Fleets and shipyards
You build ships in a ShipyardShipyardMilitaryCost$900MBuild time540 daysWorkforce3,000Shipyard: builds and modernises ships; every level is one building slot. Coast only. on the coast; every level is one building slot. Fleets consist of groups of the same class – from the Aircraft CarrierAircraft CarrierNavy · CarrierAttack2Sea control8Anti-submarine2Cost$2.6bnBuild time2,200 daysUpkeep$1.2M/dayAircraft carrier: carries air wings at sea and provides a lot of sea control. Expensive and slow to build. to destroyersDestroyer/CruiserNavy · Surface CombatantAttack6Sea control4Anti-submarine2Cost$390MBuild time1,100 daysUpkeep$180k/dayDestroyers and cruisers: powerful surface combatants with anti-ship missiles and air defence – the core of a fleet fighting for sea control. and frigatesFrigateNavy · Surface CombatantAttack3Sea control3Anti-submarine3Cost$220MBuild time900 daysUpkeep$100k/dayFrigate: versatile escort and anti-submarine ship, cheaper than a destroyer. Protects convoys and carriers. to the submarineSubmarine (conventional)Navy · SubmarineAttack4Sea control1Anti-submarine3Cost$130MBuild time900 daysUpkeep$60k/dayConventional submarine: very hard to detect, cheaper than a nuclear one. Strong in the trade war; denies the sea to the enemy rather than controlling it.. In the military panel (F6) under Navy you give them a mission.
Sea control
In war, every sea zone counts the presence of both sides – fleets, naval aircraft and coastal batteries. Your side's share is the Sea controlSea controlMechanicYour side's share of the presence of fleets, naval aircraft and coastal batteries in a sea zone at war. Clear sea control allows blockades and landings; submarines deny the sea rather than control it.; the Sea controlSea controlMap modeSea control per sea zone – share of the own side. map mode shows it. Submarines deny the sea to the enemy but do not control it.
Blockade and trade war
A fleet on blockade closes the zone to the enemy's trade when it has clear sea control (BlockadeBlockadeMechanicA fleet on blockade closes a sea zone to the enemy's trade when its side has clear sea control. If the zone is part of a chokepoint, the chokepoint counts as blockaded; a fully blockaded port no longer supplies troops.). If the zone belongs to a ChokepointChokepointMechanicStraits and canals that many trade routes pass through. Whoever controls or blockades them forces flows onto detours or cuts them – imports get dearer, exports are missing from the world market., the whole chokepoint is closed. On interdiction, submarines, surface ships and maritime patrol aircraft intercept enemy flows (Trade warTrade warMechanicSubmarines, surface ships and maritime patrol aircraft on interdiction intercept enemy trade flows. Escorts and anti-submarine forces lower the interception rate.); escorts lower the interception rate.
Landings
For an Amphibious landingAmphibious landingMechanicTroops embark in port and land on a foreign coast – only with your own sea control. Landed troops fight with a penalty; marines, technology and shore bombardment reduce it. you embark armies in port on ships with transport capacity such as the Amphibious ShipAmphibious ShipNavy · AmphibiousAttack0.5Sea control1Air defence2Cost$260MBuild time1,000 daysUpkeep$120k/dayAmphibious ship: carries brigades across the sea and onto foreign coasts – required for amphibious landings. and pick a coastal province as the target. Landings only happen with your own sea control. Landed troops fight with a penalty – marinesMarine BrigadeArmy · MarinesAttack7Defence6Speed30 km/dayCost$600MBuild time180 daysUpkeep$1.1M/dayMarines: trained for landings, suffer less from the landing penalty and bear only half of river and strait crossing penalties. Strong in marshes and on coasts., technology and the fleet's shore bombardment reduce it. A held coastal province on a controlled sea zone becomes a beachhead and supplies the troops.