Game Guide
Ships and Combat
Ships stats are calculated using math based on the actual charactaristics of the ship classes. The general rule of thumb for ships is that large surface ships (cruisers, carriers, and battleships) counter small surface warships (destroyers and most escorts), which in turn counter submarines, which in turn counter large surface warships. Cruisers occupy something of a niche role in game, being able to cost effectively counter smaller surface ships while being vulnerable to the largest ships.
Each weapon type that a ship has is resolved individually as a separate attack. For each attack, the target has a percent chance to evade it completely equal to their speed. The base damage of each attack is a random number between 1 and the damage rating, and modified by the attacking ships experience percentage value. When a ship's health falls to zero in combat, there is a chance to be saved (as a disabled ship) based on it's experience rating, and capped at 80%. Ships that fail this are sunk and lost. The combat simulation resolves the weapons as follows and in this order:
- Aircraft attacks: Aircraft attacks are reduced by the available anti-air capacity. The Antiair stat of a functions as temporary health that must be destroyed by air attacks before attacks can threaten the target's health, half of which is pooled and used for the entire fleet and half of which is used for each ship individually. The reduced value is again reduced by 10% per inch of deck armour that a ship has, or zero damage if the ship has 10% deck armour or more.
- Torpedo attacks: Torpedo attacks by carriers and submarines are resovled next. No special provisions for defenses are made.
- Main Gun attacks: If the penetration of a gun attack is greater than or equal to the target's belt armour, the gun attack does full damage. If the penetration is zero and the target has any belt armour, the gun attack does zero damage. If the penetration is above zero but less then the target's belt armour, the gun attack is reduced by the ration of it's penetration to the target's belt armour.
- Secondary Gun attacks: Secondary gun attacks are resolved after the main guns, but otherise function identically.
- Antiair attacks: If a ship has any remaining antiair capacity, it is used as a gun attack with zero penetration against enemy ships.
- Torpedo attacks: Any remaining torpedo attacks are performed at this stage.
- Antisub attacks: Anti submarine attacks are performed now.
Ships and their assigned officers gain experience in combat based on the enemy ships sunk or disabled during the battle.
Attacks
If you win the sea battle in an attack and include a landing ship with marines in the attack forced, you can steal resources from the target player. The amount of resources you can steal is based on the cargo capacity of the ships involved, so sending both a landing ship and a cargo ship is recommended.
Resources
Resources are generated every hour. The summary you can see on the Economy page is the 24 hour estimate.
- Money: Used for pretty much everything.
- Steel: Mainly used to build and repair ships. Small amounts are also required for higher level building upgrades.
- Wood: Mainly used to upgrade buildings. Also used to build and repair small craft.
- Food: Eaten to avoid starvation. Civilian populations wil not grow if there is a shortage of food.
- Electronics: Mainly used to build and repair ships. Small amounts are also required for higher level building upgrades.
- Fuel: Consumed by ships. Rate of use increases significantly when on missions and attacks.
- Ammunition: Expended by ships in battle. Ships will not attack if they do not have ammunition.
- Sailors: Crew your ships. Ships that are undermanned will have reduced performance.
- Marines: Used (and lost) during ground battles, both offensively and defensively.
- Civilians: Generates income through tax revenue.
- Civilians: Generates income through forced labour. Will dissappear at a slow rate as they escape.
- Renown: Premium currency, earned in game through the daily tasks and spendable for resources in the Renown Store.