1 year ago. Territorial cores are not shown unless they belong to state provinces. Only contiguous provinces will be used for unit construction, and only up to the limit set by the template. Ideally you have full control of Venice and most of Ragusa without needing ships, so your light ships can steer upstream of those two (Alexandria, Aden if you have Indian ocean access, etc.). Hovering shows trade good price, the percentage of impact from development and effects of development type (an expanded tooltip as well). For each ship, an upgrade costs the same amount of ducats as building a new ship.
A navy does not suffer attrition if it is within naval supply range' and in a coastal zone (open sea always causes attrition). This stops the whole "your single galley was finally wiped out by those two galleys they made after 3 years" shenanigans. For example, being at 150% of the force limit with all Light Ships will result in navy maintenance being 225% of normal.
The templates can be accessed and created in each of the appropriate tabs; they work in the same manner for both army and naval tabs. Having a naval leader in a battle greatly improves the combat ability of the fleet. The maritime idea group finisher gives ships the ability to be repaired in coastal sea zones within supply range. In the 1800, I usually have a Threedecker count of about 130. A button allows starting the conversion process. 160 comments. 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. Macrobuilder view (tab 01 & 02 - template design) Available only with the Art of War DLC or the Cradle of Civilization DLC enabled. If you don't intend to fight any of these light ships should be enough. This cost in turn is then multiplied by global cost modifiers to obtain the total cost per month for that specific ship. Selecting a culture will display only the provinces that can be converted into that culture. If you want to be a premier naval power outside of the Mediterranean, youre going to need a bunch of heavy ships. Cookies help us deliver our Services. Is money not an issue then heavies and as just many lights needed to maintain control over your trade nodes so you can continue to afford your heavies. Make about 10 cogs (so you can transport a decent sized army), and then fill the rest of the spots with light ships for trade. 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. The only combat difference between the two is that the admiral will get more pips, on average, when he's created.
If you just war with neighbors and have enough military access / alliances to go further (ie to Spain) then you definitely don't need more. Build enough galleys so you can dominate the biggest Med fleet (check ledger - probably Ottomans). Each ship is classed as heavy, light, galley or transport. PS:This is just how I play with my navy it may or may not be right, and I just noticed this thread is 3 months old, but I already spent 20 minutes typing this. (in EU3 there was an "effective firing" modifier when you had too many ships in one fleet, which made national ideas boosting ship morale important. That normally means heavy ships in the 40-60 range. Regiments start with 50% of maximum morale. Ships start with 50% of maximum morale when they have been built. For the Mediterranean, how many galleys to each light ship? This tab allows development of provinces. Please help with verifying or updating this section. The basic unit of naval forces is predictably the ship. Transports are important to be able to project your force into countries that are not neighboring you also they have quite a few uses in war. Is your force limit so high you can just zerg then go lights and you can push it a good bit past the force limit as well with increased trade income. A gold star indicates primary culture; a silver star, accepted cultures; a bronze star, cultures in the primary culture group. In this case, the marginal maintenance is about 3* the force limit proportion squared. If you have a dominant Med galley fleet you can get by with less cogs too. This tab gives an overview of provinces whose development can be exploited. If your a Mediterranean country and plan on being a Mediterranean naval power, then galleys are your best bang for the buck, costing next to nothing and cheap to maintain even well past your force limit. Just realize your power is confined to the sea zones and in future games, you need to take another look at it. Press J to jump to the feed. Voila, you now have the strongest navy.
I'm just curious to see what more experienced players think.