| Name | Category | Cost / Formula | HP | Damage | Build | Upgrade | Role / Notes |
|---|---|---|---|---|---|---|---|
| Transport Ship | Ships / Vehicles | Free Free (consumes initiator's troops) | — | — | — | — | Naval landing vehicle, spawned from ports or coasts.
|
| Warship | Ships / Vehicles | 250,000 min(1,000,000, (n+1) × 250,000), n = existing warships | 1,000 | 250 | 50t | — | Naval control unit; fires Shells against enemy ships/coasts.
|
| Shell | Projectiles | Free Auto-generated by warships/defense posts | — | 250 | — | — | Solid projectile fired by warships and defense posts.
|
| SAM Missile | Projectiles | Free Free, gated by SAM cooldown | — | — | — | — | Auto-launched by SAM Launchers to intercept nukes.
|
| Trade Ship | Ships / Vehicles | Free Free, spawned probabilistically | — | — | — | — | Auto-shuttles between ports to generate gold.
|
| Train | Ships / Vehicles | Free Free (auto-generated by factories) | — | — | — | — | Land trade vehicle: shuttles gold between cities and factories.
|
TransportShip — Landing Craft
- Free to spawn, but carries sender's troops—essentially moving population across water.
- Vulnerable to warship interception. v24: warships hitting transports instantly cooldown, meaning one patrolling warship can massacre a fleet.
- With water nukes (isWaterNukes) enabled, also vulnerable to ocean nuclear strikes.
Warship — Naval Firepower
- HP 1000, Shell damage 250. One warship survives ~4-5 engagements with 750 HP safety margin.
- Below 750 HP auto-retreats for repair—don't chase wounded warships, they'll return full health from port.
- Price scales with count:
min(1M, (n+1)×250k), approaches cap after 3 ships.
TradeShip — Economic Flow
- Auto-travels between port pairs, captured ships transfer to new owner, destroyed ships disappear.
- Global cap 150 (v24); more ports = shorter average ship "lifespan".
- Rejecting other players' trade (manual embargo) slows your own ship spawning.
Train — v24's Gold Carrier
- Auto-spawned by Factory, travels railway between city/factory stations.
- Speed 2 tiles/tick, train length configurable (more cars = more potential settlement revenue).
- Key: train gold revenue based on visited station owner relationship: Ally 35k / Team 25k / Self 10k.
Shell / SAMMissile — Projectiles
- Shell: 250 damage, can be blocked by obstacles. Used by warships + coastal defense posts.
- SAMMissile: default speed 12 tiles/tick, intercept window requires
nukeReachTick − samReachTick ≥ 0—ultra-long-range ballistic nukes are harder to intercept.
✦ Unit Interactions Summary
Warship > Transport; Transport > Coastal defenders; SAM > AtomBomb/HydrogenBomb; MIRV > All SAM; Train ≥ TradeShip (at maturity).