- 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.
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.
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 (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 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.
- 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.
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 + 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).
|Please help improve this article or section by expanding it with: describing what each statistic actually does.|
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.