Attack sub
300 gold · 35 s · 3 hp · 16 tiles/s
Gun 0. Invisible beyond 8 tiles of a destroyer, hunter or radar ship. Torpedoes: 3 damage, one-shot ordinary transports, 10 s reload
Hunter sub
300 gold · 35 s · 3 hp · 17 tiles/s
Gun 0. Sees subs at 20 tiles and torpedoes them. Fires at nothing else
Radar ship
250 gold · 20 s · 3 hp · 16 tiles/s
Gun 0. Unarmed picket that reveals 60 tiles around it. Easy prey — escort it
Privateer
300 gold · 30 s · 4 hp · 22 tiles/s
Gun 0. Boards merchants within 8 tiles and sails them to your nearest port for double cargo. Piracy starts hostilities
Scout boat
110 gold · instant · 2 hp · 32 tiles/s
Gun 12. Very fast, lightly armed, fragile. Picket and courier
Destroyer
200 gold · 25 s · 5 hp · 14 tiles/s
Gun 26 · SAM 16 (60%). Fast escort, deadly to cruisers. Short-range SAM
Missile cruiser
450 gold · 45 s · 6 hp · 10 tiles/s
Gun 22 · SAM 26 (75%) · barrage 4 missiles / 30 tiles every 15 s. Bombards enemy land, hunting SAM sites first. Medium SAM. Thin armor: destroyers hit it twice as hard
Battleship
900 gold · 90 s · 12 hp · 6 tiles/s
Gun 32 (×2) · SAM 26 (75%) · barrage 6 missiles / 36 tiles every 25 s. Heavy guns, land missiles and SAM. Slow reload, slow to arrive
Notes
| Cruise missiles | Select a battleship within 34 tiles of one of your level II ports and right-click water: Refit with cruise missiles, 400 gold, 30 s at anchor. It then fires two cruise missiles every 40 s at targets up to 120 tiles inland — shield generators first, then SAM sites, then anything of a nation it's fighting. They fly straight and low at 25 tiles/s (a silo missile lobs at up to 60), so a 120-tile shot takes about 5 s. Each hit craters a 3-tile radius like a bomb; SAMs engage them at 60% of normal effectiveness; a shield dome absorbs one for 1 hp. The ship shows a "CM" badge. |
| Submarines | A submarine base (450 gold, coast, needs a level II port within 34 tiles) builds attack subs (300 gold, 3 hp, torpedoes: 3 damage, one-shot ordinary transports, 10 s reload, 14 tiles) and hunter subs (300 gold, 3 hp, torpedo only other subs, spot them at 20 tiles). Subs are invisible — and untargetable — unless within 8 tiles of a destroyer or radar ship, or 20 of a hunter; under fog they're hidden outright. Their torpedoes aren't: a torpedo leaves a long foam wake you can see whenever the water is in view, which tells you a sub is out there and roughly where. Guns, batteries and heavy transports can't fire at them at all. They carry no SAM and don't shoot land. Attack subs engage transports headed for their owner and ships of nations they're fighting, plus loitering cruisers and battleships. |
| Transports | Right-click a country you don't border. Embarks from your coast nearest to them, lands on theirs; no port needed. One hit sinks it — unless it's a heavy transport: once you own a level II port (per area with Garrisons, everywhere without), every transport you send — invasions, reinforcements, gifts — sails as a heavy: 4 hp, 25% slower, and a 12-tile gun that returns fire at whatever shot it last (never at subs). A lone destroyer loses the exchange; shore guns in pairs still win. |
| Upgrades | Right-click a finished port or airfield to upgrade it to level II (port 500 gold / 60 s; airfield 600 / 90 s). Level shows as "II" on the icon; captured buildings keep their level; bombardment knocks a level II back to I instead of destroying it. Port II: built-in shore guns with 4 hp of their own, shown as pips under the icon (red when low; right-click the port to repair them, 25 gold per pip) — ships and heavy transports shoot back at them, and when they're shot out the port drops to level I — plus heavy transports and the submarine-base unlock. Airfield II: 6 hangar slots, light shield dome, stealth troop transports. |
| Salvage | Sinking a transport pays 30% of the troops aboard in gold; a merchant pays 60. |
| Barrage | Craters land, kills troops (20 + 0.8% of the army per hit, max 150, plus whoever was standing on the cratered tiles) and suppresses the area for 30 s: half cost to invade, bastions and SAM sites there knocked out. Hunts SAM sites first. |
| Merchants | Every port sends one every ~20 s to any port you aren't fighting. Both sides earn gold on arrival. Blockade an enemy port to starve it — or send privateers: they grapple any non-allied merchant within 8 tiles — it heaves to while the privateer comes alongside, then 2 s of boarding, which then sails to your nearest port and pays double cargo on arrival. One capture per 10 s per privateer; piracy starts hostilities. |