
What you need to know in order to build the ships you want. List of ships There are many ships in the game. You can find out a lot of details about most of the ships from the blueprints section. I've copied some data from there into the table below for ease of reference. I'm ignoring the special ships in this guide, but do cover both eastern and western ships. Additionally, the captain's cabin of every ship provides a large bonus to some stat that varies by ship. All ships give a 10% bonus to your supply stat, plus a numerical bonus to some other stat. Some on which stat a ship gives bonuses to is take from the Korean wiki, which seems to stop at grade 20. I got some higher grade ship information from Maurice and MWest. shipranksidefieldcombatbonusvalTallette1westtraderamPurchasing900Barque1westadvenartilleryNature900Hansa Cog1westcombatmeleeMelee900Budgerow1eastadvensupportSupply900Brigantine2westcombatmeleeMelee1300Cog Redonda2westtraderamPurchasing1200Cog Latina2westtradeartillerySales1200Light Proa2eastadvensupportNature1200Caravel Latina3westtradeartillerySales1400Caravel Redonda3westtraderamPurchasing1400Light Galley3westcombatmeleeMelee1400Kohaya3eastcombatmeleeMelee1400Sloop4westadvensupportSupply1500Felucca4westtraderamSales1500La Pinta4westcombatmeleeMelee1600Sampan4easttradesupportPurchasing1500Cutter5westcombatmeleeMelee1800Pinnace5westcombatramRamming1800Fluyt5westcombatramRamming1800Proa5eastadvensupportNature1700Zouge5eastcombatramRamming1800Nao6westtraderamSales1900Galley6westcombatmeleeMelee2000Sambuk6westadvensupportSupply1900Dhow6eastadvensupportAesthetics1900Maengseon6eastcombatartilleryArtillery2000Schooner7westadvensupportNature2000Heavy Galley7westcombatmeleeMelee2100Heavy Caravel7westtraderamPurchasing2000Tanjaq7eastcombatmeleeMelee2100Light Sha-chuan7eastcombatramRamming2100Carrack8westtradeartillerySales2200Xebec8westadvenramNature2200Frigate8westcombatartilleryArtillery2300Karakoa8eastcombatmeleeMelee2300Joseon Charging Ship8eastcombatramRamming2300Buss9westtradeartilleryPurchasing2300Galleon9westcombatartilleryArtillery2500Victoria9westadvensupportNature2300Fu Ship9easttrademeleeSales2300Jounseon9eastcombatramRamming2500Ottoman Galley10westcombatmeleeMelee2700De Sperwer10westtradesupportPurchasing2500Mayflower10westtradeartillerySales2500Sha-chuan10eastcombatramRamming2700Sekifune10eastcombatmeleeMelee2700Corvette11westcombatramRamming2800Esmeralda11westadvenartilleryNature2700Roman Galley11westcombatmeleeMelee2700Byungseon11eastcombatmeleeMelee2800Tuham11eastcombatmeleeMelee2800Flanders Galley12westcombatmeleeMelee3000Santa Maria12westadvensupportNature2800Saint Gabriel12westadvensupportAesthetics2800Hainan Ship12easttradesupportPurchasing2800Flatbed Ship12eastcombatartilleryArtillery3000 List of ships (continued) shipranksidefieldcombatbonusvalLa Reale13westcombatmeleeMelee3200Heavy Carrack13westtradeartillerySales3000Large Schooner13westadvensupportNature3000Red Seal Ship13eastadvensupportAesthetics3000Nujeon Ship13eastcombatramRamming3200Large Galleon14westcombatartilleryArtillery3400Santa Catarina14westtradesupportSales3100Prins Willem14westcombatmeleeMelee3400Lorcha14eastadvensupportNature3100Araki Ship14easttradesupportPurchasing3100Galleass15westcombatmeleeMelee3500Quebec15westadvensupportNature3300Razee Frigate15westcombatartilleryArtillery3500Large Sekifune15eastcombatmeleeMelee3300Dan15easttradesupportSales3300Large Frigate16westcombatartilleryArtillery3700Golden Hind16westcombatartilleryArtillery3700Bermuda Sloop16westadvensupportSupply3400Junk16easttradesupportTrade3400Higaki-Kaisen16easttradesupportSales3400Long Schooner17westadvensupportSupply3600Neapolitan Galleass17westcombatmeleeMelee3900Nordic Galleon17westcombatartilleryArtillery3600Atakebune17eastcombatmeleeMelee3900Bay Junk17easttradesupportSales3900Flemish Galleon18westcombatartilleryArtillery4200Halve Maen18westtradesupportSales3900Beagle18westcombatmeleeMelee4200Large Sha-chuan18eastcombatramRamming4200Ghanjah Dhow18eastadvensupportSupply3900Norske Love19westcombatramRamming4500Adventure Galley19westcombatmeleeMelee4500Bounty19westcombatartilleryArtillery4500Large Jounseon19easttradesupportSales4200San Buenaventura19eastadvensupportSupply4200La Royale20westcombatmeleeMelee4800Ship of the Line20westcombatartilleryArtillery4800Clipper20westtradesupportTrade4500Sagyeonseon20eastadvensupportSupply4500Large Joseon Charging Ship20eastccombatrammingRam4800Ottoman Galleon21westcombatmeleeMelee5100Neptuno21westcombatartilleryArtillery5100Surprise21westcombatrammingRam5100Dragonhead Ship21eastadvensupportNature4800Treasure Ship21easttradesupportTrade4800Temeraire22westcombatartilleryArtillery5400Endeavor22westadvensupportTrade5100Flying Cloud22westtradesupportNature5100Tetsukabutosen22eastcombatmeleeMelee5400Louchuan22eastcombatrammingRam5400 It was necessary to split the table because Steam caps the length of a single section. Combat ships always give a bonus to their combat type. A Sagyeonseon or Dragonhead Ship also gives land exploration bonuses of +2 combat, +2 observe, and +1 gather. Ship grade data Here's a table of level requirements by ship grade. I've have listed the amount of experience that you gain from building a ship. You gain this much per ship, until the ship blueprint level reaches 20. At that point, experience per ship drops to 10% of the original. You gain double experience the first time you build a particular type of ship. Once you gain enough experience, your shipbuilding gains a level. For each level, I have listed the amount of experience needed to move to the next level. Your shipbuilding level is tracked separately for eastern and western ships. Finally, I have listed the time required to build each ship, in minutes. If your shipbuilding level is at least as high as the grade of the ship that you want to build, the time to build the ship is cut in half. If you don't meet the level requirement, then you can still build the ship, but it just takes longer. gradeexperlevel upminutes115301023011040360150804120230147518015002506250225035074504500490850056307009750900090010800105001200111300175001400122000268002000132600374002400143600525002650154800720002980166100940003660178000125000411018106001740006480191360023000068402017200300000702021221003950007020225100007020 Materials Building a ship requires materials, blueprints, and either ducats or blue gems. You must also be at a shipyard that can build the particular type of ship that you want. The blueprints section has a map pin marker that will show you the locations where each ship can be built, so I won't replicate that here. It takes 10 blueprints to build an unimproved ship, which can be either 10 blueprints for the exact ship type or 10 common blueprints for the ship size. The exact materials depend on the ship grade. I list the materials required for unimproved ships below. You can see how improved ships differ in their own section. Here, every ship requires exactly one keel. In the table below, the wood, mast, and gun columns are the numbers of parts. The wood type and gun type columns say exactly which parts. Mast types always match wood types. I exclude "Wood", "Wood Mast", and "Gun Port" from the names to save space. gradekeelwoodmastgunwood typegun type1small3000cedarnone2small804020cedartraining3small402010sprucesmall4small1407030sprucesmall5medium603010pinemedium6medium704020pinemedium7medium703020alderimproved medium8medium804020alderimproved medium9medium804020beechenhanced medium10medium904020beechenhanced medium11medium804020rosewoodspecial enhanced medium12medium1608040rosewoodspecial enhanced medium13large1005025teaklarge14large1206030walnutimproved large15large1206030ebonyenhanced large16large1206030enhanced cedarspecial large17large1206030enhanced sprucespecial improved large18large1206030enhanced pinespecial enhanced large19large1206030enhanced alderimproved enhanced large20massive1206030enhanced beechenhanced beech21massive1206030enhanced rosewoodenhanced rosewood22massive1206030enhanced teakenhanced teak Ship materials and blueprints come from mostly the same sources. Sometimes they come as exact materials or blueprints for a particular type of ship. Other times they come as vouchers that can be exchanged for any materials of a particular type (e.g., masts) or blueprints up to some particular grade. For blueprint vouchers of high grades, they offer common small or common medium blueprints to cover the lower grades. I summarize the sources of ship materials and blueprints below, as well as what they give you. "Exact" means you get exact parts, such as teak wood. "Vouchers" means you get vouchers that let you pick which parts or blueprints. "Mixed" means some of each, most commonly a combination of blueprint vouchers or common blueprints together with exact ship materials. Keels always come as exact parts, not vouchers. Not all sources of materials release at the same time. I list a delay column to say when they tend to release. A value of 0 means that you can obtain materials for a ship the day that the ship launches. A value of 1 means that they will first become available for one grade when the next higher grade launches. 0.5 is somewhere in between, as they won't be available when the ship first launches, but they will be available before the next higher grade releases. Similarly, 1.5. means that they won't be available when the next higher grade launches, but they will before two grades higher. SourceTypeDelayShip combatexact0Land explorationexact0Login eventsmixed0.5Competitionsvouchers0.5Dailies/weekliesvouchers1Shipyardsmixed1.5Black marketsexact1.5Palace rewardmixed1.5Attendanceexact1.5Dispatchexact2+Guild contribution storemixedforever Materials (continued) Normal ship combat gives small amounts of materials that depend on where you do the combat. Higher level areas give higher grade ship materials. The white elites that spawn for an hour once every six hours give far more ship materials, but are far stronger enemies. White elites in the top end areas are the main source of materials for ships just after they launch, making the ships generally exclusive to the top end combat players at first. Land exploration also gives small amounts of materials. The grade of materials depends on where you do the land exploration, with higher level areas giving higher grade materials. Materials for the top grade of ship will generally be exclusive to the highest end land exploration zones, which makes them pretty exclusive at first, though this source is also available to high end adventurers who are weak at combat. Login events and competitions are more sporadic, but generally available to everyone, including lower level players who are active. You don't have to win the competitions to get rewards, but just have a modest amount of participation. Dailies and weeklies give vouchers for any grade of materials or blueprints up to the lower of either your highest shipbuilding skill (out of western and eastern) or one less than the highest grade of ship that has launched. Dailies give ship materials proper, while weeklies give blueprints. This is the main source of materials for relatively high end ships, but not quite the top end. Shipyards sell unlimited quantities of materials for small ships, including keels, which is the main source of materials for small ships. Above that, there are several cities for each grade, which vary by grade. These sell a limited quantity of materials per week, and it requires some investment in the port to get access to them. This is enough of a nuisance that I only bother buying materials from shipyards for small ships. Members of the monopolizing guild in every capital city can buy three large common blueprints per week. This is only available in capital cities, but if the same guild monopolizes multiple capitals, they can buy three large common blueprints in each capital where they have a monopoly. Black markets at item malls sell particular materials or blueprints only sporadically. Each grade is in the possible loot table for the black market in several cities. This is a significant source of materials for medium ships, but for large ships, they are expensive and require investment in the port, so I advise against relying on black markets as a source of materials for large ships. Palace rewards cost contribution, and most require a minimum admiral rank. Materials for large ships are expensive, so I recommend using your contribution for medium ship components or for large common blueprints instead. This is useful as a way to mass produce medium ships for collections. Attendance rewards and dispatch rewards tend to trail well behind the cutting edge in grade. Attendance rewards don't depend on your own level, so they can be useful for new players to get some higher grade ship components. Take what you get from dispatch rewards, but don't try to turn them into a major source of ship materials. Guild contribution only gives you vouchers for medium grade ship materials and common blueprints. The large common blueprints are useful, but the ship materials are really only useful as a way to build more medium ships to level shipbuilding or complete collections. Materials (old version) This section is deprecated, but still has some data that I want to copy to the new versions above. Once I copy the data, I'll delete this section. Building a ship requires materials, blueprints, and ducats. You must also be at a shipyard that can build the particular type of ship that you want. The blueprints section has a map pin marker that will show you the locations where each ship can be built, so I won't replicate that here. It takes 10 blueprints to build a ship, but I don't focus on how to get them here. I will, however, list the materials required to build each ship. The materials always require one keel, as well as some wood, masts, and gun ports, with only the exception that grade 1 ships skip the masts and gun ports. I'll list the quantities first, then come back to what the materials are and how to get them. gradekeelwoodmastgun1small30002small8040203small4020104small14070305medium6030106medium7040207medium7030208medium8040209medium80402010medium90402011medium80402012medium160804013large100502514large120603015large120603016large120603017large120603018large120603019large120603020massive1206030 The materials required vary by ship. For grades 1-4, that is, the small ships, the materials are purchasable in unlimited quantities and in many shipyards. Furthermore, you can buy the blueprints for those ships in unlimited quantities in any shipyard that can build them. For this reason, when trying to level your shipbuilding level, it's usually best to max your blueprint level in all ships of grades 1-4, at least apart from the golden ships for which you can't buy the blueprints. Grades 1-2 require cedar wood, cedar wood masts, and training gun ports. Grades 3-4 require spruce wood, spruce wood masts, and small gun ports. Materials for most higher grade ships can be purchased in various ports. It generally requires some amount of investment in order to unlock the ability to purchase the parts. Even one the investment is done, you can only purchase a limited amount of each material per port per week. Besides the keel, the other three materials for a given ship grade can be purchased in the same ports. For each set of materials, I'll give a table with the required investment to unlock a part (in millions of ducats), the price per item to buy it once it is unlocked, and the quantity that you can buy per week. I'll also list the ports where you can buy the items. I know the English names for all ports in Europe or northern Africa, but Google translate botches names of some others, so there is some uncertainty for some of the ports. First of all, the medium keels require military investment rank 2 in order to purchase. Once that is done, they cost 1.24 million ducats each, and can be purchased in London, Amsterdam, Lisboa, Seville, Constantinople, Abidjan, and Santo Domingo. That is, all of the starting capital cities, plus two other ports. Grades 5-6 require pine wood, pine masts, and medium gun ports. These are available in London, Amsterdam, Lisboa, Seville, Constantinople, Candia, Bremen, Ceuta, Edinburgh, Casablanca, Abidjan, Luanda, Santo Domingo, and Port Royal. woodmastguninvestment0.511.5price112142quantity30155 Grades 7-8 require alder wood, alder wood masts, and improved medium gun ports. These are available in Syracuse, Bergen, Timbuktu, Rio de Janiero, Buenos Aires, Mozambique, Massawa, Baghdad, and Kozhikode. woodmastguninvestment123price204080quantity402010 Grades 9-10 require beech wood, beech wood masts, and enhanced medium gun ports. These are available in Copenhagen, Beirut, Cape Town, Valparaiso, Lima, Suez, Malacca, and Jayakarta. Gun ports require military investment level 4 in the port to unlock rather than personal investment. woodmastguninvestment810*price4284168quantity20105 Grades 11-12 require rosewood, rosewood masts, and special enhanced medium gun ports. These are available in Venice, Nassau, Porlamar, Merida, Copiapo, Tumbes, Kolkata, Pasay, Palembang, and Manila. Gun ports require military investment level 7 in the port to unlock rather than personal investment. woodmastguninvestment3040*price76152304quantity20105 Grade 13 requires teak wood, teak wood masts, and large gun ports. These are available in Lubeck, Marseille, Trujillo, Banjarmasin, Pangkal Pinang, Ushuaia, Natal, Cohasset, and Pondicherry. woodmastguninvestment80100120price3647271453quantity1684 Grade 14 requires walnut wood, walnut wood masts, and improved large gun ports. These are available in Kokkola, Veracruz, Panama, Hanoi, Okinawa, Ceuta, Nantes, Timbuktu, Karibib, and Jeddah. The port name for Okinawa is likely wrong, but it's something on that island. woodmastguninvestment180210240price3987961591quantity1263 Grade 15 requires ebony wood, ebony wood masts, and enhanced large gun ports. These are available in Hobe, Baghdad, Pinjarra, Ohlone, and Southside. woodmastguninvestment280320360price???quantity1263 You can also buy 1 large keel per week in Southside. It requires admiral level 8. Grade 16 ships require enhanced cedar wood, enhanced cedar wood masts, and special large gun ports. Grade 17 ships require enhanced spruce wood, enhanced spruce wood masts, and special improved large gun ports. These don't yet seem to be available to buy anywhere in the game. Cabins Every ship has several cabins. All ships have a captain's cabin, as discussed earlier. In addition to that, there are five different types of cabins. For lack of an in-game name, I'll call them A, B, C, D, and E. Types A, B, and C allow you to assign a mate to the cabin, in addition to giving some stat bonuses. Types D and E only give stat bonuses, but do not allow you to assign any mate. There are two major benefits to assigning mates to cabins. One is that it makes the mate active so that he'll gain experience from the various things that cause you to gain experience as you play the game. The other is that it adds the mate's personal stats to the ship stats, as well as making his skills available to the ship. For adventuring and trade stats and skills, this generally makes them available to the entire fleet. Combat stats and skills are specific to the ship. All assignable cabins have some stat rates for adventuring, trade, and combat mates. A mate's stat contribution is multiplied by the stat rate for the mate's type. You usually want to switch cabins from the default to something that gives 100% for some type of mate, and then assign that type of mate to the cabin. It's important to understand that the rate is by type of mate, not by skill. For example, a medium rowing cabin is rated at 100% adventuring, 50% trade, 50% combat. An adventuring mate will apply his full stats of all types, including trade and combat, to the ship. A trade mate will only provide 50% of his stats to the ship, even adventuring. Thus, for this type of cabin, an adventuring mate is likely to contribute higher trade stats than a trade mate of the same grade. Some cabins are available from the start, while others are available only after you increase your blueprint or understanding level for a ship far enough. I list cabins available from the start as A, B, C, D, or E, and then those that require higher blueprint or understanding level as B+, C+, D+, and E+. The number of cabins per ship, by ship grade: gradeABB+CC+DD+EE+12002002012201201101320120110142012011015210301210621021121072103012108210211210921030121010210211210112102112101221021121013-1922021211120+220312111 As you can see, the number of cabins tends to increase as the ship size does. However, grades 5, 7, and 9 have more assignable cabins at blueprint and understanding level 1 than the other medium ships do. Grade 11 does not do this. But this does mean that you might not want to be in a hurry to upgrade by a single grade and lose an assignable cabin. Type B and C cabins have the same options regardless of ship grade, at least up to grade 8. The other cabin types of different options depending on whether you have a small or medium ship. They're analogous options, but the medium ship options give higher stats. You can change the cabins from among various options for each type. Changing a cabin on one ship changes all cabins for the same type of ship. For example, if you change a schooner's old aide's cabin to an accounting room, that will change the corresponding cabin for all schooners that you have or will build in the future. Schooners have three type C cabins, however, so each of those three must be changed independently. It typically costs about 10k ducats per ship grade to change a cabin on a small ship, or 100k ducats per ship grade for a medium ship. The exception is that some options for type A cabins cost 10 blue gems per ship grade for a small ship or 20 blue gems per ship grade for a medium ship. Large ships are probably more expensive in both cases, but I haven't yet seen the price tags. For type A cabins, the options available depend on whether the ship is an adventuring, trade, or combat ship. Old rudder and old deck are available on all ship types, but the other options all have stat rates of 100%/50%/50%, and cabins with a stat rate of 100% on some mate type are only available for ships of the corresponding type. The stat rates for various mate types increase by 10% per grade over the base numbers, though they are always capped at 100%. I give the numbers for small cabins only, but you can add 10% for medium cabins, 20% for large, and 30% for massive. Cabins that increase mate stats by some percentage only boost the stats of the particular mate who is assigned to that particular cabin, not everyone else on the ship, let alone the fleet. A mate gains full experience for the type for which his cabin has a 100% stat rate, but only half experience for other types. Or perhaps rather, for which the small ship version of his cabin has a 100% stat rate. Cabins that have something like 100/50/70 for the small version would have 100/80/100 for the massive version, but the mate would only gain adventuring experience at the full rate, not also combat experience. In particular, ship captains gain full experience of all types and mates in an aide's cabin only gain half experience of all types. If your flagship has an aide's cabin, then your aide can automatically use consumables to end disasters for your entire fleet. As such, you generally want your flagship (first ship in fleet 1) to have an aide's cabin. It is generally preferable for other ships not to have an aide's cabin, as a mate in that cabin only gains half experience of all types. If you have an accounting room somewhere in your fleet, then you can negotiate better prices for trade goods. Negotiation will never happen if you don't have an accounting room. Having multiple accounting rooms does not give extra benefit here. You should nearly always have at least one accounting room somewhere in your fleet. Improved ships Every type of ship in the game has an improved version of the same ship. The improved ship has the same graphics, same grade, same captain's cabin, and same classification as a combat, trade, or adventuring ship. Improved ships are regarded by the game as a completely separate time of ship from the base ship, with separate cabin choices, blueprint levels, and so forth. The differences are: The improved ship has an extra type C cabin. All cabins in the improved ship are unlocked from the start, rather than being gated by blueprint or understanding level. The stats range for the improved ship is about half a grade higher than the base ship. The improved ship does not require blueprints or a keel to build, but does require a base ship as part of the building materials. The improved ship build time is half that of the base ship. The improved ship does not require investment or admiral rank to build. If built in a port where you are not part of the monopolizing guild, then the improved ship will cost blue gems instead of ducats. The cost in blue gems is 100 times the ship's grade. Repairing an improved ship with blueprints requires common blueprints rather than blueprints for the particular type of ship. Repairing an improved ship with blue gems costs twice as much as a normal ship. Improved ships cannot be added to collections. High level players have differing opinions on whether it is better to use improved ships or unimproved ships. The extra cabin is a big deal, as that allows each ship to have an extra mate contribute his stats. But the extra repair cost is also a big deal, especially once you get to massive ships. Having to use ship materials to build the base ship and then more materials to build the improved ship makes the materials cost of the improved ship effectively double that of the base ship. This means that if you build many of the same ship, the improved ship will only have half of the blueprint level of the base ship, which can easily mean that it tends to have lower stats than if you built twice as many of the base ship. There is no rule that you must use exclusively improved ships or unimproved. I recommend improved ships for dispatch fleets, as the extra cabin is a huge deal. I personally use improved ships for all but my flagship, so that the flagship can have an aide's cabin without forcing any other ships to have one, and without the flagship having to be a different ship type that I don't want. Players who will build 40+ of the same ship so that they can get some ships with near max stats at blueprint level 20 tend to rely on normal ships for their primary fleet. The blue gem cost of improved ships will mean that players not in a major guild that controls some ports will tend to avoid improved ships as being too expensive. Improved ships are one of the main reasons why it is beneficial to be in one of the top guilds rather than just making your own solo guild. List of cabins The type A cabins are: ship typecabin typeadvtradecombatpriceeffectsmallmedlargemassallRudder707070ducatsramming+3%+6%+10%+15% allDeck707070ducatsmelee+3%+6%+10%+15% scouting+2%+4%+6%+10%adventureIce Breaking Enhancement Room1005050blue gemsice breaking+3+5+7+8 adventureSeaworthiness Enhancement Lab1005050blue gemsseaworthiness+1+2+3+4 adventureMomentum Enhancement Lab1005050blue gemsmomentum+3+5+7+8 adventureRowing Cabin1005050ducatsrowing+3+5+7+8 adventureLuggage Management Room1005050ducatssupplies cost-1%-2%-3%-4% adventure(adventure skill) Lab1005050blue gemsadventure skill+3%+6%+10%+15% tradeSupply Management Room5010050ducatsload capacity+3+5+7+10 trade(trade skill) Strategy Lab5010050blue gemstrade skill+3%+6%+10%+15% trade(goods type) Management Room5010050ducatsgoods type purchase quantity+5%+8%+10%+12% combatDisguise Management Room5050100ducatsadditional ram attack+5+10+15+20 additional ram crit chance+1%+2%+3%+4%combatWeapon Management Room5050100ducatsadditional melee attack+5+10+15+20 additional melee crit chance+1%+2%+3%+4%combatAmmo Management Room5050100ducatsadditional artillery attack+5+10+15+20 additional artillery crit chance+1%+2%+3%+4%combatEnhancement Management Room5050100ducatsadditional repair recovery+10+15+20+25 combatCrew Management Room5050100ducatsmax crew+4+8+12+16 combatLounge Management Room5050100ducatsadditional medical recovery+5+10+15+20 combatBanquet Management Room5050100ducatsadditional mobility+6+12+18+20 combat(combat skill) Lab5050100blue gemscombat skill+3%+6%+10%+15% Note that I've bunched some together to save table space. For example, "Small (adventure skill) Lab" covers "Small Nature Lab", "Small Aesthetics Lab", "Small Scouting Lab", and "Small Supply Lab", which are four separate cabins that each increase one stat. There are analogous cabins for the other skill types. Similarly, "Small (goods type) Management Room" has 20 separate cabins, one for each type of goods in the game. Small and medium ships put the prefix "Old" on the Rudder and Deck cabins. The only massive ships that I have built are adventuring ships, so I don't have the stat gains for the cabins specific to other types of massive ships. The type B cabins are: cabin typeadvtradecombateffect 1smallmedlargemasseffect 2smallmedlargemassMast707070scouting+5%+8%+13%+18%Crow’s Nest1005070scouting+3%+6%+10%+15%artillery+2%+4%+6%+10% Small and medium ships up to and including grade 10 have both the small and medium cabins available, with the former given the "Old" prefix. List of cabins (continued) The type C cabins are: cabin typeadvtradecombateffectsmallmedlargemassAide’s Cabin707070negotiation+3%+6%+10%+15% trade+2%+4%+6%+10%Infirmary707070support+3%+6%+10%+15% Recreation Room707070support+3%+6%+10%+15% supply+2%+4%+6%+10%Chapel707070supply+5%+8%+13%+18% Personal Quarters707070support+3%+6%+10%+15% melee+2%+4%+6%+10%Measuring Room707070scouting+3%+6%+10%+15% artillery+2%+4%+6%+10%Kitchen707070supply+3%+6%+10%+15% support+2%+4%+6%+10%Strategy Room707070scouting+3%+6%+10%+15% negotiation+2%+4%+6%+10%Livestock Pen707070supply+5%+8%+13%+18% Library1006060aesthetics+3%+6%+10%+15% Laboratory1006060nature+3%+6%+10%+15% Lumber Storage1005070support+3%+6%+10%+15% Accounting Room6010060purchasting+3%+6%+10%+15% sales+2%+4%+6%+10%Marine Barracks7050100melee+5%+8%+13%+18% Training Room7050100melee+3%+6%+10%+15% support+2%+4%+6%+10%Gun Port7050100artillery+3%+6%+10%+15% As with type B cabins, small and medium ships up to and including grade 10 have both the small and medium cabins available, with the former given the "Old" prefix. The type D cabins are: cabin typeeffectsmallmedlargemassSupply Storageload capacity+3+8+15+20Weapon Storageadditional melee attack+5+15+25+25Ammo Storageadditional artillery attack+5+15+25+25Concealed Storageadditional ram attack+5+15+25+25Enhanced Storageadditional repair recovery+9+14+19+18Luggage Storagesupplies cost-1%-3%-4%-6%(goods type) Storagegoods type purchase quantity+5%+8%+10%+12% The type E cabins are: cabin typeeffectsmallmedlargemassLoungeadditional medical recovery+3+8+13+13Banquet Halladditional mobility+3+9+15+18Crew’s Quartersmax crew+2+6+10+10Rowing Deckrowing+3+7+10+11 For both type D and E cabins, the cabin name starts with "Old Small", "Medium", "Large", or "Massive", depending on the ship size. Large ships also have the medium options available, but they are clearly inferior to the large ship options. In all ship sizes, as with type A cabins, there is a separate cabin type for each type of trade goods.
2026-02-19 04:00:18 发布在
Uncharted Waters Origin
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