No edit summary
Line 1: Line 1:
==Definition==
==Overview==
A fleet represents one or more ships; it could be a single large swift vessel or a fleet of half a dozen much smaller vessels. Fleets are able to sail to foreign ports to trade for resources and precious items that are valuable in the Empire.
A fleet represents one or more ships; it could be a single large swift vessel or a fleet of half a dozen much smaller vessels.  


==Production==
==Military Strength==
If a player does not select a downtime option for their fleet, then the fleet defaults to [[#Privateering|privateering]]. A new player who starts with a fleet always receives this random result; it is not possible to choose an action for your fleet before you attend your first event.
In military terms, a starting fleet is the equivalent of 100 marines - it has a military strength of 100. By comparison, a normal Imperial navy has an effective military strength of 5000.
 
This means that when the skills and experience of a starting fleet are assigned to an action then they add a military strength of 100 to the action. The combined military strength of all participants is crucial for the success of most military actions. If the action is privateering - then the wealth received by the fleet is dependent on its military strength.
 
Each upgrade increases the military strength of the fleet by 20 with enchantments providing similar bonuses.
<div style="float: right; width: 500px; margin-left:10px;"><box>'''Privateering'''<br>
Any fleet can always choose to engage in privateering. This happens automatically if the owner does not select any other option. The unit has an equal chance of gaining herbs, ingots or measures, money, or mana crystals as a result of this action - as if it were an appropriate resource of equivalent level.
 
You are free to roleplay the details of this attack as you wish, as it does not have an impact on the ongoing campaign.</box></div>


==Downtime Options==
==Downtime Options==
A fleet can be assigned to support an [[Imperial navy]], to engage in trade with foreign ports, or to attack barbarian shipping.
Each downtime, the player can choose one of three different types of action which are described in general terms below.
 
The production the fleet gains is based on the option the player selects each downtime. If the option provides any benefits, then they will usually be dependent on the military strength of the fleet. Depending on the actions taken, the fleet may receive the [[#Imperial_Guerdon|Imperial guerdon]].


===Privateering===
If a player does not select a downtime option for their fleet, then the unit defaults to privateering. A new player who starts with a fleet receives a random trading result; it is not possible to choose an action for your fleet before you attend your first event.
A fleet may attack barbarian vessels passing through waters near the Empire or the Bay of Catazar. The fleet has an equal chance of gaining [[Potion#Herbs|herbs]], [[Materials|ingots or measures]], money, or mana crystals as a result of this action - as if it were an appropriate resource of equivalent level.


You are free to roleplay the details of this attack as you wish, as it does not have an impact on the ongoing campaign.
===Take Independent Action===
A fleet can choose to take independent action. They will always be able to choose to take '''privateering'''; other options may be available depending on the campaign.
 
Privateering provides a standard return based on the rank of the fleet, but ''other independent actions do not provide any returns by default''. Make sure to check what production is shown when you select the action from the dropdown if that it is important.


===Trade===
===Trade===
A fleet may trade at the open ports of any foreign nation, that is any nation that the Empire is at peace with. Each port provides different commodities for the fleet owner and production can also vary from season to season based on the state of the relationship between the foreign country and the Empire. Any change to the standard production of a port will be clearly marked in the Downtime system.
A fleet may trade at any foreign port that is open to Imperial shipping, usually this is the main port of any nation that the Empire is at peace with. Each port provides different commodities for the fleet owner and production can also vary from season to season based on the state of the relationship between the foreign country and the Empire.


[[Powers_of_the_Imperial_Senate#Diplomatic|Declarations of war and peace]] are in the hands of the [[Imperial Senate]] and [[The Throne]], but foreign nations may also choose to restrict the access of Imperial shipping to their ports - or even close them altogether if they are offended by the actions of the Empire.
[[Powers_of_the_Imperial_Senate#Diplomatic|Declarations of war and peace]] are in the hands of the [[Imperial Senate]] and [[The Throne]], but foreign nations may also choose to restrict the access of Imperial shipping to their ports - or even close them altogether if they are offended by the actions of the Empire.


===Supporting a Navy===
===Supporting a Naval Campaign===
A fleet can be assigned to fight alongside an Imperial navy. A normal Imperial navy has an effective fighting force equivalent to 5000 soldiers who are raw recruits. When the skills and experience of a fleet are combined with a campaign navy, they improve the effective fighting force of the army by the equivalent of 100 soldiers.
A fleet can choose to support an Imperial navy. They will always be able to support any [[Imperial navy]], provided a navy exists; at present the Empire does not have any navies to support. Other military engagements may be available depending on the campaign.


Fleets lack the deep logistical support that is the backbone of an Imperial navy and without which it is impossible to operate in large numbers. As a result it is not possible for fleets to work together independently of an Imperial navy. If you wish your fleet to take part in a military campaign, it can only do so by being attached to an Imperial navy.
Any fleets assigned to support a navy are automatically assumed to help carry out the orders issued to the navy by the admiral, whatever they may be. You can see what order you will be supporting when you select a navy to support.


===Imperial Guerdon===
===Imperial Guerdon===
A fleet assigned to fight alongside an Imperial navy is paid from the Imperial Guerdon - a bursary set up by the [[Imperial Senate]] primarily to reward [[military unit|military units]] that support [[Imperial army|Imperial armies]] and [[fortification|fortifications]]. A fleet with only receive a share of the Guerdon if the navy they support is Imperial in nature; a character who assigns their fleet to help a foreign navy will not receive the Guerdon.
Fleets do not automatically earn wealth unless they take privateering, a type of independent action. Other options may provide income for the fleet, but they do not do so by default.
 
The [[Quartermaster General of the Imperial Armies]] has control of the Imperial guerdon, a purse drawn from the Imperial treasury to recompense commanders who act in the interests of the Empire. It is shared between military units whose actions the Quartermaster deems eligible. The Quartermaster makes an announcement to the Imperial Senate each season to indicate which military options will benefit - they may choose any of the options available - they could even give the guerdon to those units taking paid work if they cared to.


The value of the Imperial Guerdon is divided between each military unit and fleet that supports an army in proportion to their effective strength. The Senate may vote to increase or decrease the size of this fund. The [[Quartermaster General of the Imperial Armies]] has the [[Quartermaster_General_of_the_Imperial_Armies#Apportioning_the_Guerdon|power]] to exclude any or all navies from the Guerdon. If they do so, then a character who supports such a navy will receive ''nothing'' for doing so.
The value of the Imperial guerdon is divided between each captain whose military unit supports an army in proportion to the military strength of their unit. The Senate may vote to increase or decrease the size of this fund.


==Upgrades==
==Upgrades==
A fleet can be upgraded using weirwood obtained from the Bourse. Each time a fleet is upgraded, its effectiveness is increased by 20%. This means that the fleet produces more valuable resources when it engages with [[foreign ports]], and increases its effectiveness when supporting an Imperial navy by the equivalent of 20 soldiers.
A fleet can be upgraded using weirwood obtained from the [[Imperial Bourse]]. Each time a fleet is upgraded, the military strength of the unit is increased by 20. This means a 20% increase in returns from privateering, and a similar proportional increase in the share of the guerdon assigned to the fleet if it receives the guerdon.  


To upgrade a fleet requires Imperial wains of weirwood equal to the level the fleet is being upgraded to. So the first upgrade of a starting level 1 fleet costs 2 Imperial wains of weirwood, from 2 to 3 costs 3 Imperial wains, etc.
To upgrade a fleet requires Imperial wains of weirwood equal to the level the fleet is being upgraded to. So the first upgrade of a starting level 1 fleet costs 2 Imperial wains of weirwood, from 2 to 3 costs 3 Imperial wains, etc.

Revision as of 09:50, 10 June 2019

Overview

A fleet represents one or more ships; it could be a single large swift vessel or a fleet of half a dozen much smaller vessels.

Military Strength

In military terms, a starting fleet is the equivalent of 100 marines - it has a military strength of 100. By comparison, a normal Imperial navy has an effective military strength of 5000.

This means that when the skills and experience of a starting fleet are assigned to an action then they add a military strength of 100 to the action. The combined military strength of all participants is crucial for the success of most military actions. If the action is privateering - then the wealth received by the fleet is dependent on its military strength.

Each upgrade increases the military strength of the fleet by 20 with enchantments providing similar bonuses.

Privateering

Any fleet can always choose to engage in privateering. This happens automatically if the owner does not select any other option. The unit has an equal chance of gaining herbs, ingots or measures, money, or mana crystals as a result of this action - as if it were an appropriate resource of equivalent level.

You are free to roleplay the details of this attack as you wish, as it does not have an impact on the ongoing campaign.

Downtime Options

Each downtime, the player can choose one of three different types of action which are described in general terms below.

The production the fleet gains is based on the option the player selects each downtime. If the option provides any benefits, then they will usually be dependent on the military strength of the fleet. Depending on the actions taken, the fleet may receive the Imperial guerdon.

If a player does not select a downtime option for their fleet, then the unit defaults to privateering. A new player who starts with a fleet receives a random trading result; it is not possible to choose an action for your fleet before you attend your first event.

Take Independent Action

A fleet can choose to take independent action. They will always be able to choose to take privateering; other options may be available depending on the campaign.

Privateering provides a standard return based on the rank of the fleet, but other independent actions do not provide any returns by default. Make sure to check what production is shown when you select the action from the dropdown if that it is important.

Trade

A fleet may trade at any foreign port that is open to Imperial shipping, usually this is the main port of any nation that the Empire is at peace with. Each port provides different commodities for the fleet owner and production can also vary from season to season based on the state of the relationship between the foreign country and the Empire.

Declarations of war and peace are in the hands of the Imperial Senate and The Throne, but foreign nations may also choose to restrict the access of Imperial shipping to their ports - or even close them altogether if they are offended by the actions of the Empire.

Supporting a Naval Campaign

A fleet can choose to support an Imperial navy. They will always be able to support any Imperial navy, provided a navy exists; at present the Empire does not have any navies to support. Other military engagements may be available depending on the campaign.

Any fleets assigned to support a navy are automatically assumed to help carry out the orders issued to the navy by the admiral, whatever they may be. You can see what order you will be supporting when you select a navy to support.

Imperial Guerdon

Fleets do not automatically earn wealth unless they take privateering, a type of independent action. Other options may provide income for the fleet, but they do not do so by default.

The Quartermaster General of the Imperial Armies has control of the Imperial guerdon, a purse drawn from the Imperial treasury to recompense commanders who act in the interests of the Empire. It is shared between military units whose actions the Quartermaster deems eligible. The Quartermaster makes an announcement to the Imperial Senate each season to indicate which military options will benefit - they may choose any of the options available - they could even give the guerdon to those units taking paid work if they cared to.

The value of the Imperial guerdon is divided between each captain whose military unit supports an army in proportion to the military strength of their unit. The Senate may vote to increase or decrease the size of this fund.

Upgrades

A fleet can be upgraded using weirwood obtained from the Imperial Bourse. Each time a fleet is upgraded, the military strength of the unit is increased by 20. This means a 20% increase in returns from privateering, and a similar proportional increase in the share of the guerdon assigned to the fleet if it receives the guerdon.

To upgrade a fleet requires Imperial wains of weirwood equal to the level the fleet is being upgraded to. So the first upgrade of a starting level 1 fleet costs 2 Imperial wains of weirwood, from 2 to 3 costs 3 Imperial wains, etc.

Diversification

A fleet cannot be diversified.

Further Reading