Naval warfare

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While wars are mostly won by land troops, naval power cannot be discounted. Any country which has overseas territory, overseas subjects, or overseas trade is susceptible to convoy raiding, which can cripple industry as overseas market access is severely reduced so that goods cannot travel from one region to another. Additionally, fighting overseas enemies requires supply lines, which can also be raided, and may also require naval invasions to establish a land front. Finally, the mere presence of a powerful navy boosts a nations standing amongst the world's powers.

Flotillas[edit | edit source]

Naval units are called Military flotillas.png Flotillas. These are generated from buildings which must hire pops for the unit's manpower. Flotillas are always organized into one or more formations called Fleets.

Naval bases[edit | edit source]

Building naval base.png Naval bases are the building that generate flotillas. Naval bases can only be built in coastal states with the maximum number limited by military technology and certain state traits. Each level of naval base produces one flotilla when it reaches full employment (1000 individuals per level).

Unlike generals and battalions, admirals and flotillas do not require mobilization and are always active.

Unit types[edit | edit source]

Naval units are divided into three categories: Light Ships, Capital Ships, and Support Vessels. Fleets are expected to be comprised of at least 50% Light Ships units and suffer Military organization.png organization penalties if the ratio is lower than this. Percentage stats, such as fleet movement speed, are scaled by the composition of the fleet. For example, a fleet composed of 50% Torpedo Boats and 50% Battleships would have no effective modifier to fleet movement speed and a −12.5% to convoy raiding efficiency; likewise, a fleet composed of 75% Torpedo Boats and 25% Battleships would have +10% fleet movement speed and +6.25% convoy raiding efficiency.

Light ships
Type Stats Upkeep
Frigate Frigates
  • Unlocked by:
    • Navigation Navigation

  • Can upgrade from:
    • None
  • 10 Military offense.png Offense
  • 15 Military defense.png Defense
  • 10 Military blockade strength.png Blockade strength
  • 10 Military morale.png Morale loss
1 Man-o-Wars Man-o-Wars
Monitor Monitors
  • Unlocked by:
    • Monitor Monitor

  • Can upgrade from:
    • Frigates
  • 20 Military offense.png Offense
  • 30 Military defense.png Defense
  • 20 Military blockade strength.png Blockade strength
  • 8 Military morale.png Morale loss
  • +20% Convoy escort Convoy escort defense[1]
  • +20% Fleet movement speed[1]
  • 1 Ironclads Ironclads
  • 1 Goods ammunition.png Ammunition
  • 1 Artillery Artillery
Destroyer Destroyers
  • Unlocked by:
    • Destroyer Destroyer

  • Can upgrade from:
    • Monitors
  • 30 Military offense.png Offense
  • 40 Military defense.png Defense
  • 30 Military blockade strength.png Blockade strength
  • 6 Military morale.png Morale loss
  • +35% Convoy escort Convoy escort defense[1]
  • +20% Fleet movement speed[1]
  • 2 Ironclads Ironclads
  • 2 Goods ammunition.png Ammunition
  • 2 Artillery Artillery
Torpedo Boat Torpedo Boats
  • Unlocked by:
    • Self-Propelled Torpedoes Self-Propelled Torpedoes

  • Can upgrade from:
    • Monitors
  • 40 Military offense.png Offense
  • 30 Military defense.png Defense
  • 30 Military blockade strength.png Blockade strength
  • 8 Military morale.png Morale loss
  • +25% Convoy raiding Convoy raiding efficiency[1]
  • +20% Fleet movement speed[1]
  • 2 Ironclads Ironclads
  • 4 Goods explosives.png Explosives
Scout Cruiser Scout Cruisers
  • Unlocked by:
    • Sea Lane Strategies Sea Lane Strategies

  • Can upgrade from:
    • Destroyers
    • Torpedo Boats
  • 50 Military offense.png Offense
  • 50 Military defense.png Defense
  • 40 Military blockade strength.png Blockade strength
  • 6 Military morale.png Morale loss
  • +50% Convoy escort Convoy escort defense[1]
  • +20% Fleet movement speed[1]
  • 3 Ironclads Ironclads
  • 3 Goods ammunition.png Ammunition
  • 1 Goods radios.png Radios
  • 3 Artillery Artillery
Capital ships
Type Stats Upkeep
Man-o-War Man-o-Wars
  • Unlocked by:
    • Drydocks Drydocks

  • Can upgrade from:
    • None
  • 25 Military offense.png Offense
  • 25 Military defense.png Defense
  • 100 Military blockade strength.png Blockade strength
  • 10 Military morale.png Morale loss
  • −50% Convoy raiding Convoy raiding efficiency[1]
3 Man-o-Wars Man-o-Wars
Ironclad Ironclads
  • Unlocked by:
    • Ironclad Ironclad

  • Can upgrade from:
    • Man-o-Wars
  • 50 Military offense.png Offense
  • 50 Military defense.png Defense
  • 200 Military blockade strength.png Blockade strength
  • 8 Military morale.png Morale loss
  • −50% Convoy raiding Convoy raiding efficiency[1]
  • −20% Fleet movement speed[1]
  • 3 Ironclads Ironclads
  • 3 Goods ammunition.png Ammunition
  • 3 Artillery Artillery
Dreadnought Dreadnoughts
  • Unlocked by:
    • Dreadnought Dreadnought

  • Can upgrade from:
    • Ironclads
  • 80 Military offense.png Offense
  • 80 Military defense.png Defense
  • 400 Military blockade strength.png Blockade strength
  • 6 Military morale.png Morale loss
  • −50% Convoy raiding Convoy raiding efficiency[1]
  • −20% Fleet movement speed[1]
  • 6 Ironclads Ironclads
  • 6 Goods ammunition.png Ammunition
  • 2 Goods radios.png Radios
  • 6 Artillery Artillery
Battleship Battleships
  • Unlocked by:
    • Battleship Battleship

  • Can upgrade from:
    • Dreadnought
  • 100 Military offense.png Offense
  • 100 Military defense.png Defense
  • 500 Military blockade strength.png Blockade strength
  • 4 Military morale.png Morale loss
  • −50% Convoy raiding Convoy raiding efficiency[1]
  • −20% Fleet movement speed[1]
  • 8 Ironclads Ironclads
  • 8 Goods ammunition.png Ammunition
  • 3 Goods radios.png Radios
  • 8 Artillery Artillery
Support vessels
Type Stats Upkeep
Submarine Submarines
  • Unlocked by:
    • Submarine Submarine

  • Can upgrade from:
    • None
  • 60 Military offense.png Offense
  • 20 Military defense.png Defense
  • 10 Military blockade strength.png Blockade strength
  • 8 Military morale.png Morale loss
  • +100% Convoy raiding Convoy raiding efficiency[1]
  • +20% Fleet movement speed[1]
  • 2 Ironclads Ironclads
  • 2 Artillery Artillery
  • 2 Goods ammunition.png Ammunition
  • 1 Goods radios.png Radios
Carrier Carriers
  • Unlocked by:
    • Aircraft Carrier Aircraft Carrier

  • Can upgrade from:
    • None
  • 120 Military offense.png Offense
  • 60 Military defense.png Defense
  • 500 Military blockade strength.png Blockade strength
  • 6 Military morale.png Morale loss
  • +25% Convoy escort Convoy escort defense[1]
  • −20% Fleet movement speed[1]
  • 8 Ironclads Ironclads
  • 8 Goods ammunition.png Ammunition
  • 4 Goods radios.png Radios
  • 8 Goods aeroplanes.png Aeroplanes

Veterancy[edit | edit source]

Weekly Unit Experience Gain modifiers
Source Amt.
Peasant Levies Peasant Levies -25%
Professional Army Professional Army +100%
Military Drill Military Drill +5%
Granting Treaty military assistance.png Military Assistance +25%
Receiving Treaty military assistance.png Military Assistance +50%

Units gain experience weekly and when reaching certain thresholds attain higher veterancy with bonuses to Military offense.png offense and Military defense.png defense. Units gain a base of 0.5 experience weekly, with an additional 5[2] experience weekly when in battle. Whenever a unit takes casualties, newly recruited manpower starts at 0 experience, effectively reducing the total experience of the unit by a proportional amount.

Upgrading a unit reduces its level of veterancy by 1 and resets its experience to 0.

Veterancy level Effects Total exp. Lvl exp.
Recruit Recruit 0 100
Regular Regular
  • +5% Military offense.png Offense
  • +5% Military defense.png Defense * +5% Convoy escort Convoy escort defense * +5% Convoy raiding Convoy raiding efficiency * +5% Military blockade strength.png Blockade strength
100 100
Seasoned Seasoned
  • +10% Military offense.png Offense
  • +10% Military defense.png Defense * +10% Convoy escort Convoy escort defense * +10% Convoy raiding Convoy raiding efficiency * +10% Military blockade strength.png Blockade strength
200 200
Veteran Veteran
  • +15% Military offense.png Offense
  • +15% Military defense.png Defense * +15% Convoy escort Convoy escort defense * +15% Convoy raiding Convoy raiding efficiency * +15% Military blockade strength.png Blockade strength
  • +25% Military morale.png Morale damage
400 400
Elite Elite
  • +25% Military offense.png Offense
  • +25% Military defense.png Defense * +25% Convoy escort Convoy escort defense * +25% Convoy raiding Convoy raiding efficiency * +25% Military blockade strength.png Blockade strength
  • +50% Military morale.png Morale damage
800

Orders[edit | edit source]

Role admiral.png Admirals can be given four types of orders: Order interception.png Interception, Order raid convoys.png Raid Convoys, Order escort convoys.png Escort Convoys, and Order blockade.png Blockade. Each of these except Blockade have at least one specialized version that modifies the effects.

Order interception.png Interception orders
Order name Effects Requirements
Interception +2 Admiral interception chance
Aggressive Interception
  • +5 Admiral interception chance
  • −10% Military offense.png Offense
  • Admiral has either of:
    • Trait reckless.png Reckless
    • Trait brave.png Brave
Carrier Sorties
  • +4 Admiral interception chance
  • +15% Military offense.png Offense
  • +50% Supply consumption
  • Admiral has Trait innovative.png Innovative
  • Admiral does not have Trait traditionalist commander.png Traditionalist Commander
  • Fleet contains 40% or more Flotilla carrier.png Carriers
Coordination Interception
  • +1 Admiral interception chance
  • +10% Casualties taken
  • +20% Military offense.png Offense
  • Admiral has any of:
    • Trait reserved.png Reserved
    • Trait tactful.png Tactful
    • Trait naval commander.png Naval Commander
    • Trait experienced naval commander.png Experienced Naval Commander
    • Trait expert naval commander.png Expert Naval Commander
Order raid convoys.png Raid Convoys orders
Order name Effects Requirements
Raid Convoys +30% Admiral convoy raiding efficiency
Wolf Pack
  • +10% Admiral convoy raiding efficiency
  • +15% Casualties taken
  • +150% Death from Below Death from Below chance
Fleet contains 30% or more of Flotilla submarine.png Submarines
Order escort convoys.png Escort Convoys orders
Order name Effects Requirements
Escort Convoys
  • +20% Admiral convoy protection
  • +0.25 Admiral interception chance
  • −10% Military offense.png Offense
Organized Merchant Convoys
  • +10% Admiral convoy protection
  • +0.5 Admiral interception chance
  • +10% Casualties taken
  • −5% Military offense.png Offense
  • Admiral has any of:
    • Trait naval commander.png Naval Commander
    • Trait experienced naval commander.png Experienced Naval Commander
    • Trait expert naval commander.png Expert Naval Commander
Order blockade.png Blockade orders
Order name Effects Requirements
Blockade
  • Order interception.png Interception orders direct the admiral to patrol a selected sea node and engage any enemy fleets there.
  • Order raid convoys.png Raid Convoys orders direct the admiral to attack the supply network of enemy countries at a selected sea node.
  • Order escort convoys.png Escort Convoys orders direct the admiral to protect convoys at a selected sea node.
  • Order blockade.png Blockade orders direct the admiral to blockade a selected sea node.

A commander's orders can be changed at any time.

Sea nodes[edit | edit source]

By clicking on the Bay of Biscay sea node (the triangle on the node indicates that it has been selected) and then by clicking on the navy tab, it is possible to see which fleets are doing what in the node. Note that fleets on convoy escort also show up in the “patrolling the coast” box, and these fleets do not get involved in a battle between friendly raiding fleets and enemy patrolling fleets – so if a battle starts between the 35-strong British raiding fleet and the 60-strong French patrolling fleet, the 100-strong British fleet on convoy escort will not get involved.

Fleets operate in sea nodes (the blue or golden circles connected by dashed lines on the ocean – which represent sea and ocean areas). Most sea nodes are connected to a number of state regions, which can be seen by zooming in and following the smaller dashed lines that appear from the node to each region's port province.

Admirals' orders apply only when a fleet is deployed to a sea zone.

Sea nodes also partly determine the Military convoys.png convoy cost of trade routes and supply lines, with the cost increasing as the route goes through more nodes.

Presence[edit | edit source]

While stationed in a sea node, fleets build up presence at a rate of 2% per day. The effectiveness of a fleet's orders are scaled by its presence in the sea node.

Naval invasion[edit | edit source]

Invasions create fronts separate from the current border. This can be through a Formation land invasion.png land invasion or Formation naval invasion.png naval invasion. In either case, once an invasion is planned, a front is created at the targeted state and both the defender can assign armies to this front. It takes two weeks for battles to begin once the invading army arrives, this gives the defending side a chance to bring an army to the invasion. If the invading army loses three battles, the invasion is defeated and the invading army must return to a friendly HQ. Any defending armies will also return to their nearest friendly HQ. However, armies stationed in an HQ are not automatically assigned to frontlines, even if a new front appears in their province. Against repeated and/or a large number of simultaneous naval invasions, this can result in a significant amount of micromanagement for a defending player.

Land invasions require military access through a neutral country and require only an army to be performed.

Naval invasions require both an army and a fleet. A naval invasion can be initiated from either an army or a fleet, then selecting the other type of formation and an enemy state to invade. After an army, a fleet, and a state to invade have been selected, both formations travel to the sea node adjacent to the targeted state. The invasion proceeds as long as the sea node is not contested.

The sea node is contested if any enemy fleet of at least 25% of the invading fleet's power projection is deployed there. While it is contested, no new invasion battles can begin and friendly fleets, including the invasion fleet, must defeat the enemy fleets in a naval battle to regain uncontested control of the node. If the invading fleet loses even a single naval battle, the naval invasion fails and the army and fleet travel back to their home HQ. If the invading army loses three invasion battles while the enemy has full control of the targeted state, the naval invasion also fails and the army and fleet travel back to their home HQ.

The offense of the army in a naval invasion is penalized if the number of battalions exceeds the number of flotillas, with the penalty increasing with greater disparity. Also, until the military technology Landing Craft Landing Craft is researched, there is an additional Difficult Landing penalty of −25%.

Naval battles[edit | edit source]

A French patrolling fleet has caught a British fleet assigned to raid convoys in the Bay of Biscay. Note the low starting morale of the British fleet (it was still recovering from an earlier battle).

If opposing fleets with opposing orders are in the same zone for long enough, a naval battle occurs. An anchor in a circle is displayed over the sea node on-screen, and both fleets engage each other. Fleets conducting a naval invasion or that intercept convoy raiders are considered the attacker and use their Military offense.png offense stat, while convoy raiders or fleets opposing a naval invasion are the defenders and use their Military defense.png defense stat. Again, similar to land battles, there are also battle conditions for both sides that can have a significant influence on the outcome.

As is the case for land battles, naval battles continue (unless the war ends first) until one side loses all morale.

Share of flotillas[edit | edit source]

Similarly to land battles, not all flotillas in a fleet necessarily take part in every engagement. However, while in land warfare, a number of factors affects how many battalions are engaged, in naval battles only a few factors come into play. Each battle starts with up to the command limit of the commanding admiral for each side. Then if one admiral has a smaller command limit, that admiral brings up to 100% more flotillas while the other admiral brings up to 50% fewer flotillas.

Full formula[3] 

Battle conditions[edit | edit source]

Battle conditions represent tactics, weather, and chance occurrences that modify each sides effectiveness in one or more ways. A weighted random valid condition is chosen by each side at the start of the battle. After 10 days, there is an increasing chance to select a new condition.

Each province has one or more terrain features (for instance, a mountain province is both elevated and hazardous), and the weight is added for each feature present. All weights are multiplied by the commander's multiplier for that battle condition.

Battle condition Requirements Weight Effect
Pursuit Pursuit
  • Is not retreating
  • Current manpower is greater than:
    • Twice enemy manpower if Panicked Retreat Panicked Retreat
    • Four times enemy manpower if Controlled Retreat Controlled Retreat
    • Ten times enemy manpower if not retreating
1 (instant)
  • −100% Military morale.png Morale loss
  • +1000% Combat width
Panicked Retreat Panicked Retreat
  • Is not Controlled Retreat Controlled Retreat
  • Enemy is not Panicked Retreat Panicked Retreat
  • Current manpower is less than:
    • 10% starting manpower if commander experience level is above 5
    • 20% starting manpower if commander experience level is above 4
    • 30% starting manpower otherwise
1 (instant)
  • −50% Military offense.png Offense
  • −50% Military defense.png Defense
  • −1000% Military morale.png Morale damage
  • +50% Military morale.png Morale loss
  • −50% Recovery rate
Controlled Retreat Controlled Retreat
  • Is not Panicked Retreat Panicked Retreat
  • Enemy is not retreating
  • Commander experience level is above 5
  • Current manpower is less than 20% starting manpower
1 (instant)
  • −75% Military morale.png Morale damage
  • +200% Military morale.png Morale loss
  • +25% Recovery rate
Aggressive Maneuver Aggressive Maneuver Has a commander 1
+2 Logistics Secured Logistics Secured
+2 Mud Mud
  • +20% Military attrition.png Casualties taken
  • +25% Military morale.png Morale damage
Blunder Blunder Has a commander 0.5
+2 Rapid Advance Rapid Advance
  • +20% Military attrition.png Casualties taken
  • +15% Military morale.png Morale loss
Careful Maneuver Careful Maneuver Has a commander 1
+2 Mud Mud
  • −10% Military attrition.png Casualties taken
  • −10% Military morale.png Morale loss
Good Visibility Good Visibility
  • Has a commander
  • Is defending
  • Not Poor Visibility Poor Visibility
1
  • −5% Military morale.png Morale loss
  • +25% Military defense.png Defense
Poor Visibility Poor Visibility
  • Has a commander
  • Not Good Visibility Good Visibility
0.5
  • −25% Military offense.png Offense
  • −25% Military defense.png Defense
Death from Below Death from Below
  • Has an Role admiral.png Admiral
  • Using over 20% Military flotillas.png Flotillas of type Flotilla submarine.png Submarines
  • Not Rough Waters Rough Waters
2 +20% Kill rate
Ramming Maneuver Ramming Maneuver Has an Role admiral.png Admiral 0.5
+2 Strong Winds Strong Winds
  • +25% Military morale.png Morale loss
  • +30% Military attrition.png Casualties taken
  • +40% Kill rate
Rough Waters Rough Waters Has an Role admiral.png Admiral 0.5
  • −20% Military offense.png Offense
  • −20% Military defense.png Defense
  • +15% Military morale.png Morale loss
Strong Winds Strong Winds Has an Role admiral.png Admiral 1
  • −10% Military offense.png Offense
  • −10% Military defense.png Defense


Morale recovery[edit | edit source]

After a battle has ended, flotillas gradually recover morale over time (and ships, if sunk, are rebuilt). It is possible for an admiral's forces to begin another battle without having recovered their morale entirely.

Supply[edit | edit source]

Formations fighting overseas rely on the supply network to keep them equipped and in supply. If enemy fleets raid the supply network, sinking convoys, this impacts on the supply of formations, which has a direct impact on the morale recovery of units. For example, if raiding has reduced a supply network's efficiency by 2%, then the morale recovery of units overseas is 98%. If supply is reduced beyond 95%, it applies an equal penalty to organization. For example, a unit with 80% supply would have a 20% penalty to maximum organization.

Additionally, Goods shortage.png shortages for units' buildings reduce a formations supply to the same result.

Attrition[edit | edit source]

All mobilized formations are subject to Military attrition.png attrition, which leads to both wounded and killed pops. The impact of this can be substantial and can outstrip the number of wounded and killed from battle. Formations receive −50% less attrition while stationed at their home HQ.

Base attrition is 10% and casualties from attrition can range from 4% to 12% weekly.

Battalions actively engaged in a battle temporarily do not suffer attrition.

References[edit | edit source]

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 1.18 Scaled by percentage of fleet composition
  2. Due to a bug, this modifier is applied twice, effectively resulting in +10 experience gain
  3. For script details, see /Victoria 3/game/common/script_values/command_values.txt