Navigation

From Official Wiki of the Renaissance Kingdoms
Revision as of 08:42, 4 April 2025 by Mirilya (talk | contribs) (Mirilya moved page Drafts:Navigation to Navigation)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

Any ship's captain may engage in navigation with his vessel.

Ships and their characteristics

The sails


The type of sails influences the chances to move :

  • Square sails :
    • Tailwind: 100%
    • Crosswind: 66%
    • Almost headwind: 33%
    • Headwind: 0%
  • Lateen sails :
    • Tailwind: 100%
    • Crosswind: 100%
    • Almost headwind: 80%
    • Headwind: 60%

Therefore it can be seen that the lateen sails are more efficient.

The wind

The map used to navigate on rivers, seas and oceans is divided into squares. On each square the wind can blow from 8 different directions, with an intensity varying from 0 (no wind) to 4 (storm).

  • Winds are more changing in the Mediterranean than in the Atlantic, and there are less storms.
  • The wind usually blows less near the coast.
  • At times you'll see extreme weather conditions. And at other times not.

The winds are shown on the map of the helm in the form of an arrow indicating direction and intensity. The direction and intensity of the wind is also in written text beneath. For information, the symbols representing the wind, considering that the boat is in the centre:

  • Headwind.jpg : Headwind
  • Crosswind.jpg : Crosswind
  • Almost Headwind.jpg : Almost headwind
  • Tailwind.jpg : Tailwind


Examples of weather events:

  • North Wind :
North wind.jpg
  • Storm :
Storm.jpg


The size of the visible map is increasing if the ship's captain possesses 100% of the nautical skills:



Draft of the ships

Shallow-draught ships are designed for navigating on rivers. While they are considered to have square sails on sea, they can move perfectly fine on rivers.

Shallow-draught ships :



Currents of rivers

The current on rivers equals an intensity of 1 and is added / substracted from the existing wind intensity. For a ship, it is impossible to tack on a river: it is mainly in the event of a tailwind that it can hope to go upstream with the exception of shallow-draught ships.

Naval actions

The Ship's Captain may :


Naval rounds and movement points

In order to carry out an action, the vessel must have points of movement. Each action consumes a point of movement (including the "movement and attack a boat" action).

In a round a ship can only perform 2 fights at most :

  • A fight initiated by the ship or by its fleet
  • Another ship attacking the ship or its fleet

All actions of ships will be carried out simultaneously several times a day and are called naval rounds. These rounds will be always at the same times (GMT) each day :

  • 8 a.m.
  • 10 a.m.
  • 12 p.m.
  • 2 p.m.
  • 4 p.m.
  • 6 p.m.
  • 8 p.m.
  • 10 p.m.
  • 12 a.m.
  • 4 a.m.

The names for the naval rounds can be found here. The action points will reset each day at 4 a.m. .

Navigation / Movements

The ship's captain has to command the movement where he wants the ship to go. The chances for the movement will be calculated at the beginning of the next naval round - the movement can fail or be successful - unless the ship is engaged in a naval battle and is defeated.
The mobility potential is calculated by multiplying the reaction of the ship to the current wind direction on the current box by the reaction of the ship to the wind intensity of the destination box. The product is a percentage rounded to the most integer between 0 and 100. A random generator for a number between 0 and 100 (like throwing a 100 sided dice) will deliver a number, that is compared to the calculated percentage - if the randomly generated number is equal or higher than the percentage the ship will move. If the randomly generated number is lower than the percentage, then the movement fails.

The bonus movement points are calculated at the same time by the random generator. If the randomly generated number is less or equal the "bonus" number of the ship, the ship will benefit by receiving a free action point. This bonus point is available for 24 hours until it vanishes. After using the bonus point it can be recovered by docking in a port, and there is also a chance with each new naval round to recover the bonus action point.

It's recommended that a ship's captain has 100% of the following naval knowledges to increase his chances for a successful move :

Does the ship's captain have the L'Astrolabio_di_Tommaso_Mocenigo in his inventory, he gets a +20% higher chance to move successfully.

It's recommended that a ship's captain has 100% of the following naval knowledges to reduce the risk of getting lost :

Higher intelligence increases the chances of receiving bonus points. 0 intelligence points results in no malus, 255 intelligence points results in highest chance for bonus points. Having intelligence points between 0 and 255 is calculated proportionally.



Docking

Docking requires a ship to be on the same square as a natural harbour or a port, where the ship's captain can see how many free docks are available and may try to dock. Docking is necessary for passengers to board or disembark the ship and to sell goods on the market.

Before attempting to dock the ship's captain in a port the ship's captain should request permission via Communication with the port. If the authorization is not requested or refused, the harbour's defense will see the ship as intruder and fire on it if the ship tries to dock. The firing power of the port depend's on its level :

The port has a 66% chance for each fire power point of successfully hitting the intruding ship to damage the life points of the ship, not taking into account the nautical skills of the ship's captain. Natural harbours will always cause a damage of -4 life points to the ship when docking, no matter if authorized or not.

While it is possible to to let passengers board the ship and to leave the dock of the port the same day, it is not possible for passengers to disembark the ship and for the ship to leave the dock the same day - the passengers will be still on board of the ship after reset. Docking and undocking takes 1 naval round.

Vegvisir's Amulet

+19% chances of moving successfully and -19% reduced risk of getting lost at sea when the ship's captain has equipped the amulet in the wardrobe. The amulet has a chance of breaking at every movement.

L'Astrolabio di Tommaso Mocenigo

Possessing the L'Astrolabio di Tommaso Mocenigo grants a +20% bonus when moving or attacking a ship.

The Admiral's pack

The Admiral's pack grants a +10% chance of moving successfully if the ship's captain has it equipped in the wardrobe. It consists of Admiral's daily wear, Admiral's tricorn and Admiral's sabre.

Bow of the viking longship of Eric the Red

Increases the combat factor of the ship by +5, if it is in the inventory or in a mandate of the ship's captain or the crew or if it is in the ship's hold.

Boarding / Disembarking a ship

Boarding and Disembarking is a daily action for both the ship's captain and for each passenger.
On clicking Boarding at first the usual travel window is visible, after login the view changes to the ship's deck. The ship's captain already has access to the ship's controls, passengers already see the ship's deck.
On clicking Disembarking the view of the ship's deck stays, only the button for Disembark vanishes.
If the captain undocks while whith passengers disembarking, the action of the passengers will be aborted and they stay on board.
The ship's captain has the possibility to kick passengers from board while the ship is docked. If passengers have already started the action of fishing, the captain forcing them to disembark aborts the fishing action.
It is recommended to dissolve groups and board a ship one by one if the ship wants to undock the same day, since groups action of boarding will be done at the next reset.

Damage

Any ship not docked and in the open sea (not rivers) may suffer damage, depending on the force of the wind, at any time. The probability is given in the characteristics of each ship, as well as the combat factors (66% chance of causing damage to a life point, comparable to a naval combat) that may hit the ship.

Docking in natural harbours cause 4 damage points to a ship. Docking in ports without authorization of the harbour master will always cause an attack on the ship, the forche of the attack depending on the level of the port.

In case of the ship sinking the ship's captain, the crew and all passengers die: 45 days of unavailability, return to the last port visited, loss of everything in the inventory, in mandate and the ship's hold. The contents of the ship's hold may be recovered from other ship's by looting.

It is recommended for ship's captain to have 100% of the following knowledge to reduce the chances of taking damage and he will see the precise condition of the ship :



Summary