Ships
From Eressea
Ships are constructed from wood. This table shows how much wood is needed to build a specific ship. The larger the ship, the more difficult it is to build and to maneauver. Constructing ships requires a minimum skill level. Every person in a unit who has the minimum skill level can build the ship larger by one wood per round. Thus, a unit with 25 men, each having shipcraft level 2, would be able to build a longboat in 1 turn (25 men x 2 skill levels = 50 wood used per turn to make the boat).
| Type | Range | Capacity | Captain/Crew | Construction Skill Level | Wood |
|---|---|---|---|---|---|
| Boat | 2 | 50 | 1/2 | 1 | 5 |
| Longboat | 3 | 500 | 1/10 | 1 | 50 |
| Dragonship | 5 | 1000 | 2/50 | 2 | 100 |
| Caravel | 5 | 3000 | 3/30 | 3 | 250 |
| Trireme | 7 | 2000 | 4/120 | 4 | 200 |
Ships also have numbers with which they can be referred. Here is an
example of a ship:
Pride of the Seven Winds (f1a8), Longboat, (254/500). This beautiful ship was the first one which was used by a family of merchants, the Plötzenbogens. Captain Grom stands on the quarterdeck and gives orders to his sailors. He has everything under control.
Below the ship's entry, all units that are on board are listed (this is noted by indentation in your .nr report). The first unit, the captain, commands the ship. It decides which units are allowed to enter the ship. It can also rename the ship and it counts as a sailor.
Once construction has begun, it is impossible to change. A ship that starts as a caravel cannot be changed to a longboat, etc.
Units which are on board a ship on the ocean are generally not able to perform any long orders. The captain of a ship can give the <a href= "orders.html#MOVE">MOVE</a> or <a href="orders.html#ROUTE">ROUTE</a> orders to sail the ship.
The Aquarians are the only race which is able to perform long orders on the ocean. Of course, some long orders such as TAX or ENTERTAIN do not make any sense while on a ship in the ocean. Up to 100 aquarians per ocean region can WORK on the high seas. They will earn 10 silver a turn.
In the event that a ship is docked in a land region, the units on board may do long orders. If the land region is guarded by a non-allied faction, the units onboard the ship may not TAX, ENTERTAIN, or WORK
Any ship which is too heavily loaded will not be able to sail. After the name and type of the ship, the extent of the cargo is shown. In the above example, 254 out of 500 weight units are currently used.
All ships which are larger than a boat can only land on plains or forest regions. In all other kinds of regions (such as mountains or swamps) a harbour must be built before ships greater than a boat in size can land there. Ships can, however, cast off from any region. One can build a ship and set sail from any region.
Damage to Ships
Travelling by ship is dangerous, and ships may be damaged during their voyages. This damage is indicated by a percent rating, and it reduces the capacity and speed of the ship. The time needed to sail is rounded up, making damage time consuming.
The following events will damage a ship. The damage is given in percentage points, and will be added to damage the ship has already suffered. If the damage exceeds 100%, the ship will sink with all units on board.
- involved in a fight: 5% per round, see combat
- damaged by a powerful spell: up to 90%
- damaged by tidal wave: 50%
- ship hits rocks (i.e. it tried to enter a region to which it is not allowed to land at, for example, a caravel trying to land at a region that is not a forest or plain): 10%
- ship without enough sailors or captain: 30%
- ship without owner: 5%
- hit by storm and blown off course: 2%
To repair a damaged ship, a unit must be given the order MAKE SHIP. Repairing and building ships both use the same base order.

