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!
