Special Servers - Ships and Naval Movement

Ships can only be built, stored, and used in villages that have a Harbor.
If you don’t have a Harbor, you can’t produce or deploy ships.
> Learn more about Harbors and Deep Water 


Ship typePurposeWoodClayIronCropTimeSpeed in deep water
Trade shipSending resources2835
1235
1985
750
1:15:00
18 fields / hour
WarshipSending any army18500
8355
12275
7500
3:45:00
18 fields / hour
Decoy warshipSending up to 60 units950
350
750
350
0:35:00
18 fields / hour
Raid shipRaiding with up to 200 units
750
450
450
350
0:20:00
Most tribes:
18 fields / hour
Vikings:
24 fields / hour


Notes:

  • Building time depends on Harbor level and ship type.

  • Ancient Powers do not affect ships.

  • Ship speed scales with the gameworld speed multiplier, just like merchants and units.
    > Game Versions and Speed


Naval Movement

You can send ships to any target on the map, even if that target isn’t near deep water.

  • Ships always travel using the shortest direct route.

  • Movement may include both sea and land sections.

    • Deep water is traveled using ship speed.

    • Land segments use the normal army or merchant speed.


Speed Bonuses

  • Over deep water, ships always move at a fixed speed (unaffected by buildings or items).

    • The only exception: map shortening still reduces return times.

  • Over land, speed is calculated normally and includes bonuses from hero items, buildings, and the Tournament Square.
    > Troop Speed Increase & Tournament Square


Using Warships

  • Warships and Decoy Warships can send any type of army movement.

    • Warships can carry armies of any size.

    • Decoy Warships can carry up to 60 units but are cheaper and faster to build.

  • Both move at 18 fields/hour over deep water and at the speed of the slowest unit over land.

  • You can only use ships from the village where they were built.

Important Notes

  • Each ship handles one movement. For example:

    • You cannot send 120 units in one Decoy Warship — you’d need two separate ones (60 per ship).

  • If an army sent by ship is completely destroyed in battle, the ship is lost as well.

  • When a ship reaches its target and is no longer needed, it instantly returns home — no travel time is used.

    • Exception: Trade ships return normally.

  • Ships cannot stay stationed in other villages.

  • Warships cannot be used in farm lists.


Raid Ships

  • Used only for raids (not for attacks or reinforcements).

  • Can carry up to 200 units per raid.

  • Have a base speed of 18 fields/hour (or 24 fields/hour for Vikings).

  • Can be added to farm lists, unlike standard warships.


Trade Ships

Trade Ships work like waterborne merchants.

  • They don’t count toward your merchant limit.

  • They can be used without merchants.

  • Move over water at 18 fields/hour and over land at the merchant speed of your tribe.


Tribe
Trade ship base capacity
Speed in deep water
Speed over land
Romans2500
18 fields / hour
16 fields / hour
Teutons3000
18 fields / hour
12 fields / hour
Gauls2750
18 fields / hour
24 fields / hour
Egyptians2500
18 fields / hour
16 fields / hour
Huns3000
18 fields / hour
20 fields / hour
Spartans2750
18 fields / hour
14 fields / hour
Vikings300
18 fields / hour
18 fields / hour


Trade Ship capacity is affected by both the Trade Office and the Alliance Commerce Bonus.
Alliance Bonuses 


Tip: Ships are powerful for long-distance transport and attacks — but they’re valuable assets. If your army sinks, the ship sinks with it, so plan risky naval battles carefully!