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# 海军单位

This page deals with the the individual naval unit types. For information on the recruitment and maintenance of navies see navy. For naval combat mechanics see naval warfare.

There are four types of naval units available in EU IV. Each construction represents an individual ship and they have a health strength measured as a percentage. A ship at 100% is in perfect condition, falling to 0% will lose the vessel. Ships can take damage from battle and also as naval attrition.

Ships are not automatically upgraded as armies do, but will instead be replaced with newer models but at 0% hull strength, meaning they will need to be repaired once upgraded. Ships automatically repair when docked in port (and also in friendly coastal seazones, after unlocking all maritime ideas), and can only dock in ports of their home country (including occupied enemy ports and those controlled by one's vassals or personal unions), or the ports of nations which have granted fleet basing rights (which includes vassals, personal union members, and colonial nations).

Like army units, each type of naval unit has different characteristics. The separate fire/shock values, as in EU III, per ship type have now been removed, but every type of ship has a different number of cannons, hullsize, and speed, all of which affects the fleet's maneuverability. There are also idea groups that improve the power of a fleet's ships.

## Properties

Naval units possess three combat properties, their values dependent on the type of ship and diplomatic technology level:

• Hull: Represents the durability of the ship.
• Sailors: Represents the number of sailors within the ship.
• Cannons: Determines the damage done in combat.
• Speed: Refers to the tactical movement speed of the unit in battle, which is supposed to affect the naval positioning rating of the fleet during battles, and thus determine the number of guns that can be brought to bear on the enemy fleet. This is distinct from the strategic movement speed of the unit between different sea zones.

Additionally, light ships (such as Barques) have a fourth property, making groups of these units useful as merchant fleets:

• Trade power : Represents the potential trade power value of this ship if it goes for the protecting trade naval mission.

## Strategic vs tactical movement speed

The speed values listed for naval units in game refer to their tactical movement speeds in battle. The strategic movement speed, or the value of a unit used to travel between sea zones on the map is instead:

Ship type Tactical Speed Strategic Speed
Heavy ships 5 6
Light ships 10 10
Galleys 8 4
Transports 5 6

The travel time between two sea zones is determined by:

 ${\displaystyle {\text{travel time}}={\frac {\text{distance}}{{\text{strategic speed}}\cdot \left(100\%+5\%\cdot {\text{leader maneuver rating}}\right)}}}$

with the final value rounded up to the nearest integer. The distance between two sea zones can be found by selecting a naval unit and reading the tooltip that appears when the mouse is hovered over another sea zone or port. Fleets will always travel at the strategic speed of their slowest ship. Note that the formula above may be inaccurate by a day between certain sea zones.

## Durability

These modifiers increase the amount of health of any type of ship:

+10%
• Japanese idea 4: Maritime Legacy
• Fully Naval
+5%
• Quality idea 4: Corvettes
• Khmer idea 7: A Modern Khmer Navy
• Galician idea 4: Galician Shipyards
• Korean idea 4: Geobukseon
• Humanist-Naval: The Naval Inspection Act
• Maritime-Offensive: Naval Convoy System
• Offensive-Exploration: Letters of Marque

## Heavy ships

Ship-for-ship, these are by far the most powerful in combat. However, they are also the most expensive, especially in terms of maintenance. This makes them the combat ship of choice for rich nations that dream of naval supremacy.

### Combat ability

These modifiers increase the power and effectiveness of heavy ships.

Conditions
+10% as Dutch republic

+20%
• Naval idea 6: Oak Forests for Ships
+10%
• Date idea 5: Red Seal Ships
• English idea 1: A Royal Navy
• Spanish idea 6: A Spanish Armada
• Innovative-Maritime: New Naval Tactics

### Types

Name Description
3 Early Carrack 20 40 5 The early carrack was the first European vessel which could sail on the high seas of the Atlantic Ocean. The design of this late medieval ship combined the features of Germanic longships and Arabic merchantmen. It was less maneuverable than the caravel, but because of its larger size, it could carry provisions for long voyages, cargo for trade, and guns for self-defense.
9 Carrack 25 50 5 The design of the carrack, a late medieval ship, combined the features of Germanic longships and Arabic merchantmen. It was less maneuverable than the caravel, but because of its larger size, it could carry provisions for long voyages, cargo for trade, and guns for self-defense. Some carracks such as the English vessel Henri Grâce à Dieu weighed more than 1,000 tons, had large fore and aft castles, and could be considered as the greatest warships of their time.
15 Galleon 30 60 5 A large, usually three-masted sailing ship originally designed as a warship but later on used primarily for trade and commerce.
19 Wargalleon 40 80 5 The war galleon was a large galleon outfitted for war. It was larger and more heavily armed than the regular galleons, and served as protecting escorts to galleon fleets. The Spanish treasure fleets were made out of galleons and war galleons.
22 Twodecker 50 100 5 A two-decked battleship normally equipped with 60 to 90 guns.
25 Threedecker 60 120 5 A large battleship equipped with three gun decks, usually holding more than 100 cannons.

## Light ships

These ships can increase a country's trade power by protecting trade, and are also ideal for exploration due to their speed (as long as they are not slowed down by other ship types in the same fleet). This makes them a prime choice in times of peace. However, they perform poorly at war: they cannot stand up to Heavy Ships or Galleys in combat, especially for their cost.

### Combat ability

These modifiers increase the power & effectiveness of light ships.

+20%
+15%
• Moluccan idea 6: Alliance with the Papuans
• Arakanese ambition
• Danish ambition
• Holstein ambition
• Maritime-Plutocratic: The Protected Shipping Lanes Act
+10%
• Somali idea 6: Corsairs of the Red Sea
• Sumatran idea 3: Spice Pirates
• Naval-Espionage: Messenger Ships

### Types

Name Description
2 Barque 2 8 10 10 The Barque was a small sailing ship, originally used for trade. Adapting these for warfare provided a smaller and faster alternative to the larger carracks.
9 Caravel 2.5 10 13 10 The caravel was a small, very maneuverable ship which could sail with a high precision on long discovery journeys. Although designs varied, a caravel had a foresail, a square mainsail and lateen mizzen. Its smaller size limited the number of guns on board, but it also meant that this light ship could explore shallow coastal waters and estuaries. Vasco Da Gama, Cabot, Columbus and Magellan used caravels during their late 15th century and early 16th century voyages.
15 Early Frigate 3 12 15 10 With the increasing overseas trade, there was a need for a fast escort vessel to provide safe journey. The early frigates were developed for this. They were smaller, leaner ships of war with one gun deck, and provided protection from piracy in dangerous waters.
19 Frigate 3.5 16 20 10 As time passed, the frigate evolved. It became larger and heavily armed, sometimes with two gun decks. The frigate's combination of speed and firepower meant that it could outrun any ship with more guns and outgun any faster ships. The fleet built by the Commonwealth of England in the 1650s consisted almost exclusively of frigates.
23 Heavy Frigate 4 20 25 10 Two decked vessels normally carrying about 40 guns.
26 Great frigate 5 24 30 10 A larger type of frigate, carrying additional guns.

## Galleys

These cheap ships are ideal for fighting in inland seas and enclosed bodies of water. Galleys get a +100% bonus to their strength in inland seas (e.g. Mediterranean, Baltic, Japan) versus non-galleys. While still not quite as powerful as Heavy Ships in these areas, a large group of them can easily beat their much larger foes ducat-for-ducat. However, despite their low cost, they will usually take up most of a country's naval force limit if it fights primarily in inland waters.

### Combat ability

These modifiers increase the power and effectiveness of galleys.

Conditions
+20% with Norse as secondary religion

+25%
• Naval idea 2: Improved Rams
• Venetian ambition
+20%
• Berber idea 7: The Brothers Barbarossa
• Cypriot idea 6: Repel the Corsairs
• Italian (cU) idea 3: Mare Nostrum
• Knights Hospitaller idea 4: Reconquista of the Sea
+15%
• Kono idea 5: Rule over the Inland Sea
+10%
• Naxian idea 1: Maritime State
• Maritime-Quantity: Streamlined Galley Production

### Types

Name Description
2 Galley 8 12 8 With roots back to the ancient ships of the antiquity, the galley remained the prime choice for Mediterranean naval warfare until the 16th century. The galley was primarily propelled by oars, usually about 25 pairs manned by up to three men each. This meant that they were less dependent on wind gauge compared to sailing ships, and their maneuverability made them a feared adversary. Eventually, the galley went out of regular use with the introduction of more advanced oceangoing men-of-war, but remained useful in shallow waters until the 18th century.
10 War galley 10 15 8 The war galley carries the same number of guns as a normal galley but has a larger hull.
14 Galleass 12 18 8 The galleass was an adaptation of the large merchant galley to counter the increasing use of man-of-war. Larger than the galley, the galleass had about 32 oar pairs, each oar manned by up to five man. As an answer to the men-of-war's armament and higher sides, the galleass had forecastles and aftcastles and gundecks above the rowers. This extra weight meant that they also had to rely more on sails, and were slower and less maneuverable compared to galleys. Like the galley, the galleass went out of regular use with the introduction of more advanced oceangoing men-of-war, but remained useful in shallow waters until the 18th century.
18 Galiot 16 24 8 The galiot used both sails and oars to navigate, and carried up to fifteen guns.
21 Chebeck 20 30 8 A small, two or three masted vessel widely used in the Mediterranean from the 16th century onwards.
24 Archipelago Frigate 24 36 8 A two masted, cannon bearing vessel for shallow waters, which was brought into use during the mid 18th century.

## Transports

Each transport can carry one regiment (of any type). Though reasonably durable, they lack the firepower of combat ships, and should generally not be used in combat without the support of a proper battle fleet. An exception to this is a late-game western transport fleet fighting against much less advanced foes, where technology differences give transport ships a more evenly-matched fight against even the enemy's heavy ships.

### Types

Name Description
2 Cog 12 4 5 A one masted trading vessel originating from northern Europe.
10 Flute 15 5 5 A cargo ship developed in the Netherlands in the 16th century, it was built to maximize cargo-space and crew-efficiency. And it became one of the most commonly used ships in the 16th and 17th century. The standard design wasn't armed but when needed it could be armed with cannons and serve as auxiliary vessels.
13 Brig 18 6 5 A fast and highly maneuverable ship, favored by both merchants and for military use.
17 Merchantman 24 8 5 A large cargo vessel used for transportation of merchandise.
22 Trabakul 30 10 5 A slow, but reliable cargo ship, built wide, compact and with good storage.
26 East Indiaman 36 12 5 Merchant ship belonging to the East India Company.

 陆战 陆军 • 陆军单位 • 训练度 • 人力
 海战 海军 • 海军单位 • 水手
 其它 宣战理由 • 厌战度 • 军事传统 • 将领 • 军事同盟