Navy
- This page deals with the recruitment and maintenance of navies. For naval combat mechanics see naval warfare. For details about ship types see naval units.
A navy is a country's naval (sea) forces.
Organization[edit | edit source]
The basic unit of naval forces is predictably the ship. Each ship is classed as heavy, light, galley or transport.
Ships are grouped into fleets. Each fleet can be led by an admiral or explorer. A fleet travels at the speed of its slowest ship class.
Building ships[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.30. |
Building ships requires an owned, cored and controlled province with a port,
ducats to pay for the costs of the ship,
time to build the ship and
sailors. Each province can build one ship at a time, though multiple ships can be queued up in a single province.
The base cost and building time of a ship depends on its type, and is then adjusted by any modifiers, in particular those coming from buildings the province might have. Ships start with 50% of maximum morale when they have been built. Going over the
naval forcelimit will result in higher maintenance cost.
Unlike land units, ships do not automatically upgrade to new models as technology advances. Fleets are modernised by building new ships, or by manually upgrading existing ships with the Art of War DLC enabled.
Ship cost[edit | edit source]
The ducat cost for ships is computed as follows:
The sailor cost of building ships is depends on the ship model and does not get changed by any existing modifiers.
Base cost[edit | edit source]
The base cost for building ships is:[1]
Ship class | ![]() |
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---|---|---|
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50 | 200–900[2] |
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20 | [2] | 50–150
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10 | [2] | 60–180
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12 | [2] | 20–100
Ship cost modifiers[edit | edit source]
Ship cost can be affected by general and ship type-specific modifiers which are added additively.
General modifiers[edit | edit source]
General modifiers reduce the ducat cost of all types of naval units. All modifiers that reduce the cost of new ships also reduce the maintenance of existing ships by a corresponding amount.
Ideas and policies:
Additional modifiers:
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Conditions |
---|---|
−33% | as optional difficulty bonus (for the player (very easy) or the AI (very hard)) |
−10% | |
−5% | for trading in ![]() |
There are also many modifiers that affect ship cost and local ship cost of specific provinces from decisions, events and missions.
Class-specific modifiers[edit | edit source]
Class-specific modifiers reduce only the cost of one ship class.
Heavy ship[edit | edit source]
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Conditions |
---|---|
+1% | for each percentage point of inflation[3] |
Ideas and policies:
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Traditions | Ideas | Bonuses | Policies |
---|---|---|---|---|
−5% | — |
|
— | — |
Light ship[edit | edit source]
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Conditions |
---|---|
−20% | with ![]() ![]() ![]() ![]() |
−10% | with ![]() |
+1% | for each percentage point of inflation[3] |
Ideas and policies:
There are also many modifiers from decisions, events and missions that affect light ship cost.
Galley[edit | edit source]
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Conditions |
---|---|
+1% | for each percentage point of inflation[3] |
Ideas and policies:
There are also some modifiers from decisions, events and missions that affect galley cost.
Transport[edit | edit source]
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Conditions |
---|---|
+1% | for each percentage point of inflation[3] |
Ideas and policies:
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Traditions | Ideas | Bonuses | Policies |
---|---|---|---|---|
−20% |
|
— | — | — |
There are also modifiers from decisions, events and missions that affect transport cost.
Shipbuilding time[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.30. |
The shipbuilding time of a ship is computed as follows:
Base time[edit | edit source]
The base time for building a ship is:[1]
Ship class | ![]() |
---|---|
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730 |
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365 |
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365 |
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365 |
Shipbuilding time modifiers[edit | edit source]
Shipbuilding time can be affected by countrywide and provincial modifiers which are added additively.
Countrywide modifiers[edit | edit source]
These ideas and policies affect the shipbuilding time of naval units:
Additional modifiers:
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Conditions |
---|---|
+2% | for each point of ![]() |
−15% | with ‘War Against the World Doctrine’ government reform (tier 5 ![]() |
Provincial modifiers[edit | edit source]
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Conditions |
---|---|
+20% | for being ![]() |
+10% | for each point ![]() |
−1% | per ![]() |
−10% | for having a ![]() ![]() ![]() ![]() ![]() |
−20% | for having a ![]() ![]() ![]() ![]() ![]() |
−25% | for having a ![]() |
−50% | for having a ![]() |
Drafting Transport Ships[edit | edit source]
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Available only with the Leviathan DLC enabled. |
The government reforms Eastern Plutocracy, Kongsi Federation, Livonian Admiralty and Livonian Plutocracy, allow the cheap drafting of transport ships.
This adds a new template to the macrobuilder, which will dynamically include enough transports so that after building it, 80% of the force limit will be made up of transports.
Building these tranports will only take 50% of the normal time and cost 20% less sailors.
The monetary cost will be 1 years worth of income, multiplied by the percentage of forcelimit thats being build (80% = 0.8).
At the least, they will be 20% cheaper than regular transports (this is relevant for nations with very high yearly income).
The lowest price the template can reach is 1 ducat per ship (this is relevant for poor nations), unaffected by further reductions to ship cost.
Exept for this, reductions to ship cost interact normally with drafting.
Upgrading ships[edit | edit source]
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Available only with the Art of War DLC enabled. |
When docked in an owned and controlled port, ships can be upgraded individually or at the fleet level. When an upgrade is triggered, the relevant ship(s) are replaced instantly, but reduced to an initial 1% condition to simulate the replacement ship being built virtually from scratch. For each ship, an upgrade costs the same amount of ducats as building a new ship.
Advantages of upgrading include:
- The 'construction' process (i.e. repairing the ship from its initial 1% condition) takes only 10 months, which is generally faster than simply building a new ship, especially for heavies.
- Upgrades bypass the build queue and so are not limited in speed by the availability of coastal provinces for building.
- The original name of each upgraded ship is maintained.
- Upgrading is more convenient than manually destroying older ships and building new ones.
- Upgrading, rather than disbanding and rebuilding, maintains the presence of a fleet where that is desirable, e.g. for deterring attack. (Alternatively one could temporarily go over force limit before disposing of the excess ships.)
Disadvantages:
- Repairing from 1% does not benefit from ship construction speed bonuses. (But it does benefit from ship repair bonuses, and repairing is generally faster anyway.)
- Upgrading destroys the value embodied in the old ship, which could have been partially recouped by selling it to another country. Selling and rebuilding can therefore be more cost effective, where there are countries willing to buy.
Forcelimit and maintenance[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.24. |
Force limit[edit | edit source]
- Main article: Force limit
Each country has a naval force limit, largely dependent on the total amount of development in coastal provinces and eventual coastal centers of trade.
Ideas which grant forcelimit bonuses:
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Conditions |
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|
if the Statists are in power |
|
if you are a March nation |
|
Trading in bonus: Naval supplies |
|
Being the revolution target |
|
Being the Pirate Republic |
But there are other bonuses which are not from Ideas, Policies or government
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Conditions | |
---|---|---|
|
per development (only coastal provinces) | |
|
per Shipyard (only coastal provinces) | |
|
per Grand shipyard (only coastal provinces, replace previous Shipyard) | |
|
per provinces in a trade company (only coastal provinces) | |
|
per Admiralty in a trade company (only for each per trade company) | |
|
per large (10 or more provinces) colonial nation |
Maintenance[edit | edit source]
Each ship costs ducats to upkeep every month. By class, the base ship maintenance depends on the type of ship and is proportional to the cost to build the ship along with a defined ship maintenance factor, based on ship type. This cost in turn is then multiplied by global cost modifiers to obtain the total cost per month for that specific ship.
Naval maintenance can be computed as follows:
Where:
In this case, the game truncates all digits to the right of the third digit after the decimal point. For example:
The base build costs and ship maintenance factors are given here:
Ship Class | Base Cost | Maintenance Factor | monthly maintenance without any modifiers |
---|---|---|---|
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50 | 0.10 | 0.4 |
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20 | 0.03 | 0.04 |
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10 | 0.04 | 0.03 |
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12 | 0.04 | 0.036 |
- Being over naval force limit will multiply the maintenance cost of ships by the force limit proportion. For example, if a country has 10 ships on a force limit of 5, maintenance is doubled.
- Practically speaking, for a homogeneous fleet, the marginal maintenance of the first ship built or captured above the naval force limit is about 2* normal. For example, being at 100% of the force limit will result in the next ship adding about 200% of its normal maintenance, with this multiplier increasing by 2x per multiple of the force limit reached.
- Light Ships suffer the penalty to their build cost as well, which squares the effect on maintenance cost. For example, being at 150% of the force limit with all Light Ships will result in navy maintenance being 225% of normal. In this case, the marginal maintenance is about 3* the force limit proportion squared. For example, being at 150% of the force limit with all Light Ships will result in the next light ship adding about 675% of its normal maintenance.
- Unlike land units, the tech modifier to Naval maintenance stacks multiplicatively with other modifiers. Thus, reductions to Naval Maintenance keep their strength better throughout the game than their land counterpart.
- For a homogeneous fleet, the marginal maintenance of each ship is about twice the force limit proportion. For example, being at 150% of the force limit will result in the next ship adding about 300% of its normal maintenance.
Additionally, raising war taxes gives a -15% modifier.
Mothballing[edit | edit source]
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Available only with the Art of War DLC enabled. |
"Mothballing" a fleet, thus lowering the maintenance cost of a fleet to the minimum (50%) for the specific fleet. Ship condition and sailors will decrease at 5% per month down to a minimum of 25% while the fleet is mothballed, and will be repaired back to full strength at the normal rate (10% per month by default) when returned to active service, which can be done at any time. Mothballed fleets cannot be moved and can only be combined with other mothballed fleets, though they can be split into smaller fleets as usual.
Quality[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.24. |
While quantity is an important factor in naval warfare, quality could be considered even more crucial. Because of the limited amount of ships that can fire at the same time in a naval battle, ships that hit harder will quickly take the upper hand in a fight
Several idea groups can be taken to progressively improve a navy's performance on the battlefield. Additionally, some nations get specific bonuses resembling the strength their navy had in actual history.
General improvements[edit | edit source]
The main improvement of a fleet is performed by replacing or upgrading naval units as diplomatic technology improves. New ship types are unlocked at several diplomatic technology levels. Ships will have to be rebuilt or upgraded in order for them to receive the bonuses from a newer ship type. In addition to ship types, diplomatic technology also improves naval morale at certain levels.
Combat ability improvements[edit | edit source]
Combat ability is a value that is multiplied with the units' damage dealt (both for casualties and morale), but only for the specified type of unit.
Heavy ship combat ability
Light ship combat ability
Galley combat ability
Morale improvements[edit | edit source]
Naval morale indicates how long a fleet can keep fighting. It is increased by the following ideas: Naval morale
Morale recovery improvements[edit | edit source]
Naval morale recovery
[edit | edit source]
Fleets can be led by either an admiral or an explorer. The only combat difference between the two is that the admiral will get more pips, on average, when he's created. Having a naval leader in a battle greatly improves the combat ability of the fleet. The skills of the naval leader can be influenced by the following ideas:
Naval leader fire
Naval leader shock
Naval leader maneuver
[edit | edit source]
- Main article: Military tradition#Navy tradition
Navy tradition is a value that indicates the naval experience of a nation and greatly improves a nation's ability to rule the seas. Navy tradition is gained by ideas, naval combat, exploring and protecting trade. 100 navy tradition gives the following bonuses, linearly increasing from 0 to 100:
At 100:
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Please help with verifying or updating this section. It was last verified for version 1.33. |
Supply, attrition and repair[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.24. |
Supply range[edit | edit source]
The supply range is a key factor in determining where light ships can be sent to protect trade, and it determines whether ships suffer attrition or not. Base supply range is 150. It can be extended by the trade range modifiers below:
- Supply range cannot be extended by flat trade range modifier. Technology, for instance, only increases the trade range by a fixed number and therefor does not influence the supply range.* A good way to arrange for a favorable supply range is by gaining fleet basing rights from a nation in the vicinity of where attrition is undesired and/or ship repairs are needed.
Attrition[edit | edit source]
Navies suffer from attrition from being in the open seas or being far away from port too long. A navy does not suffer attrition if it is within naval supply range' and in a coastal zone (open sea always causes attrition). Sea zones that contain a dockable port also count as home waters and will never cause attrition, even if it is outside naval supply range.
Having your Navy in a Sea Tile adjacent to a Province that has either the Naval Battery Building or the Cartagena de Indias Fort System Monument while being at war with the province owner, will cause attrition, even if you normally wouldnt suffer attrition in that tile.
Attrition damage is governed by the following rules:
- Monthly attrition damage equal to the listed attrition percentage will be applied to all ships in a fleet at the beginning of each month.
- Movement into any sea province has a 50% chance to cause any ship to take attrition damage unless they immediately engage in combat. Be aware that two fleets will only engage in combat if at least one of them is stationary.
- Explorers leading a fleet give a chance to all ships under their command to avoid any source of attrition damage. This allows fleets led by explorers to travel much farther than normal. The chance of avoidance appears to improve with the health of each ship, and decreases with the amount of attrition damage that must be avoided. Fleets lead by explorers in coastal seas have a particularly high chance of avoiding attrition damage.
- In
El Dorado, a fleet engaged in regional exploration (exploring water or coast) will not suffer any attrition, regardless of its location and time at sea. A fleet on global circumnavigation mission will have attrition as usual. However, the fleet on exploration mission will not receive any further commands until it returns to a home port.
The following factors influence naval attrition:
- Base attrition: +1%
- Time at sea: +1% per month, eliminated after diplomatic tech level 22 is discovered
- Open sea: +5%
- Adjacent Province of War enemy has Naval Battery : +5%
- Adjacent Province of War enemy has Cartagena de Indias Fort System Monument at Level 2 : +5%
- Adjacent Province of War enemy has Cartagena de Indias Fort System Monument at Level 3 : +10%
- Naval leader's maneuver rating: 1% less Attrition per point
AI navies do not take attrition damage as the AI is unable to adequately manage it. Internal game rules instead limit how far the AI can send their fleet for exploration or combat.
Ship repair[edit | edit source]
Ships which have sustained damage (i.e. their condition is lower than 100%) will automatically repair up to 100% condition when docked in any province. Any number of ships can be repaired by a single port at once with no penalty to repair speed.
Importantly, since damaged ships operate at a reduced sailor capacity, repaired ships will consume additional sailors from the sailor pool. This means that if you do not have any sailors left in your pool then no ships can be repaired until you do - in such a case only the number of sailors recruited during that month will be applied to repair ships that you have stationed in a port. Therefore repairs will creep up only at your monthly recruitment rate.
Note that repair speeds are faster in a port where a shipyard (+25% ship repair) and grand shipyard (+50% ship repair) are present.
Automatic docking for repairs[edit | edit source]
Once a fleet's average morale value has been reduced enough, a fleet will attempt automatic docking to a nearby port for repair and morale recovery. In the mission settings, a fleet's repair threshold can be set, determining how much damage a fleet can take before going to a port for repairs.
Rate of repair[edit | edit source]
Ships will automatically be repaired on the first day of each month if they are docked in port. The repair amount is 10%[4] at full naval maintenance, and will decrease linearly to 0% at minimum naval maintenance. Repair speed is affected by certain modifiers.
Countrywide modifiers:
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Traditions | Ideas | Bonuses | Policies |
---|---|---|---|---|
+25% | — | — | — |
|
+10% | — |
|
— | — |
Local modifiers:
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Conditions |
---|---|
+50% | for having a ![]() |
+25% |
|
Repair at sea[edit | edit source]
The maritime idea group finisher gives ships the ability to be repaired in coastal sea zones within supply range. The repair rate is 6% of ship hull per month, unaffected by modifiers.
[edit | edit source]
- This page is about Special naval lnits. For Special land units see : Army#Special land units.
![]() |
Available only with the Domination DLC enabled. |
Some countries have access to special naval units which can be unlocked with missions, government reforms and national ideas. They are all recruited at the ducat and
sailor cost of their normal counterparts.
The calculation for how many of any of them are available is as follows:
Galleass[edit | edit source]
Galleass are special Galleys, available to nations that have enacted the Merchant Arsenal government reform, available to nations of the Ligurian and Venetian culture
They can only be build in provinces which have a Dock or Shipyard
Their Modifiers are:
The amount possible to recruit is based on force limit fraction. The following can increase a nations Galleass force limit fraction :
Man-of-war[edit | edit source]
Man-of-war are special Heavy ships, available to
England and
Great Britain after completing the mission "Expand the Royal navy"
They can only be build in provinces which have a Dock or Shipyard
Their Modifiers are:
- (unrecognized string “naval morale damage” for Template:Icon)+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 :
The following can modify our Man-of-war regiments :
VOC Indiamen[edit | edit source]
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
Their Modifiers are:
+33% ship cannons
- (unrecognized string “ship trade power modifier” for Template:Icon)+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
Caravel[edit | edit source]
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:
The amount possible to recruit is based on force limit fraction. The following can increase a nations Caravel force limit fraction :
10% from "Taming the vast sea" modifier, gained for completing the Castilean 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"
Galleon[edit | edit source]
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:
The amount possible to recruit is based on force limit fraction. The following can increase a nations Galleon force limit fraction :
10% from "Taming the vast sea" modifier, gained for completing the Castilean mission "Reales Atarazanas"
10% from "A Rising Naval Power" modifier, gained for completing the Portugese mission "Reform the Navy"
Geobukseon[edit | edit source]
Geobukseons are special Galleys, available to Korea via their 6th National idea.
Their Modifiers are:
The amount possible to recruit is based on force limit fraction. The following can increase a nations Geobukseon force limit fraction :
References[edit | edit source]
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 |