- 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. Primitive countries cannot have a navy unless they westernize.
- 1 Organization
- 2 Building a fleet
- 3 Forcelimit and maintenance
- 4 Quality
- 5 Naval leader
- 6 Navy tradition
- 7 Supply, attrition and repair
- 8 References
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, so mixing different types of ships in a fleet in inadvisable, unless the stronger ships act as escort for weaker ships, for example, transports.
Building a fleet
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. Ships, unlike land units, do not automatically upgrade when a new ship type has been researched. Instead, they remain the same 'class' or 'model' that they were built as. This means that to remain a relevant naval power, a nation will have to replace ships on a regular basis as diplomatic technology increases, unlocking new models.
If the Art of War DLC is active, all ships in a fleet can be upgraded by sending it to a controlled and owned port. This resets them to 0% condition, after which they repair as normal. The costs of upgrading is equal to the costs of building a new ship. Upgrading tends to be slightly faster than building a new ship, but the main advantage is that it's much more convenient.
The ducat cost for ships is computed as follows:
The sailor cost of building ships is static and does not get changed by any existing modifiers.
The base cost for building ships are:
- 50 and 200 for a Heavy Ship
- 20 and 50 for a Light Ship
- 10 and 100 for a Galley
- 12 and 50 for a Transport
Ship cost modifiers
Ship cost can be affected by general and ship type-specific modifiers which are added additively.
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:
- −5% for trading in wool
- −33% as settable player bonus
- −33% as settable AI bonus
- −10% with parliament and “Expand Navy” as active issue
- +1% for every percentage point of inflation
Type specific modifiers reduce only the cost of one unit type.
The shipbuilding time of a ship is computed as follows:
The base cost for shipbuilding a ship are:
- 730 days for heavy ship
- 365 days for light ship
- 365 days for galley
- 365 days for transport
Shipbuilding time modifiers
Shipbuilding time can be affected by countrywide and provincial modifiers which are added additively.
- Countrywide modifiers
These ideas and policies affect the shipbuilding time of naval units:
- Provincial modifiers
- +20% for blockaded provinces
- +30% for fully looted provinces, scaling linearly from 0 to 100% looted
- +10% for each point local unrest
- −1% per base production level
- −25% for having a shipyard
- −50% for having a grand shipyard
- −10% with parliament and “Expand Navy” as active issue
Forcelimit and maintenance
- 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:
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:
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||Maintenance Factor|
- 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 -20% modifier for two years.
If the Art of War expansion is activated, it is possible to "mothball" a fleet, thus lowering the maintenance cost of a fleet to the minimum (50%) for the specific fleet. Ship durability 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.
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.
Reoutfitting 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. (With the Art of War expansion, this cost can be offset by selling the old ships to another country.) In addition to ship types, diplomatic technology also improves naval morale at certain levels.
Combat ability improvements
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
Transport combat ability
Naval morale indicates how long a fleet can keep fighting. It is increased by the following ideas: Naval morale
Morale recovery improvements
Naval morale recovery
Fleets can be lead by either an admiral or an explorer. The only difference between the two is that the admiral usually receives higher skill values on getting rolled. Having an 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
- 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:
|+10%||Recover navy morale speed|
|+25%||Morale of navies|
|+10%||Sailor recovery speed|
|+0.10||Eunuchs faction influence|
|+0.10||The traders influence|
Supply, attrition and repair
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.
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.
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 improves 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%
- Naval leader's maneuver rating: -1% 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.
Fleets that have sustained hull damage will automatically repair up to their full strength when docked in any province. All ships in one port will be repaired simultaneously. Sailors will be used when ships get repaired.
Automatic docking for repairs
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
Ships will automatically be repaired on the first day of each month if they are docked in port. The repair amount is 10% at full naval maintenance, and will decrease linearly to 0% at minimum naval maintenance. Repair speed is affected by certain modifiers.
- Countrywide modifiers
Repair at sea
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.
- See in .
- See in : MONTHLY_REPAIR = 0.1