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  • FAQ: Navy Beginners
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  • Navy Reference Guide
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  • Ship Descriptions




  • - How do battles work exactly?
    - How do blockades work
    - What can I attack
    - I thought my ship under construction would have attack protection?
    - What happens to my ship when the city where it’s in, gets captured?
    - What Happened to my FP/SBP/ Navy PvP Points? I fought a sea battle and sank enemy ships so where are my points?
    - Is wind taken into account during battles?
    - How fast does my ship/crew heal?
    - What is the weatherliness of a ship?
    - What can I do with a Post-Captain from the harbour?
    - What are Surgeons and how do they work?
    - What is a carpenter and how do they work?
    - What are Sailmakers and how do they work?
    - How is the ship/fleet strength calculated.
    - What is the wind dependency of a ship?

     


  • How do battles work exactly?
    Battles in navy are more complex than those of the army.
    After every round, you have to give orders to your ship. The orders you can give are:
    • Fire cannonballs: Use this to sink the enemy by destroying its hull
    • Fire grape shot: Use this to injure crew
    • Fire chain shot: Use this to decrease the speed of the enemy
    • Board: If this succeeds, both crews will fight it out and the winner will capture the other ship.
    For all these attacks (except boarding) you need to have the necessary ammunition and powder.

    At the target selection you see 2 percentages, the gunnery success chance and the boarding success chance. The first is always higher than the second. This is the chance that your order will be completed. The better the total skill from all your sailors and the higher your speed the higher both chances are. Enemy sailor skill and speed decrease your chances. The average gunnery chance is 77%, for boarding this is 20%. If your chance is higher than the average, your opponent's chance is lower and vice versa.
    The gunnery chance lies between 45% and 100%, the boarding chance between 10% and 80%.

    The round is processed as follows:
    Each attacking ship attempts to fire at/board its target, the enemy retaliates BEFORE the attacker fires, because the attacker must expose itself before it can move in position. If your ship fails to get in position, it does no damage. You can still be retaliated though.
    If you are in a fleet fight (with multiple ships) it is important to know that ships can be attacked only twice per round. Each time it uses half his guns. If you don't have enough gunners it's possible that you will not be able to use all your guns (Each Gun Crew can handle 2 guns per round).
    The 3rd or more time will always fail. You can still choose to let more than 2 ships aim on the same target in case one of the first ships will fail.

    After all attackers fired, the defenders that were not attacked will pick a random target from the attacker and fire at them, again the ship being attacked will retaliate before the attacking ship will fire.  The exception is that smaller ships will not do suicide attacks on much larger ships but will stay back if they don't have a reasonable target. 

    Special events:
    Sink: when a ship has 0 hull left it sinks. It's lost forever and the crew and officers return to the harbour they left from.
    No officers: When a ship loses all its officers it can't receive orders any more. Defending ships will not attack if the attacker leaves them alone. They will still fire their guns when they are attacked.
    Captured: A ship that is captured changes ownership. It will not be manned during the fight, but after the fight you can put officers and crew on it to bring it home.
    Explode: A ship can also explode altogether. This means it sinks instantly and all crew and officers on board take heavy damage before returning to their harbour. The more powder you have per gun the bigger the chance your ship will explode.

    Abort: The attacker must select a method of attack for their ship(s) and begin the next round within 1 minute of the previous round or the defender can abort the battle thus leaving the attacker open to immediate counterattack. 

    The attacker can also be counterattacked by a second player or fleet if more than 1 minute elapses between firing rounds even if the defender has not aborted the battle. This will effectively abort the first battle and begin a second battle with the original attacker now on the defensive and carrying over all damage from the first battle to the second. 

    Victory condition:
    One side wins as soon as he gets a significant strength advantage over the other (20 times as strong). The remaining ships flee and return to their hometown. The strength calculation is explained elsewhere in this FAQ.

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  • How do blockades work

    When a ship is put in blockade mode (possible for ship commanders on the sea overview page) it blocks enemy ships from entering that square. They will have to attack and defeat all the blockading ships or fleets before they can go there (possible in the lookout view).

    Blockades don't work on all ships though:

    • Ships that are more than 120 points faster can pass (in fleets, the slowest ship counts)
    • Ships that are 40% stronger can pass
    • Ships carrying land armies can pass allied blockades
    • Ships not carrying land armies can pass non-warring blockades

    There is 1 disadvantage in being in blockade mode: Instead of the normal no-attack period of 6 ticks after you were attacked, blockading ships get only 1 tick protection. After this, the ship/fleet can be attacked again if the first attack failed.

    NOTE: When passing an enemy blockade with a convoy, their strength is halved to represent their weaker organization.



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  • What can I attack
    There are several things you can attack as navy officer.
    • Pirate ships. These are automatically generated and can be attacked. You can capture these ships and sail on them yourself. They are generally weaker but faster than the ships you can build in the shipyard.
    • Enemy villages. Here you will fight a coastal fortification; its strength is dependant on your own number of guns.
    • Enemy ships. You can attack ships of players of countries your country is at war with. They must have about the same strength as you. You can attack online players. If you are attacked and you win you get a 6 tick protection from further attacks. This protection is cancelled when you move or attack yourself. The exception to this is if you are attacked but take no damage to your hull or crew, you can be immediately attacked again.
    • Enemy cities. You can also attack cities. The 7 best ships/forts will be loaded to fight against you. This way you can attack ships in the harbour, but they will be helped by the city fortresses. Only ships of countries that your country has a real war with will fight in city battles. Since age 22, ships in harbors of their own country can not be attacked. If a city has no ships or fortresses, you can bombard enemy players in that city. This is a one-way attack, causing them injuries and you only ammunition. Each ship attacks 1 player in the city and gives him pvp protection. Officers with pvp protection can't be bombarded.


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  • I thought my ship under construction would have attack protection?

    Yes, indeed they do have protection for a period of time.  Ships under construction will have 48 ticks attack protection from the time construction is completed and obviously ships cannot be attacked during the construction period either.



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  • What happens to my ship when the city where it’s in, gets captured?

    When a city gets captured, all ships will move to a new random harbour of the country the city was from. If this country has no other harbours the ships will stay where they are.



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  • What Happened to my FP/SBP/ Navy PvP Points? I fought a sea battle and sank enemy ships so where are my points?
    You have to win the fight to get any points for sinking enemy ships.  Your country will still get points for ships sunk but your commander must win the fight in order to receive any personal points for the battle.

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  • Is wind taken into account during battles?
    The speed in a battle is multiplied by the windspeed to the power of the wind dependency of the ship.

    In a calm for example, galleys will be much faster than any sailing vessel, which makes it harder to hit them and gives them a better chance to hit.

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  • How fast does my ship/crew heal?
    Crew heals 40 HP every tick.

    Ships are repaired faster in harbours.
    At sea they heal 100 hull and 10 sails per tick.
    In a harbour they heal 1000 hull and 100 sails and 2 guns can be repaired.

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  • What is the weatherliness of a ship?
    The higher the weatherliness of a ship, the less trouble it has sailing in the direction of the wind (the less moves it costs).

    The formula for the move cost is: basic cost* 2^(dirfactor*windspeed*weatherliness)
    where dirfactor = 2 when moving directly towards the wind (e.g. moving South when wind is Southern) and 1 when moving close to the wind (e.g. moving South when wind is Southeastern)

    The weatherliness is scaled as follows:

    Indifferent (<0.2)
    Superb (0.2 - 0.6)
    Excellent (0.6 - 0.75)
    Good (0.75 - 0.9)
    Average (0.9 - 1.05)
    Mediocre (1.05 - 1.2)
    Poor (>1.2)

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  • What can I do with a Post-Captain from the harbour?
    You can hire Post-Captains in the harbour, like you would hire any other crew. You can appoint them to a ship and they will act as their captain. You can use this for ships you are not using at the moment, so they can join fleets, but you can also use them for captaining ships that need a higher rank commander than you are yourself.

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  • What are Surgeons and how do they work?
    Surgeons can heal a number of your crewmembers on the same ship for a limited number of points.

    You have to do this manually whenever you need it, but at most once per tick. A crewmember can be healed by only 1 surgeon per tick and both the crewmember and the surgeon must have been on the ship before the tick to let it work.

    How well a surgeon does depends on his skill:

    He can heal 2+skill/10 crew members a time for skill/2-10 points.

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  • What is a carpenter and how do they work?
    Carpenters can repair the hull of your ship. You have to do this manually, and it can be done once per tick. A ship can be repaired only by 1 carpenter at a time, and the carpenter must have been at the ship at the beginning of the tick.

    How much he can repair depends on his skill, according to the formula:

    15*skill-300, with a minimum of 200 points.

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  • What are Sailmakers and how do they work?
    Sailmakers repair the sails of your ship. They work similar as carpenters. You have to do it manually and only 1 sailmaker can work on a ship each tick. The sailmaker has to be on board of the ship before the tick to be able to do his repairs.

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  • How is the ship/fleet strength calculated.
    The strength of a ship is defined by the formula below:

    hull*guns*sqrt(crew*(100+speed))

    where hull is the max hull - 0.75*damage and crew the max crew for the ship (regardless of how many are really on the ship).

    The strength of a fleet is given by the sum of the strengths of the individual ships.

    A ship or fleet can attack only other ships/fleets that have a strength no less than 70% and no more than 200% of their own strength.

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  • What is the wind dependency of a ship?
    The wind dependency is the % of the ships propulsion that is dependent on the wind. Some ships (like Galleys and Xebecs) can be rowed, and thus have a low wind dependency. This is noticed in the effect of the wind speed on the speed of your ship. Galleys for example go only a little bit faster in a storm than they would in a calm because their wind dependency is very low.

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