25
|
90
|
The galleass was an adaptation of the large merchant galley to counter the increasing use of man-of-war. Larger than the galley, the galleass had about 32 oar pairs, each oar manned by up to five men. As an answer to the men-of-war's armament and higher sides, the galleass had forecastles and aftcastles and gundecks above the rowers. This extra weight meant that they also had to rely more on sails, and were slower and less maneuverable compared to galleys. Like the galley, the galleass went out of regular use with the introduction of more advanced oceangoing men-of-war, but remained useful in shallow waters until the 18th century.
|
18
|
Galiot
|
16
|
24
|
4.5
|
120
|
The galiot used both sails and oars to navigate, and carried up to fifteen guns.
|
21
|
Chebeck
|
20
|
30
|
4.75
|
150
|
A small, two or three masted vessel widely used in the Mediterranean from the 16th century onwards.
|
24
|
Archipelago Frigate
|
24
|
36
|
5.0
|
180
|
A two masted, cannon bearing vessel for shallow waters, which was brought into use during the mid 18th century.
|
The blockade power of all galley ship models is 8.
Everyone knows that soldiers simply cannot magically turn into boats, the transport ship is a vessel specially built to move armies from A to B on the High Seas.
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.
The combat ability of transports is not modified by the base game.
The columns below from left to right are hull strength, cannons, strategic map speed, and sailors (sailors being the proxy for ship strength).
|
Name
|
|
|
|
|
Description
|
0
|
War Canoe
|
4
|
1
|
2.0
|
20
|
|
2
|
Cog
|
12
|
4
|
6.0
|
50
|
A one masted trading vessel originating from northern Europe.
|
10
|
Flute
|
15
|
5
|
6.5
|
60
|
A cargo ship developed in the Netherlands in the 16th century, it was built to maximize cargo-space and crew-efficiency. And it became one of the most commonly used ships in the 16th and 17th century. The standard design wasn't armed but when needed it could be armed with cannons and serve as auxiliary vessels.
|
13
|
Brig
|
18
|
6
|
7.0
|
70
|
A fast and highly maneuverable ship, favored by both merchants and for military use.
|
17
|
Merchantman
|
24
|
8
|
7.5
|
100
|
A large cargo vessel used for transportation of merchandise.
|
22
|
Trabakul
|
30
|
10
|
8.5
|
90
|
A slow, but reliable cargo ship, built wide, compact and with good storage.
|
26
|
East Indiaman
|
36
|
12
|
9.0
|
100
|
Merchant ship belonging to the East India Company.
|
The blockade power of all transport ship models except the war canoe is 5. The war canoe has a blockade power of 1.
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:
0+50% Flagship cannons
|
0+50% Flagship morale
|
+100% Flagship durability
|
The cost of flagships is affected by the following:
|
Traditions
|
Ideas
|
Bonuses
|
Policies
|
−50%
|
—
|
- Ferraran idea 7: The Ferraran Arsenal
|
—
|
—
|
The amount of flagships a nation can have can be increased by:
+1 from the "Een Wereld" modifier, gained by completing the
Netherlands
"Dutch Naval Supremacy" mission
+1 from the "Hegemon of Iberia" modifier, gained by completing the
Aragon
"Crowns of Iberia" mission
+2 from the "Board of Admirality" government reform, unlockable via the
British
missions
Some special modifications are only available to the indicated countries.
Name
|
Effect
|
Maintenance
|
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]
|
+50% Flagship cannons |
0.5
|
|
Spanish Mass Load Cannons However many cannons the enemy puts on their flagship, we must have twice as many. No ship has ever sunk from having too many cannons.
|
+100% Flagship cannons |
0.5
|
|
Trade Route Map Keeping detailed collection of maps of our trade routes up to date is challenging, but worthy of a flagship sailing with our trade fleet.
|
+1 Trade power per ship in fleet[note 2] |
0.25
|
|
Portuguese Trade Route Map The shortest distance between two points on a map is a straight line, but a Portuguese trade route is a close second.
|
+2 Trade power per ship in fleet[note 2] |
0.25
|
|
Command Aftercastle Outfitting the ship with an aftercastle will provide better accommodations for our captain and the valued members of the crew.
|
+5% Fleet morale |
0.5
|
|
Dutch Courage Our people are famous for their courage, so much that we export it in liquid form.
|
+10% Fleet morale |
0.5
|
|
Improved Crow's Nest With a flagship like ours, the enemy will see us coming. We just have to make sure we see them first.
|
+3 Engagement width |
0.5 |
|
Mortars Long-distance siege weapons won't be very efficient against other ships, but they will greatly boost the threat we pose to land structures.
|
+1 Fleet blockade impact on siege |
1 |
|
Standardized Signal Book Coordinating a fleet is no easy task, but established standards for communication is a first step to doing it flawlessly.
|
+1 Fleet movement speed |
0.5 |
|
Hull Sheathing Even the greatest ship is eventually done in not only by war, but by the ocean itself. A metal sheath will ensure our flagship lasts.
|
+50% Flagship durability |
0.5 |
|
Portuguese Navigators A Portuguese navigator will not only get you to the most distant undiscovered shore, but also, if the winds will it, get you back.
|
+125% Fleet exploration range |
0.5
|
|
Portuguese Bombardier Naval barrages are a special art form, and no one masters is better than our bombardiers.
|
−40% Fleet naval barrage cost |
0.5
|
|
Spanish Grand Armada Spanish ships are made to survive sailing the oceans of the world, and those which sail with our flagships even more so.
|
−30% Fleet attrition |
0.5
|
|
Spanish Treasury Convoy When your wealth is floating on ships, one of your main problems is pirates. Pirates primary problem should, accordingly, be us.
|
+100% Fleet hunt pirates efficiency[note 3] |
0.5
|
|
Integrated Marines Every soldier who gets on a ship can't be a marine, but there can be enough on our flagship to make a difference.
|
+33% Movement speed on and off ships |
0.5
|
|
Portuguese Fusiliers Our fusiliers must be ready to attack from a ship as if it was land, because Portugal's fleet is an extension of the country itself.
|
+66% Movement speed on and off ships
+2 Combat penalty when landing[note 4]
|
0.5
|
|
Flag Officers Flying a flag marking your rank on a flagship is a great source of pride for many officers, encouraging bravery and ambition.
|
+1% Monthly chance of admiral skill gain on mission |
0.5
|
|
Scandinavian Flag Officers With our dependency and access to the trade that flows through The Sound we have a great source of seasoned seamen to recruit as professional officers to make up the core of our navy.
|
+3% Monthly chance of admiral skill gain on mission |
0.5
|
|
Spare Jolly Roger Our ship usually flies the flag of its homeland, but there is nothing wrong with having a more menacing flag for special occasions.
|
+25% Fleet privateer efficiency |
0.5 |
|
Captain's Log To keep a record both for their country and for history, our captains will maintain a logbook as they boldly go where no ship has gone before.
|
+100% Fleet prestige from battles
+100% Fleet naval tradition from battles
|
0.5 |
|
Notes:
- ↑ This is probably an ironic joke by the Swedish developers: the Swedish ship Vasa sank on her maiden voyage in 1628 due to being top heavy with cannons.
- ↑ 2.0 2.1 For all ship types, not only light ships.
- ↑ Cannons count twice for hunting pirates.
- ↑ This effectively removes the landing penalty.
- This page is about Special naval units. For Special land units see : Special_land_units#Special_land_units.
Some countries have access to special naval units which can be unlocked with missions, government reforms and national ideas. They are usually recruited at the
ducat and
sailor cost of their normal counterparts, but their ducat cost can be reduced by modifiers to Special Unit Costs. This stacks normally with other modifiers for their respective Ship costs.
The calculation for how many of any of them are available is as follows:
Galleass are special
Galleys, available to nations that have enacted the Merchant Arsenal government reform, available to nations of the Ligurian and Venetian culture.
Also available to any nation that ownes the "Venetian Arsenal" Great Project at Tier 3.
Additionally they can be unlocked by completing the
Italian
"Perfect the Galleass" mission.
They can only be build in provinces which have a Dock or Shipyard
Their Modifiers are:
 |
+20% |
Galley combat ability
|
The amount possible to recruit is based on force limit fraction. The following can increase a nations Galleass force limit fraction :
50% at
100 Naval tradition
25% from "Venetian Arsenal" Great Project at Tier 3.
+10% from "The Galleass Armada" gained by the "Our navy will need far more than that." option of the "The Galley-Galleon Hybrid" event, triggered by the
Italian "Perfect the Galleass" mission
The following can modify our Galleass regiments :
- "Adaptation for Landings" gained by the "We need them to serve as transports!" option of the "The Galley-Galleon Hybrid" event, triggered by the
Italian "Perfect the Galleass" mission
- "Hull Modifications" gained by the "They are not sturdy enough." option of the "The Galley-Galleon Hybrid" event, triggered by the
Italian "Perfect the Galleass" mission
+5% Ship durability
Man-of-war are special
Heavy ships, available to
England and
Great Britain after completing the mission "Expand the Royal navy"
Also available to the
Netherlands if the "Let us make sure both realms retain their freedom." option of the "The Throne of England" event, triggered by the "Glorious Revolution" mission was chosen- while the PU over
England /
Great Britain persists.
They can only be build in provinces which have a Dock or Shipyard
Their Modifiers are:
 |
+15% |
Naval morale damage
|
The amount possible to recruit is based on force limit fraction. The following can increase a nations Man-of-war force limit fraction :
10% from "British Subject" modifier, gained for uniting the Two Crowns as
Netherlands
The following can modify our Man-of-war regiments :
- "Man of War acts" parliament issue :
+15% Ship durability
VOC Indiamen are special
light ships, available to nations that have enacted the Stadhouder Monarchy, Dutch Republic or Dutch Archbishopric Government reform, available to nations of the Dutch, Flemish and Frisian culture. They can also be unlocked by having the
Vereenigde Oostindische Compagnie as a Commercial Enterprise subject and enacting the "Increase East Indiamen Construction" subject relation modification. Additionally, the "Fort of Batavia" Province modifier in Kalapa (630) (gained by completing the
Netherlands "Founding Batavia" mission) allows the recruitment of VOC Indiamen.
Their Modifiers are:
 |
+33% |
Ship cannons
|
 |
+20% |
Ship trade power modifier
|
The amount possible to recruit is based on force limit fraction. The following can increase a nations VOC Indiamen force limit fraction :
25% at
100% Trade efficiency
20% from the Stadhouder Monarchy, Dutch Republic or Dutch Archbishopric Government reforms
10% from the "Vereenigde Oostindische Compagnie" Burghers Privilege, if the
Netherlands "Dutch East Indies" mission was completed
10% from the "Fort of Batavia" Province modifier in Kalapa (630), gained by completing the
Netherlands "Founding Batavia" mission
The following can modify our VOC Indiamen regiments :
- "Maximize Cargo-Space" Burghers Privilege, unlocked by the
Netherlands "Fluyt Cargo Vessels" mission:
- Ship Cannons: -25.0%
- Ship Trade Power Modifier: +50.0%
- "Diversify the Fluyts" Burghers Privilege, unlocked by the
Netherlands "Fluyt Cargo Vessels" mission:
- Ship Cannons: +10.0%
- Ship Trade Power Modifier: -30.0%
- Hull Size: +15.0%
- Ship Costs: +30.0%
Caravels are special
light ships, available to
Aragon after completing the Mission "Mare Nostrum", to
Castile after completing the Mission "Reales Atarazanas" and to
Portugal after completing the mission "Reform the Navy"
They can only be build in Iberian culture provinces that are not Andalusian
Their Modifiers are:
 |
−25% |
Naval attrition
|
 |
+33% |
Ship trade power
|
 |
+1% |
Fleet movement speed
|
The amount possible to recruit is based on force limit fraction. The following can increase a nations Caravel force limit fraction :
10% if has completed the
Castilian
mission "Reales Atarazanas"
10% from "A Rising Naval Power" modifier, gained for completing the Portugese mission "Reform the Navy"
20% from "Masters of the Mediterranean" modifier, gained for completing the Aragonese mission "Mare Nostrum"
Galleons are special
Heavy ships, available to
Castile after completing the Mission "Reales Atarazanas" and to
Portugal after completing the mission "Reform the Navy"
They can only be build in Iberian culture provinces that are not Andalusian
Their Modifiers are:
 |
+10% |
Heavy ship combat ability
|
 |
+10% |
Hull size
|
The amount possible to recruit is based on force limit fraction. The following can increase a nations Galleon force limit fraction :
10% if has completed the
Castilian
mission "Reales Atarazanas"
10% from "A Rising Naval Power" modifier, gained for completing the Portugese mission "Reform the Navy"
Geobukseons are special Galleys, available to
Korea via their 6th National idea.
Their Modifiers are:
 |
+10% |
Galley combat ability
|
 |
+10% |
Ship durability
|
The amount possible to recruit is based on force limit fraction. The following can increase a nations Geobukseon force limit fraction :
50% at
100 Naval tradition
Overall ship type comparisons[edit | edit source]
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 (in inland seas the priority is galleys, heavy ships, light ships, transports). It is for this reason that having a high manoeuvre admiral assigned to any fleet is key since the entire engagement width will be filled first with heavies and galleys - all firing together at the enemy's hopefully narrower engagement width.
|
Name
|
|
|
|
|
Description
|
3
|
Early Carrack
|
20
|
40
|
6
|
100
|
The most powerful of the four types, with more Hull Strength, Cannons and Sailors but requiring 3 engagement width vs one for the other three types. One of only two types, the other being galleys, built for battle. Like transports it has the weakest blockading power of only 5 per ship.
|
2
|
Galley
|
8
|
12
|
4
|
60
|
The second most powerful of the four types. One of only two types, the other being heavy ships, built for battle. Most powerfully the total damage it deals the enemy is doubled (+100% damage bonus) in inland seas, and half more (+50% damage bonus) on the coast. Although galleys have a low cost to high cannon ratio, as well as the highest cannons:hull strength ratio (1.5:1), what makes fleets of them poorer choices relative to heavies is (i) the large relative sailor pool they require to operate monthly and (2) naval force limits - whereby a heavy ship may be better use of a slot for attack and a light ship more useful for trade power/blockading. Galleys have the second best blockading power of 8 per ship. Galleys are the slowest ships in-game and worsen over time; at the start they are 33% slower than heavy ships and by late game they are 44% slower - nearly half. Hence if even one galley is mixed with the main fleet, the entire fleet will be slowed down. It may therefore be best to group galleys together to hunt enemy ships in inland seas - be sure to assign a high manoeuvre admiral to have maximum engagement width relative to the enemy.
|
2
|
Barque
|
8
|
10
|
10
|
50
|
The third most powerful of the four types. Unlike heavy ships and galleys this is not meant for battle, however, it is able to be a light "skirmisher" fleet. Notably it is the only ship that can be used to enhance trade power in a node (each barque adds +2 trade power to a trade node). As the fastest ship (two thirds faster than heavy ships) it can be used during warfare to catch-up runaway enemies and delay them while the main fleet catches up to engage in the battle. Light ships have the best blockading power of 10 per ship - double that of heavy ships or cogs.
|
2
|
Cog
|
12
|
4
|
6
|
50
|
The transport is the weakest ship type of the four and not meant for warfare at all. Each transport ship can carry one land unit across water tiles. Remarkably it can take relatively more damage to its hull than either galleys or light ships but it has almost no cannons to attack. Like heavy ships it has the weakest blockading power of only 5 per ship.
|
The below is one of many player suggested strategies for Naval units. Bear in mind, due to the dynamic nature of the game, it may unfold differently for other players.
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.