Naval warfare

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Naval warfare is the competition of sea-going power between nations at war. While a majority of warfare is land-based, the naval aspect of conflict can be incredibly influential in the spheres of trade and conquest.

Naval units[edit]

In Imperator there are six different types of naval unit.

Unit type Cost Time Monthly Cost Requirements Naval
movement
speed
Unit liburnian.png Unit trireme.png Unit tetrere.png Unit hexere.png Unit octere.png Unit mega-polyreme.png
Unit liburnian.png Liburnian 5 120 0.08 Free 13 -15% -25% -35% -40% -50%
Unit trireme.png Trireme 8 180 0.13 Free 12 +15% -10% -10% -20% -20%
Unit tetrere.png Tetrere 10 180 0.16 Wood 12 +25% +10% -10% -10%
Unit hexere.png Hexere 15 180 0.24 Wood 11 +35% +10% +5% -10% -10%
Unit octere.png Octere 25 180 0.41 Wood, Military tradition 9 +40% +20% +10% +10% -10%
Unit mega-polyreme.png Mega-Polyreme 32 365 0.53 Wood, Military tradition 7 +50% +30% +20% +20% +10%

The fleet[edit]

The main purpose of a fleet in Imperator is to ferry troops from one destination to another, and to stop others from doing the same in your territorial waters. 1 ship can transport 1 unit of cohorts (with fully regained cohorts 1000 men) Fleets can also blockade ports in wartime, decreasing commerce and potentially contributing to the warscore for their side of the conflict. Futhermore fleets in a sea zone with a strait will block enemy units from crossing that strait.

Building a fleet[edit]

Ships can only be built in ports, and ports only exist in predefined locations around the map. Building ships other than Liburnians and Triremes also requires access to Wood in the Province that the City belongs to.

Combat[edit]

When a battle is started every ship will attempt to target an enemy ship to deal damage to. What determines their success is their positioning value, which is derived from their leading admiral with a random element. Positioning is re-rolled every day of battle.

In an ongoing battle bad positioning will result in picking a new target, which if you are unlucky could mean finding no target, or even targeting one of your own ships. If a friendly ship is targeted the ship will always try to pick a new target next day.

Damage is dealt in a similar way to in land battles. Offensive modifiers and dice roll is reduced by the enemy defensive modifiers and dice roll. This is then further increased or decreased by the specific modifiers on either side for Strength Damage or Morale Damage.

Ships that have no morale left will retreat from battle, ships that have no strength left will be sunk.

Unit abilities[edit]

There are unit abilities for ships at sea:

  • Ramming Tactics: Navy Offensive Damage +10% Navy Defense Damage -10%
  • Boarding Tactics: Navy Offense Damage -10% Navy Defense Damage +10%
  • Raid Port: Steals a number of pops from an adjacent port and turns them into Slaves in your capital (at a cost of 1 Aggressive Expansion).


Domestic policy Characters Attributes Culture Government Laws National ideas Rebellion Religion Technology
Economic policy Buildings Economy Population Trade Trade goods
Provinces Region Province Cities Colonization
Warfare Military traditions Army Land units Land warfare Naval warfare
Foreign policy Treaties Casus belli Diplomacy Subject nations