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 | edit source]

Basic stats[edit | edit source]

All ships have the same basic stats:

  • The Strength.png strength of a ship represents how intact it is, ranging from 100% to 0%. If a ship reaches 0% strength, it will be destroyed. Fleets do not reinforce but can instead repair in friendly Port icon.png ports at a rate of +10% strength per month. If the fleet has a (positive) Ship repair at sea.png Monthly Repair at Sea modifier, it can also regain strength while at sea (at the rate of 1% per 0.01 points of the modifier).
  • All ships have a base of Morale.png 3 morale, adjusted by the Naval morale.png Morale of Navies modifier (as well as by the ship type-specific morale modifiers). This determines how much morale damage the ship can take in battle before it retreats.
  • Each ship has a certain amount of Experience experience from 0% to 100%, which reduces damage in combat and can be gained from fighting and starting experience from buildings and other sources of the Starting experience Starting Experience and Global ship start experience.png Ship Starting Experience modifiers. Note that unlike army experience, naval experience does not count towards Military experience.png military experience gain (nor is there a naval equivalent).

Ship types[edit | edit source]

There are six different types of naval units, ranging from light to heavy:

Unit type Cost Time Monthly Navy maintenance cost.png Port icon.png Port level Requirements Category Maneuver Naval
movement
speed
Morale
damage
done
Morale
damage
taken
Strength
damage
done
Strength
damage
taken
Unit liburnian.png Liburnian 5 120 0.08 1 None Light 4 13 +15%
Unit trireme.png Trireme 8 180 0.13 1 None Light 3 12 -10%
Unit tetrere.png Tetrere 10 180 0.16 3 Wood Wood Medium 2 12
Unit hexere.png Hexere 15 180 0.24 3 Wood Wood Medium 1 11 -10% +10%
Unit octere.png Octere 25 180 0.41 5 Wood Wood, Military tradition Heavy 0 9 -10% -10%
Unit mega-polyreme.png Mega-Polyreme 32 365 0.53 5 Wood Wood, Military tradition Heavy 0 7 -30% +40% -30%

The meaning of each column is described below:

  • Cost - The base recruit cost of the ship type. Modified by the country's Ship cost.png Ship Building Cost modifier.
  • Time - The base recruit time of the ship type. Modified by the country and territory's Local ship recruit speed.png Ship Recruit Speed modifier.
  • Monthly Navy maintenance cost.png - The base monthly maintenance of the ship type. The maintenance is calculated as 1/60 of the ship's recruit cost, so it is modified by both the Ship cost.png Ship Building Cost and Navy maintenance cost.png Navy Maintenance Cost modifiers.
  • Port icon.png Port level - The minimum port level required to recruit this ship type.
  • Requirements - Any additional requirements to recruit this ship type.
  • Category - The overall class of the ship type. Some unit actions are restricted to certain ship types.
  • Maneuver - The ship type's (horizontal) range when selecting an enemy ship to attack while in combat
  • Naval movement speed - The ship type's movement speed. Lighter ships are faster, but a fleet will always move at the speed of its slowest ship. Modified by the Navy movement speed.png Naval Movement Speed modifier.
  • Morale damage done - Base ship type modifier to Morale damage done.png Morale Damage Done, which modifies the amount of damage to enemy ship Naval morale.png morale the ship type does in combat
  • Morale damage taken - Base ship type modifier to Morale damage taken.png Morale Damage Taken, which modifies the amount of damage to Naval morale.png morale the ship type takes in combat
  • Strength damage done - Base ship type modifier to Strength damage done.png Strength Damage Done, which modifies the amount of damage to enemy ship Strength.png strength the ship type does in combat
  • Strength damage taken - Base ship type modifier to Strength damage taken.png Strength Damage Taken, which modifies the amount of damage to Strength.png strength the ship type takes in combat

Most to all of these modifiers have versions that apply to all ships, as well as versions that only apply to one particular ship type.

Unit type combat effectiveness[edit | edit source]

The effectiveness of each ship type against each other ship type can be seen below (rows attacking vs. columns defending). In general, lighter ships perform poorly against heavier ships.

Unit type Unit liburnian.png Unit trireme.png Unit tetrere.png Unit hexere.png Unit octere.png Unit mega-polyreme.png
Unit liburnian.png Liburnian −15% −25% −35% −40% −50%
Unit trireme.png Trireme +15% −10% −10% −20% −20%
Unit tetrere.png Tetrere +25% +10% −10% −10%
Unit hexere.png Hexere +35% +10% +5% −10% −10%
Unit octere.png Octere +40% +20% +10% +10% −10%
Unit mega-polyreme.png Mega-Polyreme +50% +30% +20% +20% +10%

Recruitment[edit | edit source]

Ships are built, or recruited, individually in owned and controlled Port icon.png port territories (through either the macrobuildier or the Build Ships button in the Tactical tab). Each ship type has a certain upfront Wealth gold cost and takes a certain amount of Time time to build, adjusted by the Ship cost.png Ship Cost and the Local ship recruit speed.png Ship Recruit Speed modifiers, respectively. Heavier ships cost more and take longer to recruit. Each port territory can only build one ship at a time (regardless of how many Port ports it has, though each port will increase the Local ship recruit speed.png ship recruit speed). Once built, the ship will appear in the port it was built in at full Strength.png strength and Morale.png morale and Experience experience equivalent to the sum of the Starting experience Starting Experience and Global ship start experience.png Ship Starting Experience modifiers, and either automatically join one of the fleets already docked at the port or create its own fleet if there are none already there. If the ship was built using the Recruit to.png Build to Navy action, it will attempt to join the navy it was ordered to be built to.

Only light ships (Unit liburnian.png Liburnians and Unit trireme.png Triremes) can be built by all countries at the start of the game. All medium and heavy ships require that the territory's province have at least Wood 1 wood (either locally produced or imported), while heavy ships must be unlocked by taking certain Military tradition.png military traditions. Unit octere.png Octeres are unlocked in the Greek, Levantine, Indian, and Persian tradition groups, while Unit mega-polyreme.png Mega-Polyremes can only be unlocked through the Greek and Levantine tradition groups.

Attrition[edit | edit source]

Ships suffer Attrition.png attrition when outside of the country's Naval range.png naval range. Attrition damages ships over time and can eventually lead to the destruction of an entire fleet.

Fleets[edit | edit source]

The main purpose of a fleet is to ferry troops from one destination to another, and to stop others from doing the same in your territorial waters. One ship can transport one cohort (one fully reinforced cohort consists of 500 men). Fleets can also blockade ports in wartime, decreasing commerce and potentially contributing to the warscore for their side of the conflict. Also, fleets in a sea zone with a strait will block enemy units from crossing that strait.

Fleet commander[edit | edit source]

Main article: Admiral

Every fleet can have an commander, or admiral, that leads the fleet in battle, analogously to the Commander.png commanders of armies. Like with army commanders, the higher the Military power.png martial skill of an admiral, the more effective he or she will be in leading the fleet in battle.

Transporting armies[edit | edit source]

An army can embark on owned fleets to be transported across seas or major rivers, with naval transport generally being much faster than marching across land. Each ship can carry one cohort, regardless of the type of ship and/or cohort. Embarking and disembarking is instantaneous if the fleet is docked at a (friendly) port, but armies can also embark or disembark directly from sea tiles to neighbouring land territories (though this takes much longer).

Pirate fleets[edit | edit source]

Main articles: Mercenaries, Pirates

Pirate havens host Pirate haven.png pirate fleets which can be hired as naval mercenaries to supplement a country's navy. Pirate fleets always consist only of light ships and, when not being hired, may become hostile and attempt to raid nearby ports. If destroyed they will eventually regenerate at their home port, and can be permanently destroyed by destroying their home pirate haven.

Combat[edit | edit source]

Combat is very similar to land warfare. The major differences are:

  • Strength damage is higher than with land combat, so ships are more likely to sink in combat.
  • Defeated ships have a chance to get captured.

Combat tactics[edit | edit source]

As with land combat, navies have combat tactics that give bonuses against specific other tactics. How effective a tactic is depends on the fleet's composition.

Tactic Unit effectiveness Against other tactics Description
Frontal assault Frontal Assault
  • Unit liburnian.png Liburnian: 50%
  • Unit trireme.png Trireme: 100%
  • Unit octere.png Octere: 100%
  • Unit mega-polyreme.png Mega-Polyreme: 200%
  • Harassment Harassment: +20%
  • Close ranks Close Ranks: −10%
Sometimes the most efficient approach is to have a strong center that breaks through the enemy line. By concentrating our strongest ships in such a way we can break apart an enemy fleet quickly.
Close ranks Close Ranks
  • Unit trireme.png Trireme: 50%
  • Unit hexere.png Hexere: 100%
  • Unit octere.png Octere: 100%
  • Unit mega-polyreme.png Mega-Polyreme: 100%
  • Frontal assault Frontal Assault: +20%
  • Naval envelopment Naval Envelopment: −10%
If all ships stay as close together as they can it will be harder for the enemy to perform ramming or boarding.
Harassment Harassment
  • Unit liburnian.png Liburnian: 100%
  • Unit trireme.png Trireme: 100%
  • Unit octere.png Octere: 100%
  • Probing attack Probing Attack: +20%
  • Frontal assault Frontal Assault: −10%
An approach of constant harassment in an attempt to wear down the enemy fleet through frequent minor attacks.
Probing attack Probing Attack
  • Unit liburnian.png Liburnian: 100%
  • Unit tetrere.png Tetrere: 100%
  • Unit hexere.png Hexere: 100%
  • Naval envelopment Naval Envelopment: +20%
  • Harassment Harassment: −10%
Sometimes the most efficient approach is to have a strong center that breaks through the enemy line. By concentrating our strongest ships in such a way we can break apart an enemy fleet quickly.

Capturing[edit | edit source]

Ships have a chance to be captured when they are defeated. There are 3 different cases:

  • Morale runs out: This is the normal scenario. The capture chance is based on ship categories and the enemy general.
  • Strength runs out: Same thing as above. However the ship gets destroyed even if it gets captured (resulting in multiple losses in the after battle screen).
  • Stack wipe: Result of enemy being greatly outnumbered or getting defeated very quickly. The capture chance from the ship category is replaced by a fixed chance. Any captured ships during combat from the stack wiped side are returned to their original owners.

Sources of capture chance (all sources stack additively):

Type Amount Description
Base +6% The global capture chance. Military window shows that the base chance is 5%. In-game tests resulted also in a hidden 1% base chance.
Stack wipe +20% Stack wiping doesn't involve combat so enemy ship category can't be used. In-game tests resulted in a 20% increased capture chance.
Capturing ship category +10% per category Capture chance is increased 10% for light ships, 20% for medium ships and 30% for heavy ships.
Captured ship category −10% per category Capture chance is decreased 10% against light ships, 20% against medium ships and 30% against heavy ships.
General martial +0.2% * martial Martial skill of the general slightly increases the capture chance. For example 10 Martial gives a 2% increased chance.
General trait Sea Dog +10% Sea Dog trait increases the capture chance.
Boarding Tactics +10% Selecting the Boarding Tactics ability increases capture chance at the cost of reduced damage.

Examples[edit | edit source]

  • Light vs Light, with level 10 martial. 6% + 10% - 10% + 0.2% * 10 = 8% capture chance.
  • Light vs Medium, with level 10 martial. 6% + 10% - 20% + 0.2% * 10 = -2% capture chance.
  • Medium vs Heavy, with Boarding Tactics. 6% + 20% - 30% + 10% = 6% capture chance.
  • Heavy vs Heavy, with stack wipe. 6% + 20% - 30% = -4% capture chance.
  • Light vs Heavy, with stack wipe and Boarding Tactics. 6% + 20% - 30% + 10% = 6% capture chance

Blockades[edit | edit source]

Fleets can Blockade blockade neighbouring Port icon.png ports that are controlled by hostile countries. Blockades increase a country's warscore and can loot a small amount of gold each month.

Navy actions[edit | edit source]

There are unit abilities for ships at sea:

  • Ramming Tactics: Naval damage done +10%, Naval damage taken +10%
  • Boarding Tactics: Naval damage done -10%, Naval capture chance +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).

Unit objectives[edit | edit source]

Like with armies, player-controlled navies can be automated by assigning unit objectives.

Non-military implications[edit | edit source]

While ships are more politically neutral than cohorts in Imperator, admirals still gain power base based on the number of ships commanded. The substantial salary drawn by admirals also contribute to their family's prestige.