| 名称 | 类别 | 成本 / 公式 | HP | 伤害 | 建造 | 升级 | 作用 / 备注 |
|---|---|---|---|---|---|---|---|
| 运输船 Transport Ship | 船只 / 载具 | 免费 免费(消耗发起者部队) | — | — | — | — | 海上登陆载具,从港口或海岸生成。
|
| 战舰 Warship | 船只 / 载具 | 250,000 min(1,000,000, (n+1) × 250,000),n = 已有战舰数 | 1,000 | 250 | 50t | — | 海上控制单位,发射 Shell 攻击敌方船只/海岸。
|
| 炮弹 Shell | 弹药 | 免费 由战舰/防御工事自动生成 | — | 250 | — | — | 战舰与防御工事发射的实体炮弹。
|
| SAM 拦截弹 SAM Missile | 弹药 | 免费 免费,受 SAM 冷却限制 | — | — | — | — | 由 SAM 发射器自动发射拦截核弹。
|
| 贸易船 Trade Ship | 船只 / 载具 | 免费 免费,按概率生成 | — | — | — | — | 在港口之间自动往返产生金币。
|
| 火车 Train | 船只 / 载具 | 免费 免费(工厂自动生成) | — | — | — | — | 陆地贸易载具:在城市与工厂间运输金币。
|
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).