- Dock is available after you build your first Docks.
- You can construct ships and set sail on missions from the Dock.
Content
- At the Dock, you can:
- construct and salvage ships;
- go on a Trade mission;
- go on a Expansion mission; and
- explore a new continent.
Available items:
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Dock |
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Ships | Trade mission | Expansion mission | Explore new continent |
Tabs |
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Buildings | Casino | Crafting | Dock | Facilities | Heirlooms | Jobs | Leaders | Legacy | Market | Military | Technologies |
Ships
- Ships need Sailors for Trade missions and Expansion missions.
- The number of Docks limits the number of your ships.
Available ships:
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New ships appear, at the Dock, as your culture advances.
Galley – a sailing ship. Galleon – a mega-ship that can carry loads of resources. Fireship – an aggressive military ship. Caravel – a fast sailing ship. |
Adding ships
Ship access: | ||||
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Ship | Required | Method | Cost | |
Galley | Docks | build on Buildings |
Plank | 100 |
Iron | 50 | |||
Galleon | Galleon | invest 2 500 Knowledge in Economy |
Wood | 40 000 |
Plank | 1 000 | |||
Knowledge | 800 | |||
Fireship | Fireship | invest 7 600 Knowledge in Military |
Wood | 80 000 |
Frame | 5 | |||
Knowledge | 1 000 | |||
Caravel | Windward | invest 25 000 Knowledge in Science |
Wood | 200 000 |
Plank | 10 000 | |||
Knowledge | 1 500 |
- Ships require materials and empty Docks for construction.
Ship construction: | ||||
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Ship | Resource cost | |||
Galley | Wood: | 20 000 | ||
Plank: | 200 | |||
Structure: | 50 | |||
Galleon | Plank: | 1 500 | ||
Structure: | 300 | |||
Fireship | Plank: | 1 000 | ||
Steel: | 200 | |||
Coal: | 300 | |||
Caravel | Wood: | 100 000 | ||
Plank: | 1 000 | |||
Iron: | 500 |
Ship specifications
- Ship Power is used to calculate attack, in a fight.
- Ship Structure determines the amount of damage a fleet can take before being destroyed.
- Cargo capacity limits the amount of resources a ship can carry for trade.
- Ships need a minimum number of Sailors, as crew, to go on a Trade mission or an Expansion mission.
- Some ships have special abilities.
- Ships use Supplies for a Trade mission.
Ship specifications: | ||||||
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Ship | Power | Structure | Cargo | Crew | Special ability 1 | Special ability 2 |
Galley | 150 | 5 000 | 5 000 | 2 Sailors | — | — |
Galleon | 500 | 15 000 | 25 000 | 5 Sailors | — | — |
Fireship | 0 | 4 000 | 0 | 3 Sailors | 100 Fire | do not sail for trade |
Caravel | 200 | 6 000 | 10 000 | 3 Sailors | 75 Chains | reduce mission time |
- Other factors, improve ship specifications.
Changing base specifications
Changes to ship Power
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Each Title granted to Foehn increases ship Power by 10%; and
A Cannon increases ship Power, by an amount that depends on its name and any upgrades. |
Changes to ship Structure
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Researching Careening increases ship Structure by 20%; and
Each Title granted to Foehn increases ship Structure by 10%. |
Changes to Cargo capacity
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Each Title granted to Foehn increases Cargo capacity by 15%; and
A Crate heirloom increases Cargo capacity, by an amount that depends on its name and any upgrades. |
Changes to Fire
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Each Title granted to Foehn increases Fire by 10%; and
A Cannon increases Fire, by an amount that depends on its name and any upgrades. |
Special abilities
- Fireship:
- shoot fire that damages enemies in a fight; and
- do not sail on Trade missions.
- Caravel:
- shoot chains that incapacitate enemy Power; and
- reduce Trade mission time.
Crew
- Ships require Sailors as crew, for a Trade mission or an Expansion mission, or they will not sail.
Crew required: | |
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Ship | Sailors |
Galley | 2 |
Galleon | 5 |
Fireship 1 | 3 |
Caravel | 3 |
1 not for Trade missions |
- Crew are not required for ship construction or if ships remain idle at their Docks.
- When you salvage a ship, crew is not lost and remain as Sailors.
- When you lose a fleet fight, your crew dies but Population is not lost.
Salvage
- Salvaging a ship frees up Docks.
- The amount of resources returned, when you salvage a ship, varies in a range.
Resources returned: | |||||
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Ship | Wood | Plank | Structure | Steel | Iron |
Galley | 1 000 → 6 000 | 10 → 20 | 5 → 10 | — | — |
Galleon | 20 000 → 40 000 | 300 → 600 | 50 → 100 | — | — |
Fireship | — | 200 → 500 | — | 50 → 100 | — |
Caravel | 5 000 → 25 000 | 200 → 500 | — | — | 100 → 150 |
Ships |
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Galley | Galleon | Fireship | Caravel |
Dock |
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Ships | Trade mission | Expansion mission | Explore new continent |
Trade mission

Send ships to trade resources.
- You can import and export some resources.
- Cargo capacity limits the quantity of resources that ships carry.
- The fleet may also bring back some bonus.
Access
- Trade mission appears, at the Dock, after you research Trade on Technologies.
- You can send your fleet to trade resources, after you research Trade.
- Trade has a requirement to access and research.
Technology required:
Technology Requirement Research cost Trade build 8
LibrariesFood 7 000 Gold 45 Coin 50
Trading resources
- You can trade resources with your ships.
- The quantity of resources, on a mission is limited by Cargo capacity.
- The amount imported, depends on the amount exported and an exchange rate.
Resources you can trade:
Imports & Exports: Imports only: Exports only: Coal Food Mineral Tin Gold Chemicals 1 Copper Iron Steel Wood Nickel 2 Sand 3 1 You need a Laboratory to trade Chemicals
2 You need a Repository to receive Nickel
3 You need a Crusher to trade Sand
How to trade

Trade mission at the Dock
- You can exchange resources, with your fleet, with the Trade mission dialogue box:
- 1. Select resources to 'Send' and 'Receive':
- select resource to export from 'Send' drop-down menu; and
- select resource to import from 'Receive' drop-down menu;
(If imports for Wood do not show: select another resource to send, then re-select Wood from 'Send' drop-down menu).
- The exchange rate, displayed between selections, determines the amount of resource received.
- 2. select 'Amount' of resource to send by one or more of the following:
- MAX button - sets 'Amount' with available resource up to the Cargo capacity of the fleet;
- enter number into 'Amount' text box; (N.B. May not update 'You get' cargo information.);
- use up and down arrows to increase or decrease 'Amount'.
- The cargo 'You get', the Supplies required and the Sailors needed as 'crew' for the mission is displayed.
- 3. Send your fleet on the mission with the 'Trade' button.
- A timer shows when the fleet will return and the trade is completed.
- The fleet will not sail, if: the trade exceeds Cargo capacity; or you do not have enough Sailors, Supplies or resource.
Trade fleet
- You can trade resources with some ships.
- All ships sail on a trade mission except Fireship.
- The amount a fleet can carry is limited by Cargo capacity.
- Caravel reduce mission time.
Ships for trade:
Ship Cargo Crew Supplies Special ability Galley 5 000 2 Sailors 1 — Galleon 25 000 5 Sailors 10 — Caravel 10 000 3 Sailors 3 reduces mission time
- Fireship do not sail and the mission does not need Sailors or Supplies for them.
- Other factors increase Cargo capacity.
Cargo capacity
- Different ships have different capacities.
- Other factors increment Cargo capacity:
Bonuses to capacity:
Item Cargo Foehn 15% per Title Crate heirloom varies
Mission time
- Your fleet takes time to sail on a Trade mission.
- When a trade is made:
- a countdown timer indicates when the fleet will return:
- you get the resource from the trade when the fleet returns.
- the fleet has to return before another Trade mission or Expansion mission is possible.
- Trade missions initially take 5 minutes.
- Careening reduces mission time by 30 seconds.
- Caravel reduce mission time.
Trade mission time, (in seconds): Careening not researched: 6 000 ÷ ( n + 20 ) Careening researched: 5 400 ÷ ( n + 20 ) where 'n' is the number of your Caravel.
- If you Rush economy, the trade mission is completed immediately. (needs checking)
- (Mission time pauses when you are offline, for v0.9.3 beta}.
Exchange rates
- Trades have different exchange rates depending on the resources involved.
- The amount of resource exported returns a specific amount of another.
- The amount imported is calculated by a ratio × the 'Amount' you send.
Exchange rates |
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Import ratios: imported resources and exchange rates with resource exported
Export ratios: exported resources and exchange rates with resource imported |
Non-reciprocating trades
- Exchange rates depend on the direction of trade between resources.
When trading resource A and resource B: If the trade A → B has ratio x:y, then the trade B → A may not have ratio y:x
- Trades with exchange rates that do not reciprocate, include some trades for:
Coal; Copper; Food; Iron; Mineral; Steel; Tin; and Wood.
Trades with ratios that do not reciprocate: Coal ↔ Food Food ↔ Steel Coal ↔ Iron Iron ↔ Mineral Coal ↔ Tin Iron ↔ Steel Copper ↔ Mineral Iron ↔ Wood Food ↔ Iron Mineral ↔ Steel Food ↔ Mineral Mineral ↔ Wood
Bonus returns
- When your ships return, from a Trade mission, there is a chance they bring back some bonus.
- There is a 10% chance, your fleet, brings back one Lock.
- Possible Knowledge gained, varies within a range and depends on the number of ships that sailed.
- Possible Knowledge gained, varies within a range and depends on the number of ships that sailed.
- There is a 2% chance the locals will give you an heirloom
Dock |
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Ships | Trade mission | Expansion mission | Explore new continent |
Expansion mission

Send ships to conquer new territory
- You can gain new Territory by destroying an enemy fleet, in a fight.
- Your ships need Sailors as crew for an Expansion mission.
Access

Expansion mission at the Dock
- Expansion mission appears, at the Dock, after you research Expansion on Technologies.
- You can send ships to conquer protected territory, after you research Expansion.
Technology required:
Technology Requirement Research cost Expansion invest 6 000
Knowledge in
any branchSupplies 200 Plank 2 000
Protected territory
- Enemy ships protect Territory.
- The enemy initially protects 200 Territory.
- The enemy must be defeated, to gain new territory.
- Each level, the territory protected increases by 20%.
Enemy fleet
- Enemies use their ship Power to calculate attack and their ship Structure to determine damage taken before loss.
Enemy ships: Ship Power Structure Boat 50 300 Trireme 200 3 000 Turtle ship 150 10 000 Blast ship 800 8 000
Increase each level
- As more fights are won, the territory protected increases in size and the enemy fleet grows stronger.
Increase in territory protected and enemy fleet: Fights won Territory Boat 0 200 7 1 240 9 Fights won Territory Trireme 2 288 3 3 345.60 4 4 414.72 4 5 497.66 5 Fights won Territory Trireme Turtle ship 6 597.20 7 2 7 716.64 9 3 8 859.96 11 3 9 1031.96 14 4 10 1238.35 18 5 11 1486.02 23 6 12 1783.22 29 8 Fights won Territory Trireme Turtle ship Blast ship 13 2139.86 20 10 6 14 2567.84 26 13 7 15 3081.40 33 16 9 ... ... ... ... ... n 200 × 1.2n (0.6 × 1.3n) + 2 (0.3 × 1.3n) + 1 (0.15 × 1.3n) + 1 N.B. Calculations for ship numbers are rounded to the nearest whole number.
Your fleet
- All your ships sail on an Expansion mission.
- The fleet's Power and Structure determine the result of the mission.
- Fireship, throw Fire to damage enemies.
Ships for expansion:
Ship Power Structure Special ability Crew Galley 150 5 000 — 2 Sailors Galleon 500 15 000 — 5 Sailors Fireship 0 4 000 100 Fire 3 Sailors Caravel 200 6 000 75 Chains 3 Sailors
- Other factors increment values for Ship Power, ship Structure and Fire.
Fleet fight
- Fights take place between your fleet and an enemy fleet.
- Fleets attack, in rounds, to damage their opponent's fleet Structure.
- Attack and Fire reduce fleet Structure.
- Total fleet Power is used to calculate attack.
- A fleet is destroyed when total fleet Structure is lost.
- During the fight, individual ships continue to attack until the fleet is destroyed.
- Chains lower enemy attack by incapacitating Power.
- You win a fight by destroying the enemy fleet.
- You lose the fight if your fleet gets destroyed.
Rounds in a fight
- Fights between your fleet and the enemy take place in rounds.
- In the rounds of a fight, ships are not lost and continue to attack until the fight is over.
- In a round of a fight:
- Fights last 50 rounds, if both fleets survive *50 rounds it is a draw. (*51 rounds; correct v0.9.2 beta.)
Your attack
- Your ships attack, in the rounds of a fight, to reduce enemy fleet structure.
- Enemy fleets are damaged by your attack and by Fire.
- Your attack is calculated using your fleet's total Power.
- Fireship, shoot Fire to inflict burn damage.
- Other factors increment your fleet's Power and Fire.
- In a round of a fight, your attack varies within a range.
Variation in your attack: Total Power ± 33%
- Fire thrown by Fireship causes burn damage to the enemy.
- In a round of a fight, burn damage includes: burn damage from the previous round; and a variable increase.
- The increase in burn damage, varies in a range and depends on:
- number of Fireship in your fleet; and
- bonuses to Fire.
Burn damage, in a round, (Br): Br = Br-1 + Bi where 'Bi' is increase in Burn damage, in a round;
and 'Br-1' is burn damage in previous round.
Range for Burn damage increase, in a round, (Bi): {100× Fireships + ( bonuses to ship Power ) } ± 33%
Enemy attack
- Enemy attack reduces your fleet structure.
- Enemy fleet Power is used to calculate enemy attack.
- In each round, enemy attack varies within a range.
Variation in enemy attack: Enemy Power ± 66%
- In each round, Caravel throw Chains to incapacitate enemy fleet Power.
Variation in enemy attack
with Caravel in your fleet:( Enemy power - Ir ) ± 66%. where 'Ir' is incapacitation to power.
- In each round of a fight, Chains thrown by Caravel:
- permanently incapacitate enemy Power; and
- increase the amount incapacitated by a variable amount.
- The increase in amount incapacitated, by Chains, in a round of a fight:
- lies within a range; and
- depends on the number of Caravel in your fleet.
Incapacitation, in a round, (Ir): Ir = Ir-1 + Ii where 'Ir-1' is incapacitation in previous round
and Ii is increase in current round.
Range for incapacitation increase, in a round, (Ii): { 75 × Caravels } ± 33%
- When enemy attack reduces your fleet Structure below 0, you lose the fight.
After the fight
- You lose if your fleet is destroyed.
- If both fleets survive 50 rounds of the fight, it's a draw. (51 rounds; correct v0.9.2 beta.)
- If both fleets get destroyed, in the same round of a fight, you lose.
You win
- You win when you destroy the enemy fleet.
- All your ships and Sailors survive.
- You gain the Territory protected by the enemy.
- The next Expansion mission will have a stronger enemy, protecting even more territory. Good luck!
You lose
- You lose when the enemy destroys your total fleet structure.
- All your ships get destroyed, returning some resources.
- The crew die, however Population is not lost.
- The number of enemy and Territory protected does not change. Time to rebuild!
- The amount of resources received, from destroyed ships, varies in a range.
Returns after a ship is destroyed: Ship Plank Structure Galley 0 → 100 0 → 30 Galleon 0 → 500 0 → 200 Fireship 0 → 200 — Caravel 0 → 250 —
Dock |
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Ships | Trade mission | Expansion mission | Explore new continent |
Explore new continent

Set off to new lands
- Exploring new lands is not an easy task. You will embark on a journey with no turning back, and will never again see your current civilization in this land.
- You will only carry the legacy that this civilization once gave you.
- If you are bold enough to explore a new continent, we will try to fill your ships with as many chests as we have to help you in your new journey, but it will take some time until you get where you now are, think wisely.
- Are you sure you want to do this?
Explore new continent on Dock
- You can explore a new continent, an opportunity for another play through the game with bonuses, from the Dock.
- A soft reset, that opens up new areas of the game and provides:
- another play through the game, with added insight your current game has given;
- permanent bonuses for all future plays through the game;
- non-permanent bonuses which increase the pace of the game; and
- other unique actions.
Access
Construction required:
Construct Requirement Resource cost Docks build on
BuildingsPlank 100 Iron 50
Effect
- The first time, you explore a new continent, you gain access to new areas of the game:
- Legacy appears; and
- Your available Legacy is displayed; and a second number in parentheses, indicates how much you will get, if you explore a new continent again.
- Your available Treasures is displayed.
- You get bonuses each time you explore a new continent.
- Legacy points can be used, on Legacy, for bonuses.
Dock |
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Ships | Trade mission | Expansion mission | Explore new continent |
Tabs |
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Buildings | Casino | Crafting | Dock | Facilities | Heirlooms | Jobs | Leaders | Legacy | Market | Military | Technologies |