Naval warfare
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
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.
[edit | edit source]
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
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.
| Type | Stats | Upkeep |
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Veterancy[edit | edit source]
| Source | Amt. |
|---|---|
| -25% | |
| +100% | |
| +5% | |
| Granting |
+25% |
| Receiving |
+50% |
Units gain experience weekly and when reaching certain thresholds attain higher veterancy with bonuses to
offense and
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. |
|---|---|---|---|
| — | 0 | 100 | |
| 100 | 100 | ||
| 200 | 200 | ||
| 400 | 400 | ||
| 800 | — |
Orders[edit | edit source]
Admirals can be given four types of orders:
Interception,
Raid Convoys,
Escort Convoys, and
Blockade. Each of these except Blockade have at least one specialized version that modifies the effects.
| Order name | Effects | Requirements |
|---|---|---|
| Interception | +2 Admiral interception chance | — |
| Aggressive Interception | ||
| Carrier Sorties | ||
| Coordination Interception |
| Order name | Effects | Requirements |
|---|---|---|
| Raid Convoys | +30% Admiral convoy raiding efficiency | — |
| Wolf Pack | Fleet contains 30% or more of |
| Order name | Effects | Requirements |
|---|---|---|
| Escort Convoys | — | |
| Organized Merchant Convoys |
| Order name | Effects | Requirements |
|---|---|---|
| Blockade | — | — |
Interception orders direct the admiral to patrol a selected sea node and engage any enemy fleets there.
Raid Convoys orders direct the admiral to attack the supply network of enemy countries at a selected sea node.
Escort Convoys orders direct the admiral to protect convoys at a selected sea node.
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]
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Please help with verifying or updating this section. It was last verified for version 1.9. |
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
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.
[edit | edit source]
Invasions create fronts separate from the current border. This can be through a
land invasion or
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 is researched, there is an additional Difficult Landing penalty of −25%.
[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.9. |
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
offense stat, while convoy raiders or fleets opposing a naval invasion are the defenders and use their
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.
[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.
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 |
|---|---|---|---|
| 1 (instant) | |||
|
1 (instant) | ||
|
1 (instant) | ||
| Has a commander | 1 | ||
| Has a commander | 0.5 | ||
| Has a commander | 1 | ||
| 1 | |||
| 0.5 | |||
| 2 | +20% Kill rate | ||
| Has an |
0.5 | ||
| Has an |
0.5 | ||
| Has an |
1 |
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,
shortages for units' buildings reduce a formations supply to the same result.
Attrition[edit | edit source]
All mobilized formations are subject to
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]
- ↑ 1.00 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
- ↑ Due to a bug, this modifier is applied twice, effectively resulting in +10 experience gain
- ↑ For script details, see /Victoria 3/game/common/script_values/command_values.txt
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