The ships (Construction, equipment and properties)

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General information about ships (Land & Lords version 4.0, only on Server 1)

Ships are used to explore the map and to transport armies and spies to other islands, or attack other ships. Like land unit are organized in armies, ships are organized in fleets. Fleets can be moved on the map similar to armies or spies, by right clicking on them on the map or by entering individual moves in the fields view. Addionally, a target field can be entered fot fleets. However, the target field has to be visible to you. Once you researched "map making", also fields in the "fog of war" can by selected as target fields. Only sea fields or harbor fields (your own or your allies) can be selected. This can be used to facilitate shipment of reinforcements or to summon your fleets on a selected field. However, you cannot use it to automatically explore unknown fields on the map. All fleets have a viewing range of 3 fields. The maximum speed of a fleet on the map is 6 fields per tick and is limited by the slowest ship of the fleet.

Building fleets

Fleets are built in habors. Each harbor can only build one fleet at a time. How long the building of a fleet take, depends on the type and number of the ships. Harbors with a high level can build ships much faster. With increasing harbor level, also the quality (=XP) of the crew increases, an important factor for their success in battles. At the beginning of the game, only rowing boats can be built. By researching the seafaring path, larger ship types become available. By building a shipyard (harbor slot extension), the building of large ships can be further accelerated.

Each type of ship has a different cargo capacity, which is needed to transport troops or spies. How many cargo space a unit uses occupies can be found under [Loading and unloading of ships]. When building a fleet you should also take note that only rowing boats and drakkars can drop armies on the coast line.

In the building menue you can see, how many resource the fleet will need (1), the speed of the fleet (2), the crew number (3), the cargo space (4), and the landing capacity (=how many units per turn can be landed on a coast) (5) of the fleet.

When you are content with the composition of your fleet and if you have the needed resources to build it, you only have to add a name for the fleet and click on the button "build fleet".

Schiffbau

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

Damage and repairs

  1. Fleets can be damage by naval battles or when the fleet limit has been exceeded. Accordingly the readiness of your fleet drops. Fleets with a readiness <100% have reduced cargo capacity and only the respecive part of their crew will be available during battle. The readiness of a fleet cannot drop below 10%.
  2. The readiness of damaged fleets will be automatically increased again, when they are anchored in a harbor. Duration and cost of the repairs are proportional to the normal building cost. The level of the harbor, your research and the availability of a shipyard (harbor slot extension) will be taken into account.

Ship types

Bezeichnung Abbildung Besatzung Traglast Kampfgeschwindigkeit Reisegeschwindigkeit Enterfaktor Besonderheit Hafen Mindestgröße
Ruderboot Ruderboot.png 4 10 2 1 1 Landungsboot 1
Drakkar Drakkar.png 60 60 13 6 1.75 Landungsboot 1
Kogge Kogge.png 10 120 3 3 2.5 / 3 * 1
Holk Holk.png 10 150 2 2 3 Katapult 1
Karavelle Karavelle.png 20 75 6 6 3 1
Dromone Dromone.png 150 50 10 4 3.25 Rammsporn, Katapult 6
Galeere Galeere.png 300 100 12 5 3.75 Katapult 6
Karacke Karacke.png 60 450 4 4 4.5 Katapult 6

* Sobald Kastelle erforscht sind

  • Besatzung: Wie bei Armeen wird die Besatzung für eine Flotte aus dem Hafenfeld und den umliegenden Feldern rekrutiert.
  • Traglast: Bestimmt wieviele Armeen und Spione geladen werden können
  • Kampfgeschwindigkeit: Entscheidend für die Rammphase des Seekampfes. Langsame Schiffe werden leicher von feindlichen Dromonen versenkt.
  • Reisegeschwindigkeit: Anzahl der Felder die ein Schifftyp pro Tick auf der Karte ziehen kann. Das langsamste Schiff einer Flotte bestimmt die Geschwindigkeit.
  • Enterfaktor: Wichtiger Faktor während der Enterphase des Schiffkampfes. Mit diesem Faktor wird die Kampfkraft der zugehörigen Armeen multipliziert.
  • Landungsboot: Dieser Schiffstyp kann Einheiten direkt an Küstenfeldern (Wald, Wiese) absetzen. Die Ladekapazität der Landungsboote einer Flotte entspricht der maximalen Anzahl an Einheiten, die pro Tick abgesetzt werden können. Reicht die Landungskapazität nicht aus, um eine Armee in 1 Tick abzusetzen kann das Anlanden auch mehrere Ticks dauern.
  • Rammsporn: Dromone besitzen eine Unterwasserrammsporn. Mit diesem können feindliche Schiffe während der Rammphase des Schiffkampfes versenkt werden.
  • Katapult: Holk, Dromone und Galeeren besitzen ein Schiffskatapult. Dieses Schiffskatapult wirkt als Unterstützungsfeuer Einheit für die Seeleute der Flotte.