units naval_boats - RTR-Imperium-Surrectum/ris-wiki GitHub Wiki


Class: light · Category: ship · Men per unit: 6
These vessels are seaworthy, but small, craft capable of carrying a small cargo or a few men along coastal routes. Like other ships of the time these craft use sail when cruising and oar-powers when in combat.
| Rank in roster | ||
|---|---|---|
| Men per unit | 6 |
█········· 0% |
| Attack | 6 |
█········· 3% |
| Charge bonus | 0 |
█········· 0% |
| Defence | 6 |
█········· 0% |
| · armour | 1 |
█········· 0% |
| · defence skill | 5 |
█········· 0% |
| · shield | 0 |
█········· 0% |
| Morale | 8 |
██········ 19% |
| Discipline | Normal | |
| Training | Highly trained | |
| Recruitment cost | 540 dn |
█········· 0% |
| Upkeep per turn | 134 dn |
█········· 6% |
| Turns to recruit | 2 |
| Primary | Secondary | |
|---|---|---|
| Attack | 6 | — |
| Charge bonus | 0 | — |
| Type | melee · other | — |
| Damage | piercing | — |
| Primary | Secondary | |
|---|---|---|
| Total | 6 | — |
| Armour | 1 | — |
| Defence skill | 5 | — |
| Shield | 0 | — |
| Hit points | 1 |
| Ground: scrub / sand / forest / snow | 0 / 0 / 0 / 0 |
| Charge distance | 30 |
| Formations | Square |
Technical stats
| Time between blows (primary / secondary) | 2.5 s / — |
| Extra fatigue in hot climates | 0 |
| Spacing between men: close / loose | 1.2 × 2.16 m / 2.4 × 2.88 m |
| Default ranks | 3 |
The mod gives this unit more than one set of numbers. The figures above are one of them, so check in-game if the exact values matter.
A core roster unit for 116 factions, each able to raise it anywhere they hold the right building:
Aedui · Allobroges · Ambrones · Anartes · Aorsi · Apuani · Ardiaei · Arevaci · Arse · Arshi · Arverni · Asta · Astures · Aulerci · Bastarnae · Basti · Belgae · Belli · Bituriges · Boii · Breuni · Brigantes · Buri · Cadurci · Caledonii · Cantabri · Cantiaci · Carmo · Carpetani · Catuvellauni · Celtici · Cenomani · Chatti · Chauci · Cherusci · Chorasmia · Cimbri · Cisalpine Boii · Corsi · Costoboci
…and 76 more.
Exactly what a settlement must have, route by route (4)
| Building | Also requires |
|---|---|
| Trade Port | Government Building (Dependency, Indirect Rule, Direct Rule or Homeland) · not in winter in a sub-arctic or alpine region · Garrison Building or Tier 1 Military Industrial Complex |
| Shipwright | Government Building (Dependency, Indirect Rule, Direct Rule or Homeland) · not in winter in a sub-arctic or alpine region · Garrison Building or Tier 1 Military Industrial Complex |
| Dockyard | Government Building (Dependency, Indirect Rule, Direct Rule or Homeland) · not in winter in a sub-arctic or alpine region · Garrison Building or Tier 1 Military Industrial Complex |
| The Cothon of Carthage | Government Building (Dependency, Indirect Rule, Direct Rule or Homeland) · Garrison Building or Tier 1 Military Industrial Complex |