Naval units

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This page deals with the mechanics associated directly with naval units.
For naval combat mechanics and fleet organization see naval warfare.

This article describes the different naval units and the statistics associated with them along.

Types[edit]

There are five main types of ships: capital ships, carriers, screens, submarines, and convoys. Ships are organized into fleets. Each fleet contains a minimum of one ship and no maximum limit.

Capital Ships[edit]

As the main surface combatants, capital ships are designed to sink enemy ships in surface battles. They are expensive and require a relatively long time to build. As they are vulnerable to submarines and torpedoes, protecting them with cheaper, quicker-to-build screens is a sensible strategy. As is the case for other warships, capital ships become increasingly vulnerable to attack from the air as aircraft technology and air and naval doctrine improve over the course of the game.

  • Super Heavy Battleships (SHBB): These are the largest vessels afloat during the period, with the most powerful guns and thickest armour. They are expensive (they are the most expensive type of vessel, and also the most expensive in terms of firepower per industrial capacity), but are the best vessel for slugging it out with other surface warships if cost is not a consideration.
  • Battleships (BB): Standard battleships, like their super-heavy cousins, are designed to provide heavy firepower and an armoured backbone during surface combat. They have the second-strongest gun attack and second-strongest armour of any capital ship (after Super Heavy Battleships), but are relatively expensive in terms of industrial capacity and resources.
  • Battlecruisers (BC): Battlecruisers are slightly less expensive than battleships of the same year, with a little less armour and firepower but a little more speed. They are, however, substantially more capable (and expensive) than heavy cruisers.
  • Heavy Cruisers (CA): The smallest and cheapest of capital ships, heavy cruisers are substantially weaker than other capital ships but outgun and out-armor screens handily. They have the highest efficiency in firepower to cost (piercing against other capitals not factored in). This makes them particularly good at sinking enemy screens.

Carriers[edit]

  • Carriers (CV): The ascendant ruler of the seas, carriers are nearly defenseless on their own but can strike from afar with their complement of aircraft.

Screens[edit]

Screens scout for the fleet and protect it from submarines and aircraft.

  • Light Cruisers (CL): Bigger and more expensive than destroyers, light cruisers are jacks-of-all-trades, being able to engage targets below, on, and above the surface. Being jack of all trades they fail at min-max where they are too easily sunk for amount of good that they should do. In other words upon taking fire their usefulness is likely to end (from ships higher in pecking order), although their evasion stat reaches cap on benefits that it renders (dodging fire).
  • Destroyers (DD): Cheap, fast, and flimsy, destroyers specialize at hunting submarines. In a pinch they can close for a torpedo attack. They're the butter of the bread soaking up damage of opposing fleet, through their evasion stat, in combat which makes for best investment, so long as you've invested in making sure that they outlive enemy DDs. Their high torpedo damage will ignore armor, but ultimately isn't an efficient form of damage output due to in-depth naval mechanics.

Other[edit]

  • Submarines (SS): Small, slow, and stealthy, submarines excel at sneak attacks on unescorted convoys and capital ships. Yet they don't belong in actual combat as they prompt other ships to prematurely flee along with them in vain, besides plethora of other reasons stemming from 1.3 version of game other than that of previously mentioned. On the whole the "cheap, slow, and stealthy" is the only thing going for them putting in that same pattern of pecking order, but against convoys on off chance they offset their cost before they're sunk.
  • Convoys: Not shown on-map, convoys carry troops, reinforcements, and lend-lease across water. They are defenseless against enemy warships and require an escort in times of war.

Equipment[edit]

These are specific ship classes that are unlocked through research. The statistics of an actual unit may be different, depending on designers and variant.

Hull class Year IC Cost Resource Cost Total Cost Manpower Port Usage Operational Range Speed Surface Detection Sub Detection Surface Visibility Submerged Visibility Hit Points (Health) Evasion Reliability Gun Range Gun Attack Torpedo Attack Anti Air Attack Sub Attack Shore Bombardment Armor Piercing Deck Size Hull class
SH Battleship I 1936 18500 129500 50875 9000 4.0 4000 26 15 5 30 600 12 85% 38 32 0 12.0 16 47 50.0 SH Battleship I
SH Battleship II 1944 23000 230000 80500 10000 4.0 4500 28 25 5 30 800 14 90% 38 36 0 14.0 20 58 61.0 SH Battleship II
Battlecruiser I 1922 7500 37500 16875 3500 1.5 3000 28 12 5 25 350 15 80% 32 16 0 5.0 8 23 30.0 Battlecruiser I
Battlecruiser II 1940 8000 48000 20000 4000 1.5 5000 32 25 5 25 400 20 90% 33 21 0 10.0 10 30 37.0 Battlecruiser II
Battleship I 1922 9600 48000 21600 6000 2.0 3000 20 12 5 30 350 10 80% 32 18 0 4.0 10 26 31.0 Battleship I
Battleship II 1936 10400 72800 28600 6600 2.0 4000 26 15 5 30 450 12 85% 33 22 0 10.0 12 32 36.0 Battleship II
Battleship III 1940 11200 89600 33600 7000 2.0 5000 28 25 5 30 500 16 90% 34 26 0 13.0 12 37 40.0 Battleship III
Battleship IV 1944 12000 120000 42000 7400 2.0 6000 30 40 5 30 550 20 92% 35 30 0 22.0 15 40 43.0 Battleship IV
Carrier I 1922 8750 43750 19687 4500 2.0 3000 26 10 5 30 250 8 70% 14 1 0 8.0 7 0.0 45 Carrier I
Carrier II 1936 9500 57000 23750 5000 2.0 4000 28 10 5 30 325 10 80% 15 1 0 10.0 9 0.0 55 Carrier II
Carrier III 1940 10250 82000 30750 5500 2.0 5000 30 20 5 30 350 12 85% 16 2 0 12.0 11 0.0 70 Carrier III
Carrier IV 1944 11000 99000 35750 6000 2.0 6000 32 30 5 30 400 14 90% 17 2 0 14.0 13 0.0 85 Carrier IV
Convoy I 70 140 105 0.0 12 5 5 10 30 15 80% 1 0.5 0 0.5 0 1.0 Convoy I
Destroyer I 1922 900 2700 1575 250 1.0 1500 33 20 50 10 25 70 80% 14 1 3 1.5 10 0 1.0 Destroyer I
Destroyer II 1936 990 3960 1980 325 1.0 1800 36 25 60 10 40 80 85% 15 2.5 6 2.0 13 0 2.0 Destroyer II
Destroyer III 1940 1080 5400 2430 400 1.0 2000 38 45 100 10 50 88 90% 16 3.5 7 4.0 16 0 2.5 Destroyer III
Destroyer IV 1944 1200 8400 3300 500 1.0 2500 38 55 140 10 60 95 92% 17 4 8 5.0 20 0 2.5 Destroyer IV
Heavy Cruiser I 1922 4200 16800 8400 1500 1.0 3000 24 12 5 20 150 20 80% 24 10 0 6.0 3 9 11.0 Heavy Cruiser I
Heavy Cruiser II 1936 4600 23000 10350 1700 1.0 4000 30 15 5 20 175 25 85% 25 14 0 8.0 4 11 12.0 Heavy Cruiser II
Heavy Cruiser III 1940 5000 30000 12500 1900 1.0 4500 33 25 5 20 200 28 90% 26 17 0 12.0 5 12 13.0 Heavy Cruiser III
Heavy Cruiser IV 1944 5400 43200 16200 2200 1.0 5000 33 40 5 20 225 30 92% 27 20 0 18.0 6 13 14.0 Heavy Cruiser IV
Light Cruiser I 1922 3100 9300 5425 600 1.0 2400 28 15 20 15 100 50 80% 18 6 5 3.0 2 5 5.5 Light Cruiser I
Light Cruiser II 1936 3400 13600 6800 800 1.0 3000 30 20 25 15 120 60 85% 19 8 8 9.0 5 6 7.0 Light Cruiser II
Light Cruiser III 1940 3700 18500 8325 960 1.0 4000 32 50 50 15 140 68 90% 20 9 9 14.0 6 7 8.0 Light Cruiser III
Light Cruiser IV 1944 4000 28000 11000 1140 1.0 4500 34 70 60 15 160 75 92% 21 11 10 17.0 8 8 9.0 Light Cruiser IV
Submarine I 1922 450 900 675 200 0.5 2500 14 30 0 10 30 10 25 60% 6 0 10 0.5 0 0.0 Submarine I
Submarine II 1936 500 1500 875 200 0.5 4000 14 40 0 10 25 20 35 70% 7 0 16 1.0 0 0.0 Submarine II
Submarine III 1940 550 2200 1100 200 0.5 5000 16 50 0 10 15 30 40 75% 8 0 20 1.5 0 0.0 Submarine III
Submarine IV 1944 600 3600 1500 200 0.5 6000 16 70 0 8 10 35 50 80% 9 0 24 1.5 0 0.0 Submarine IV
  • Total cost is computed as Production cost (naval).png production cost + 0.25 * resource cost, based on the import rate and the cost ratio between military and civilian factories.
  • Surface detection and visibility along with sub detection are not precisely accounted for and are simply combined on fleet level as per value present. Single battleship in a fleet of 100 destroyers will almost nullify any detection and visibility stemming from destroyers (V1.3.1).
  • Hit points is often secondary factor to organization, evasion, and armor values since screening ships will often just die or quickly flee from capital hit, while capital ships will tank with armor that reduces damage by 90% if not pierced. Aviation damage ignores 2 of these factors more often than not reducing organization of capital ships that they will target more than anything, most likely not leading to a kill in themselves alone (as in bombers alone).
  • Evasion has hard upper limit on benefits it renders, light cruisers may surpass it.
  • Anti-air attack is definitively useless against carrier based air power that will target capital ships (with screening ships' AA doing nada), fly at least 2 sorties a day, and will always find its target (although being capped at max of 200 total planes per sortie period in 1.3.1 version).
  • Sub attack is also not much of a factor since upon investing into airpower+carriers you're would likely be more dependent on carriers to kill revealed submarines rather than expect destroyers to close in (with researched doctrines for escort efficiency), not that subs have much health for it to be truly competitive matter to begin with.
  • Shore bombardment has upper limit on benefits it may render which requires merely several battleships.
  • Torpedo attack as of beginning of time at up to 1.3.1 version of game isn't a thing, but something that makes destroyers little more of a meat shield in combat. It fires every 4th time, has 20% of being critical doing decent damage then, and may miss altogether (although it ignores armor, so a bunch of destroyers could kill lone heavy ship, but don't count on it as it would be gun-fu).

Statistical explanation[edit]


Operational Range[edit]

The operational range of a unit indicates the radius of operation for that particular type of ship on the map, from the closest friendly port (regardless of where the home port for the fleet containing that ship is based). A fleet that combines ships with different operational ranges will have a range that is the average of the individual ships.