The ships (Construction, equipment and properties): Difference between revisions

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== General information concerning ships ==
== General information on ships ==


Ships are needed to explore the world and chiefly to transport armies and spies to other islands or to attack hostile fleets.
Ships are needed in L&L to explore the map, transport armies and spies to other islands or attack enemy ships. Just as individual units are grouped into armies, your ships are grouped into fleets.  
You can move ships accordingly to armies and spies through the PopUp on the map (right click on the Java map) or you can type in the directions in the field info. Of course you can select a target field as well, but only visible seafields or allied harbours are possible target fields. Fields visible in the fog of war or not discovered at all can not be selected so that there is no automatic exploring of the map.
Like armies and spies, fleets are moved via the pop-up on the map (by right-clicking) or by entering the moves in the field view. You can also enter a target field for fleets. However, this must be uncovered (sea or own or alliance harbor) when you enter it. This makes it easier to ship supplies or unite your fleets, but does not automatically allow you to explore the map.
All ships have a visual range of 3 fields. The maximum speed a ship can have is 3 fields per Turn.
All fleets have a visibility of 3 fields. The maximum possible speed is 6 hexes per tick and is determined by the slowest ship in the fleet.


== Shipbuilding ==
== Fleet construction ==


Ships are built in [[harbour|harbours]]. Each harbour can built only one ship at a time. How much time is needed (17) to finish building a ship depends on the ships' type (3) and the features of the ship. Upgraded harbours (2) built ships significantly faster. The higher the level of the harbour the better the training of the crew will be (= XP), which is an important factor for the success in sea battles. In the beginning of an Age only landing crafts can be built. To build bigger ships you have to do some [[research]] in the 'Path of Seafaring'.


Examples for the construction time in differently upgraded harbours:
Fleets are built in [[harbor|ports]]. Each port can only build one fleet at a time. How long it takes to build a fleet depends on the type and number of ships. Ports with a high expansion level can build ships much faster. The training quality of the crew (= XP) also increases with the port level, which is an important factor for success in naval battles.
At the beginning, only Knarrs can be built. Through [[Research|Exploration]] of the Seafaring path, the construction of larger ship types becomes possible. By building a shipyard (harbor slot), the construction of ships can be further accelerated and the construction costs reduced.


* Landing craft with 1 mast and 10 crew:<br/> 13 Turns in a lvl 1 harbour - 1 Turn in a lvl 10 harbour
Each ship type offers a different amount of cargo space, which is required to transport troops or spies. How many cargo space points a unit requires is listed under "The units" or "Loading and unloading ships". When building, you should also bear in mind that only Knarrs and Drakkar can deploy armies directly to coasts.
* Carrack with 4 masts and 200 crew plus 8 light and 8 heavy catapults including Greek Fire:<br/>308 Turns in a lvl 1 harbour - 31 Turns in a lvl 10 harbour


The stowage differs depending on the ships hull (4) which can be filled depending on your needs and wishes. Free stowage is needed to transport armies and spies. How much space a unit needs is listed in the manual under "Units" and "Loading and unloading of ships". Through research you can increase the stowage of new ships by 20 %. Ships built before the research was completed can be modified in your harbours.
The construction menu shows how many resources the construction will require (1), the speed of the fleet (2), the number of sailors required (3), the cargo space of the fleet (4), and how many units can be placed on land per turn (5).
Keep in mind that only landing crafts can disembark armies and spies directly at the coast.


How many fields a ship can sail per Turn (6) depends on the ships' type (3), the amount of masts (5) and the crew (7). '''Each mast must have a crew of 10 to operate.''' If there is not enough crew the mast cannot set sails and the ships' speed is reduced.
As soon as you are satisfied with the composition of your fleet and you have sufficient resources to build it, you only need to give the fleet a name and click on the "Build fleet" button.


== Armament of ships ==
[[File:Schiffbau_eng.jpg|Schiffbau]]


If there is enough stowage (4) and the technology is [[Research|researched]], ships can be armed with light (8) and heavy (10) catatpults which need a crew of 10 to operate. Here (11) you can see if all your catapults are staffed. Furthermore you can see if you have any auxiliary-crew (9) to fight fires.
''You can cancel the building of a fleet anytime. 90% of the used resources will be refunded.''
Additionally you can chose if your ship should use Greek Fire (12). This diabolic weapon enables your ships to fire a flame projectile which can torch enemy ships. However this weapon is very dangerously to handle so there always is the chance of setting your own ship on fire! Detailed information regarding [[battles at sea]] and how to battle against fires you'll find here.


As soon as you are pleased with your ships' features and you have enough ressources (1) to built it, all you need to do is type in a name for the ship (16) and click on "Build ship" (13).
== Operational readiness, damage and repairs ==
''Version 5.0''


[[Image:shipconstruction.png|Ship Construction]]
#Newly built fleets have an '''operational readiness''' of 150%. Each round at sea reduces the operational readiness by 0.25% (near the coast) or 0.5% (open sea).
#Fleets can be damaged by [[Battles at sea|naval battles]] or if the [[LaL-Calculator_and_Formulary_(from_all_areas)#Calculation_of_the_upper_limit_of_fleets|fleet limit]] is exceeded. This reduces the '''operational readiness''' of the fleet
#Fleets with an operational readiness of <100% have correspondingly less loading capacity and speed. The operational readiness of a fleet cannot drop below 10%. The speed of a fleet cannot drop below 1.
#Overloaded fleets lose excess units. Generals cannot be lost, even if the number of troops is 0.
#Fleets with an operational readiness of < 100% can only use a correspondingly reduced number of sailors in boarding combat.
#The operational readiness of fleets is automatically increased again when they are in their own or alliance port. The duration and cost of the repair correspond to the usual construction costs. The level of the port, the research, and the presence of a shipyard are also taken into account. From 100%, a further increase in operational readiness (up to a maximum of 150%) only costs 20% of the usual costs (with the exception of bread, here the full costs are paid).


== Modifying ships ==
== Ship types ==


It is possible to modify the features of a ship, increase its stowage after researching "enhanced shipping space" or to rename it. To do so your ship needs to be in a harbour of your own, which must not be building a ship at the moment.
''Numbers in brackets are valid since version 4.2''
Go to "Build Ships" and to the harbour where your ship shall be modified. Click on the arrow (14) and you'll see the input mask for the modification of ships. There you can chose a new name for your ship (18). If your ship has been built before you researched the 'enhanced shipping space' you have to click in the checkbox (15) to get more stowage for your ship. If your ship already has increased stowage the checkbox is automatically tagged. As soon as you have selected new features for your ship the PopUp (20) shows the time and ressources needed for the modification on the right hand side.
Click on "Modify Ship" (19) to start the process, during which the ship is not available for manouvers. Any army or spy embarked on the ship will be automatically disembark
 
== Damage and reparation ==
 
#Ships can get damaged in a [[Battles at sea|sea battle]] or if the total number of your ships (any types) exceeds your [[LaL-Calculator and Formulary#Calculation of the upper limit of ships|ship limit]]. In the second case all ships (except for landing crafts and small galleys) are damaged automatically every tick. The level of damage in each tick depends on the number of excess ships.<br/> If the hitpoints (HP) of a damaged ship falls under 50% of its maximum, speed falls to 2 fields per Turn; under 25% HP to 1 field. Thus damaged ships can be caught and destroyed quite easily. If no HP is left, the ship will sink.
#Damaged ships will be automatically repaired if they are in a harbour of your own or an allied one. How many hitpoints are restored each turn depends on the level of the harbour.<br/> The costs of repairing a ship are 8 gold, 10 planks and 1 iron bar for every HP. If there aren't enough resources available the repair will be interrupted and you'll get a message in your events.
== Types of ships ==


{| class="wikitable" style="text-align:center"
{| class="wikitable" style="text-align:center"
|-
|-
!rowspan="2"|Type
!|Name
!rowspan="2" colspan="2"|Hull
!|Image
!rowspan="2"|Hitpoints Space (without research)
!|Crew
!rowspan="2"|Space with 20% expansion by research
!|Cargo size
!colspan="5"|Space requirement of the equipment
!|Battle speed
!|Travel speed
!|Boarding factor
!|Notes
!|minimal harbor size
|-
|-
!Mast
|Knarr
!Crew
|[[File:ruderboot.png]]
!Light Catapult
|10
!Heavy Catapult
|50
!Greek Fire
|2
|2
|1
|landing boat
|1
|-
|-
|Landing Craft
|Drakkar
|style="background: #3366cc;"|[[Image:landingcraft_retro.gif]]
|[[File:drakkar.png]]
|style="background: #3366cc;"|[[Image:landingcraft_new.png]]
|50
|100
|120
|20
|20
|10
|10
|50
|5
|100
|1.5
|10
|landing boat
|1
|-
|Cog
|[[File:kogge.png]]
|10 (20)
|150 (200)
|3
|3 (4)
|2.5 / 3 <sup>*</sup> (2 / 2.5 <sup>*</sup>)
|
|1
|-
|-
|Small Galley
|Hulk
|style="background: #3366cc;"|[[Image:small_galley_retro.gif]]
|[[File:holk.png]]
|style="background: #3366cc;"|[[Image:small_galley_new.png]]
|10 (50)
|180
|200 (500)
|216
|2
|30
|2 (3)
|10
|3 (2.5)
|50
|catapult
|100
|1
|18
|-
|-
|Medium Galley
|Caravel
|style="background: #3366cc;"|[[Image:Medium_Gallery_retro.gif]]
|[[File:karavelle.png]]
|style="background: #3366cc;"|[[Image:Medium_Gallery_new.png]]
|20 (30)
|300
|75 (150)
|360
|6 (8)
|40
|6
|10
|3
|50
|
|100
|1
|30
|-
|-
|Large Gallery
|Dromon
|style="background: #3366cc;"|[[Image:Large_Gallery_retro.gif]]
|[[File:dromone.png]]
|style="background: #3366cc;"|[[Image:Large_Gallery_new.png]]
|150
|480
|576
|50
|50
|10
|10
|50
|4
|100
|3.25 (4)
|48
|ramming skid, catapult
|6
|-
|-
|Longship
|Galley
|style="background: #3366cc;"|[[Image:Longship_retro.gif]]
|[[File:galeere.png]]
|style="background: #3366cc;"|[[Image:Longship_new.png]]
|300
|720
|864
|60
|10
|50
|100
|72
|-
|Caravelle
|style="background: #3366cc;"|[[Image:Caravelle_retro.gif]]
|style="background: #3366cc;"|[[Image:Caravelle_new.png]]
|1200
|1440
|80
|10
|50
|100
|100
|120
|12
|5
|3.75 (4.5)
|catapult
|6
|-
|-
|Carrack
|Carrack
|style="background: #3366cc;"|[[Image:Carrack_retro.gif]]
|[[File:karacke.png]]
|style="background: #3366cc;"|[[Image:Carrack_new.png]]
|60
|1800
|450
|2160
|4
|100
|4
|10
|4.5 (6)
|50
|catapult
|100
|6
|180
|}
|}


''*The basic types have different speeds!<br/> The cancellation of construction orders is possible at any time. 90 % of the paid ressources are returned.''
''<sup>*</sup> When castelles have been researched''
 
* Crew: Similar to armies, the crew for a fleet is recruited from the harbour field and the surrounding fields.
* Cargo size: Determines, how many armies and spies can be transported
* Battle speed: Decisive for the ramming phase of a sea battle. Slower ships are easier sunk by enemy dromones.
* Travel speed: Number of fields a ship type can move on the map per tick. The slowest ship of a fleet determines its speed.
* Boarding factor: Important factor during the boarding phase of a sea combat. The combat value of the attached armies is multiplied with this factor.
* Landing boat: This ship type can place units directly onto coast fields (forest, plains). The cargo size of the langing boats of a fleet reflects the maximum number of units, that can be unloaded per tick. If the cargo size is not large enough to unload an army in one tick, the placing of the army might take multiple ticks. 
* Ramming skid: Dromones have an underwater ramming skid. Thuis skid can sink enemy shiüs during the ramming phase in a ship battle.
* Catapult: Holk, dromones und galeys have a ship catapult. This ship catapult provides supporting fire for the seamna of the fleet.
* minimal harbour size: Dromone, galeys and carracks can only land on harbours sizes 6 and up.
 
==== Viking knarr ====
Basic ship type that is already available at the start of the game. Forests and plains can be reached by armies with a knarr.
 
==== Viking drakkar ====
Very fast battle and landing boat. Forests and plains can be reached by armies with a drakkar.
 
==== Hanseatic koggen ====
A slow cargo ship. It has the best cost/(cargo size &times; speed)-ratio of all ships.
 
==== English holk ====
A very slow cargo ship. It has the best cost/cargo size - ratio of all ships.
 
==== Byzantinian dromone ====
A battle ship with large crew and medium travel speed. It can ram other ships with its underearter ramming skid and sink them.
 
==== Venetian galley ====
A large battle ship with very large crew.
 
==== Portuguese caravelle ====
A very fast cargo ship with low capacity.
 
==== Genoan caracke ====
A very large cargo ship of medium speed. It has a very good boarding factor.

Latest revision as of 13:05, 18 February 2024

General information on ships

Ships are needed in L&L to explore the map, transport armies and spies to other islands or attack enemy ships. Just as individual units are grouped into armies, your ships are grouped into fleets. Like armies and spies, fleets are moved via the pop-up on the map (by right-clicking) or by entering the moves in the field view. You can also enter a target field for fleets. However, this must be uncovered (sea or own or alliance harbor) when you enter it. This makes it easier to ship supplies or unite your fleets, but does not automatically allow you to explore the map. All fleets have a visibility of 3 fields. The maximum possible speed is 6 hexes per tick and is determined by the slowest ship in the fleet.

Fleet construction

Fleets are built in ports. Each port can only build one fleet at a time. How long it takes to build a fleet depends on the type and number of ships. Ports with a high expansion level can build ships much faster. The training quality of the crew (= XP) also increases with the port level, which is an important factor for success in naval battles. At the beginning, only Knarrs can be built. Through Exploration of the Seafaring path, the construction of larger ship types becomes possible. By building a shipyard (harbor slot), the construction of ships can be further accelerated and the construction costs reduced.

Each ship type offers a different amount of cargo space, which is required to transport troops or spies. How many cargo space points a unit requires is listed under "The units" or "Loading and unloading ships". When building, you should also bear in mind that only Knarrs and Drakkar can deploy armies directly to coasts.

The construction menu shows how many resources the construction will require (1), the speed of the fleet (2), the number of sailors required (3), the cargo space of the fleet (4), and how many units can be placed on land per turn (5).

As soon as you are satisfied with the composition of your fleet and you have sufficient resources to build it, you only need to give the fleet a name and click on the "Build fleet" button.

Schiffbau

You can cancel the building of a fleet anytime. 90% of the used resources will be refunded.

Operational readiness, damage and repairs

Version 5.0

  1. Newly built fleets have an operational readiness of 150%. Each round at sea reduces the operational readiness by 0.25% (near the coast) or 0.5% (open sea).
  2. Fleets can be damaged by naval battles or if the fleet limit is exceeded. This reduces the operational readiness of the fleet
  3. Fleets with an operational readiness of <100% have correspondingly less loading capacity and speed. The operational readiness of a fleet cannot drop below 10%. The speed of a fleet cannot drop below 1.
  4. Overloaded fleets lose excess units. Generals cannot be lost, even if the number of troops is 0.
  5. Fleets with an operational readiness of < 100% can only use a correspondingly reduced number of sailors in boarding combat.
  6. The operational readiness of fleets is automatically increased again when they are in their own or alliance port. The duration and cost of the repair correspond to the usual construction costs. The level of the port, the research, and the presence of a shipyard are also taken into account. From 100%, a further increase in operational readiness (up to a maximum of 150%) only costs 20% of the usual costs (with the exception of bread, here the full costs are paid).

Ship types

Numbers in brackets are valid since version 4.2

Name Image Crew Cargo size Battle speed Travel speed Boarding factor Notes minimal harbor size
Knarr Ruderboot.png 10 50 2 2 1 landing boat 1
Drakkar Drakkar.png 50 20 10 5 1.5 landing boat 1
Cog Kogge.png 10 (20) 150 (200) 3 3 (4) 2.5 / 3 * (2 / 2.5 *) 1
Hulk Holk.png 10 (50) 200 (500) 2 2 (3) 3 (2.5) catapult 1
Caravel Karavelle.png 20 (30) 75 (150) 6 (8) 6 3 1
Dromon Dromone.png 150 50 10 4 3.25 (4) ramming skid, catapult 6
Galley Galeere.png 300 100 12 5 3.75 (4.5) catapult 6
Carrack Karacke.png 60 450 4 4 4.5 (6) catapult 6

* When castelles have been researched

  • Crew: Similar to armies, the crew for a fleet is recruited from the harbour field and the surrounding fields.
  • Cargo size: Determines, how many armies and spies can be transported
  • Battle speed: Decisive for the ramming phase of a sea battle. Slower ships are easier sunk by enemy dromones.
  • Travel speed: Number of fields a ship type can move on the map per tick. The slowest ship of a fleet determines its speed.
  • Boarding factor: Important factor during the boarding phase of a sea combat. The combat value of the attached armies is multiplied with this factor.
  • Landing boat: This ship type can place units directly onto coast fields (forest, plains). The cargo size of the langing boats of a fleet reflects the maximum number of units, that can be unloaded per tick. If the cargo size is not large enough to unload an army in one tick, the placing of the army might take multiple ticks.
  • Ramming skid: Dromones have an underwater ramming skid. Thuis skid can sink enemy shiüs during the ramming phase in a ship battle.
  • Catapult: Holk, dromones und galeys have a ship catapult. This ship catapult provides supporting fire for the seamna of the fleet.
  • minimal harbour size: Dromone, galeys and carracks can only land on harbours sizes 6 and up.

Viking knarr

Basic ship type that is already available at the start of the game. Forests and plains can be reached by armies with a knarr.

Viking drakkar

Very fast battle and landing boat. Forests and plains can be reached by armies with a drakkar.

Hanseatic koggen

A slow cargo ship. It has the best cost/(cargo size × speed)-ratio of all ships.

English holk

A very slow cargo ship. It has the best cost/cargo size - ratio of all ships.

Byzantinian dromone

A battle ship with large crew and medium travel speed. It can ram other ships with its underearter ramming skid and sink them.

Venetian galley

A large battle ship with very large crew.

Portuguese caravelle

A very fast cargo ship with low capacity.

Genoan caracke

A very large cargo ship of medium speed. It has a very good boarding factor.