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


Class: heavy · Category: ship · Men per unit: 6
A trireme is a powerful warship, propelled by three banks of oars and a sail. It can ram opposing ships and launch boarding actions.
| Rank in roster | ||
|---|---|---|
| Men per unit | 6 |
█········· 0% |
| Attack | 8 |
█········· 9% |
| Charge bonus | 0 |
█········· 0% |
| Defence | 8 |
█········· 0% |
| · armour | 3 |
██········ 21% |
| · defence skill | 5 |
█········· 0% |
| · shield | 0 |
█········· 0% |
| Morale | 8 |
██········ 19% |
| Discipline | Normal | |
| Training | Highly trained | |
| Recruitment cost | 756 dn |
█········· 1% |
| Upkeep per turn | 188 dn |
█········· 6% |
| Turns to recruit | 3 |
| Primary | Secondary | |
|---|---|---|
| Attack | 8 | — |
| Charge bonus | 0 | — |
| Type | melee · other | — |
| Damage | piercing | — |
| Primary | Secondary | |
|---|---|---|
| Total | 8 | — |
| Armour | 3 | — |
| 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 121 factions, each able to raise it anywhere they hold the right building:
Acarnanian League · Achaean League · Acragas · Aetolian League · Albanians · Antigonid Kingdom · Arados · Argos · Armenia · Armenia Minor · Asti · Athens · Atropatene · Axum · Bactria · Bessi · Bithynia · Boeotians · Bosporans · Bruttians · Byzantium · Cabyle · Cappadocia · Capua · Carthage · Characene · Chersonesus · Chios · Chrysaorian League · Cilician Pirates · Cius · Colchians · Commagene · Cyrene · Cyzicus · Dentheletae · Elis · Emporion · Epirus · Gades
…and 81 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 |