- 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 types of naval units available in EUIV. Each constructed ship represents an individual ship, and each ship has an individual health rating. A ship at 100% is in perfect condition, and ship falling below 0% will have it be destroyed. Ships can take damage from battles and naval attrition.
Ships are not automatically upgraded as armies do, but will instead have be replaced with newer models at a cost. Upgrading them will put them at 0% health, meaning they will have to be repaired once upgraded. Ships automatically repair when docked in ports (and also in friendly coastal sea zones, after unlocking all maritime ideas), and can only dock in ports of their home country (including occupied enemy ports and those controlled by one's vassals or personal unions), or the ports of nations which have granted fleet basing rights (which includes vassals, personal union members, and colonial nations).
Like army units, each type of naval unit has different characteristics. The separate fire/shock values, as in EUIII, per ship type have now been removed, but every type of ship has a different number of cannons, hullsize, and speed, all of which affects the fleet's abilities. There are also idea groups that can improve the power of a fleet's ship types or the fleet as a whole.
Naval units possess several combat properties, their values depending on the type of ship and diplomatic technology level:
- Hull: Represents the durability of the ship.
- Sailors: Represents the number of sailors within 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. All types have 1 engagement width except for the heavy ship, whose engagement width is 3.
Additionally, light ships (such as Barques) have a fifth property, making groups of these units useful as merchant fleets:
- Trade power : Represents the potential trade power value of this ship if it goes for the protecting trade naval mission.
The speed values listed for naval units in game refer to their tactical movement speed in battle. The strategic movement speed is the value determining 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 hull size. These modifiers increase the durability of any type of ship:
Ship-for-ship, these 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 & 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, and in fact have an (invisible) dice roll malus.
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.
Flagships are unique ships added by the Golden Century DLC 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.
Some special abilities are only available to the indicated country.
- mass_load_cannons - 15% more cannons on flagship
- trade_route_map - +1 Trade Power for all ships in fleet (not only lightships)
- command_aftercastle - +5% Morale to Ships in Fleet
- improved_crows_nest - +3 Engagement Width
- mortars - +1 Blockade Impact on Siege
- standardized_signal_book - +1 Movement Speed for every ship in Fleet
- hull_sheating - +1 Movement Speed for every ship in Fleet
- portuguese_navigators - +100 Exploration Mission Range
- portuguese_bombardier - -50% Naval Barrage Cost
- portuguese_trade_route_map - +2 Trade power for every ship in the fleet
- spanish_grand_armada - -30% Attrition for fleet
- spanish_treasure_fleet - Cannons count twice for hunting pirates
- spanish_mass_load_cannons - 30% More cannons on Flagship
- dutch_courage - 10% Morale bonus in fleet
- portuguese_corps_of_fusiliers - 66% faster Army movement speed onto and off fleet
- integrated_marines - 33% faster Army movement speed onto and off fleet
- scandinavian_flag_officers - +30% admiral skill gain on missions
- flag_officers - +10% admiral skill gain on missions
- spare_jolly_roger - +25% privateering efficiency in fleet
- captains_log - gives +1 naval tradition in fleet and +1 prestige from battles in fleet