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Naval Units
Sea Walls
Pirates
Sea Trade Routes

Naval Units

Three naval units are available. They are the Transport, theRoundship, and the Galleon. Coastal waters are the smaller seazones indicated by a closely dashed thin line. Open Sea Zones are indicated by a bold longer dashed line.

Coastal Zone-Ships may move through a coastal sea zone without fear of being "Lost at Sea"

Open Sea Zones- An Open Sea zone is indicated on the map by the letters “OS” followed by a number designation and bold large dashed lines. Ex. OS11. Ships may pass through an Open Sea Zone without any penalties or risks other than the normal risks assumed in sailing such as bad weather, pirate attacks, etc. However, if a ship ends its movement phase in an Open Sea Zone, that ship runs the risk of being “Lost at Sea” (15% chance). Being Lost at Sea means the ship blew off course and was unable to find its way back to coastal waters. This does not necessarily mean the ship is destroyed. There have been rare cases where a ship returned home after being missing for many years. If a ship is Lost at Sea the owner of that ship no longer controls it nor does the owner have to pay maintenance on that ship. If the ship ever did return, the owner would then be responsible for maintaining it again. Typically ships Lost at Sea sink and are never heard from again.
No Mines may be placed in an Open Sea Zone.

If two ships encounter each other in the same sea zone, both ships stop and the owners are informed of who they have encountered and may then choose to continue on or do battle. However, a ship may slip by another vessel by using espionage at the beginning of each movement phase. (Examples: I command Galleon 1 to move from S10 to SW20 using espionage. These actions would cost 1 gold movement + 1 gold espionage giving the ship 50% chance to slip by any ships in the sea zones it travels through. This chance can be boosted using gold at 1 gold = 5%. A ship may also use counterspy to locate a ship that is attempting to slip by. This action would cost 1 gold for a 50% chance at catching the hiding vessel. 

As with land units 1 gold buys 10 units of movement points. This means one ship could travel 10 sea zones or 10 ships could travel one sea zone on a single gold. Land units that board a ship must pay only 1 gold to load/unload regardless of how many seazones they are transported. (Example, an infantry unit is loaded onto a transport at Gulf Port and transported to Landkercheif. This would cost 1 gold to load/unload the infantry and 1 gold to move the ship 4 sea zones. Total gold spent 2 gold. Total time to complete move 2 turns). To unload in a province owned by another player you must either have his permission or have declared war on the previous turn.

Unlike land units there is no limit to the number of ships that may be in place in a sea zone. However, there is a limit to the production of ships by a holding. A holding may only produce a number of ships equal to its level/turn. Therefore a level 3 law holding could produce 3 ships/turn while a level 10 law holding could produce 10 ships/turn.


Galleons:

Muster Cost: 4 gold          Movement: 3 sea zones/turn

Maintainence: 2 gold        Attack: 3        Defense: 3

Galleons are fast, sleek vessels that are used to destroy enemy ships. Typically a galleon is a reinforced wooden ship, armed with a catapault and a ballista. The soldiers on the galleon are all adept at archery as well as ship to ship combat. Galleons cannot carry any troops. Galleons follow the same rules as transports for movement except they can move 1,2 or 3 sea zones in a single turn.

Fighting- Galleons comprise the main force of any armada. Galleons attack at 3 and defend at 3. It is often a good idea to have Galleons escorting transports or scouting ahead of the transport for enemy ships.

Blockades - A group of five or more allied galleons occupying a single sea zone could declare BLOCKADE on that sea zone for a cost of 2 gold per turn. This blockade would prevent any ship from passing through that sea zone (regardless of espionage) without being detected. Blockades also allow the blockading ships to collect taxes on Sea Trade Routes that pass through that sea zone. Any Roundship unescorted by a Galleon may be Boarded and its cargo taken up to 5 gold. The owner of the ship would not get the gold for the Trade Route that turn. This is the same as decreeing a tax on a Land Trade Route. A ship caught in a blockade is at the mercy of the blockaders unless the ship chooses to fight back at which point a battle ensues.

Transports:

Muster Cost: 2 gold        Movement: 2 sea zones/turn

Maintainence: 1 gold        Attack: 1    Defense: 1

Transports are large bulky ships that can carry troops and their supplies from one coastal province to another. A transport may carry up to 2 units cost of military units. This means a transport could carry 2 infantry units, or 1 calvary unit, but would not be able to carry a Knights unit. A transport can pick up cargo, move 1 or 2 sea zones, and unload cargo all on the same move. The cargo may be picked up before, during, or after the transport moves. (For example, a transport could pick up 1 infantry unit, move 1 zone and pick up another infantry unit, move into another zone and unload both infantry all in the same move. Cargo does not have to be unloaded. Once a transport unloads its turn is over. A transport may not load/unload its cargo in a sea zone occupied by an unfriendly ship. The sea zone must be cleared first.

"Bridging"- A transport may load and unload units without moving from the sea zone it is in by a process called bridging. If two provinces share the same sea zone units can be bridged by the transport. This does not cost the 1 gold movement cost for the ship but does cost for the land units as described above. A transport may still only bridge up to two unit points per turn.

Fighting- Transports attack at 1 and defend at 1, therefore it is not a good idea to commit a loaded transport to a battle unless you don’t mind losing units. Transports can be taken into a battle to use as "fodder" since they cost less than Galleons.

Privateering- The act of stealing goods or raiding coastal provinces of another domain. This can be accomplished through the use of scouts and transports. Scouts can be loaded onto a transport, taken to any coastal province and unloaded. They may then raid the province or perform some sabotage mission on the next turn and leave the province via transports. A raid or sabotage mission would require a minimum of two turns. Turn one for the scouts to arrive and unload. Turn 2 to perform their mission and leave via transport. The cost would be that of an espionage action plus the cost of movement for the scouts and transport. A raid can be a fairly expensive undertaking and risky so be wise in who you raid and what you sabotage.


Roundships:

Muster Cost: 3 gold          Movement: 5 sea zones/turn

Maintainence: 3 gold        Attack: 0        Defense: 1

Roundships are broad-beamed cargo vessels with three masts and square rigging. They have several decks and small sterncastles. Roundships are the main ship for any ocean-faring trader, however it is wise to have a galleon or two protecting them when possible since they cannot defend themselves well. They are fast however and may be able to outrun an advesary. Roundships are designed to carry out Sea Trade



Sea Walls: A sea wall will prevent scout raids from ships and Piracy as stated below. They cost 2 gold to build giving a 75% success chance and cost 1 gold/turn to maintain. A sea wall once built protects the entire province it is in. A sea wall will not prevent an invasion from sea such as might occur after someone has declared war or from Pirates. It will only prevent the scout raid or Piracy.


Piracy- Ships will now be subject to rebellion. If a ship rebels that ship becomes a pirate and will attempt to harass other ships it encounters, particularly those of its previous owner. A pirate ship may be hired by other domains to do some dirty work.. The price will be 2d6 gold and there is a 10% chance the Pirates will not perform the action they were hired to do. Pirates can Pillage Holdings in Coastal Provinces (the pirates keep the gold), they can Pillage Sea Trade, Attack other ships, etc. Their actions and direction will be randomly decided each turn unless they are hired to do something.
To hire a Pirate you must have a level 5 guild holding (Port) in a coastal province and it requires you to do a successful espionage action as if you were spying on that province at normal costs, plus you have to pay the 2d6 gold required by the pirates. The espionage action allows you to locate the pirates contact in that province and strike a deal with them.


Sea Trade- Domains may now embark on Trade by Sea using the standard Trade Route Action. Be sure you list the sea zones you want your route to travel through, or by default it will travel the shortest distance between the 2 Ports at my choosing. A Sea Trade Route will bring in the average of the two Ports it connects rounded down. So a Sea Trade Route between a Port (guild) level 10 and a Port(guild) level 6 would bring in 4 gold for each domain.
In order to Trade by Sea both Domains involved must have a level 5 Guild holding and a level 5 Law holding in the same coastal provinces of trade. These are considered Port Provinces. Both Ports must be reachable (one-way) within 2 months by sea. This means your ship must be able to leave your port, travel 10 sea zones and arrive at the port you are trading with. Also both domains must dedicate one transport to the trade route. That transport is then assumed to be travelling back and forth between the two ports providing trade. You do not have to pay a movement cost on Trade Dedicated Roundships. The Sea Trade will begin generating gold 1 month after it is begun. Gold will then be gained once per month (for ease of tracking) from the Sea Trade Route even though the ship could not normally travel that distance in a month. Ships involved in a Sea Trade Route may be intercepted as described above.