Sea Battles
Light Fleet
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Transport-Trade Ship — a universal ship for transporting cargo, people, and equipment. Can be used for supplying troops, communication with colonies, trade, etc.
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Gunboat — a class of small warships with artillery armament, designed for combat operations on rivers, lakes, and coastal sea areas, as well as port protection.
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Submarine — a special class of warships capable of sailing underwater, maneuvering in depth and course, and launching hidden attacks on convoys and large targets.
Medium Fleet
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Corvette — a small warship using speed and maneuverability for guard and convoy service, as well as anti-submarine and anti-aircraft defense.
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Frigate — a class of medium-sized warships designed to protect formations, convoys, and coastal zones, as well as performing anti-submarine, anti-aircraft, and anti-ship defense tasks.
Heavy Fleet
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Ironclad Frigate — a large artillery ship designed for intercepting vessels, supporting battleships, breaking enemy lines, convoying, and demonstrating power.
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Battleship — an armored sail-steam ship, the main striking force of the fleet, designed for participation in line battles, bombarding shores, blockading ports, and protecting sea communications.
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Floating Battery — a specialized warship with enhanced artillery power, used for shelling or defending land and sea positions, and sometimes as air defense.
General Battle Rules
Fleet Formation Before Battle
Before the start of a sea battle, country leaders form the fleet's battle order in 3 rows (vertically). Ships are placed opposite each other (perpendicularly). Their placement significantly affects the battle outcome due to characteristics and efficiency.
Important:
- ships from any row cannot attack ships from the 2nd or 3rd rows until all ships in the 1st row are destroyed.
Sea Battle Process
After placing the ships, the battle begins. Ships open fire to reduce the «defense» parameter. For calculation, the «firepower» and «armor» parameters (from the characteristics table) are compared.
Damage Rules
- If firepower exceeds armor, the ship takes damage in the amount of N units.
- If firepower is equal to or below armor, then:
- with 50% chance the ship loses 1 unit of the «defense» parameter (simulation of «armor fatigue»),
- otherwise, a ricochet occurs without damage.
Battle Duration
- The battle continues until:
- the opponent's ships run out, or
- one side decides to retreat.
- In the "ship vs ship" format, the battle lasts until one loses all «defense».
If all «defense» is lost simultaneously, both ships sink.
Number of Salvos per Turn
- Light Fleet: 3 shots per turn
- 1st salvo: 100% damage
- 2nd salvo: 75% damage
- 3rd salvo: 50% damage
- Medium Fleet: 2 shots per turn
- 1st salvo: 100% damage
- 2nd salvo: 50% damage
- Heavy Fleet: 1 shot per turn
- 100% damage
Victory and Defeat in Battle
The winner is the side that:
- destroyed all the opponent's ships, or
- forced the opponent to retreat (capitulate).
After victory, the attacking side can:
- start preparing troop landing, or
- start a blockade.
If the defending side wins, then:
- blockade is impossible,
- troop landing is impossible.
Ship Condition After Battle
- Damaged ships receive manually applied damage to the build from the AP side.
- Ships destroyed in the battle are not completely deleted but receive a significant amount of damage and can be registered again after reconstruction.
Transportation Process
For transporting/supplying troops or equipment to capture territory, a transport-trade ship is used.
Carrying Capacity: 6 units of HR (human resource).