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 type | Purpose | Wood | Clay | Iron | Crop | Time | Speed in deep water |
---|---|---|---|---|---|---|---|
Trade ship | Sending resources | 2835 | 1235 | 1985 | 750 | 1:15:00 | 18 fields / hour |
Warship | Sending any army | 18500 | 8355 | 12275 | 7500 | 3:45:00 | 18 fields / hour |
Decoy warship | Sending up to 60 units | 950 | 350 | 750 | 350 | 0:35:00 | 18 fields / hour |
Raid ship | Raiding 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 |
---|---|---|---|
Romans | 2500 | 18 fields / hour | 16 fields / hour |
Teutons | 3000 | 18 fields / hour | 12 fields / hour |
Gauls | 2750 | 18 fields / hour | 24 fields / hour |
Egyptians | 2500 | 18 fields / hour | 16 fields / hour |
Huns | 3000 | 18 fields / hour | 20 fields / hour |
Spartans | 2750 | 18 fields / hour | 14 fields / hour |
Vikings | 300 | 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!