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Floating, speed and turning

Why a design floats, stays upright, moves and turns the way it does.

Why a ship floats

Every sealed part pushes water aside and is held up by it. A ship floats while that lift is greater than its weight. The spare lift is its flotation reserve: the more you have, the higher the ship rides and the more damage it survives.

Plain hull is light and gives the most reserve for its price. Armor protects what is behind it but weighs far more for the same space:

One full block of each structural material
Full blockMassIntegrityArmor ratingPrice
Deck15 t5 MJNone2 Coins
Hull15 t20 MJNone2 Coins
Light armor49.5 t22.5 MJ130 MJ80 Coins
Medium armor126 t108 MJ520 MJ160 Coins
Heavy armor257 t324 MJ1,170 MJ480 Coins

Heavy armor everywhere sinks a hull. Armor the parts you cannot afford to lose and build the rest from plain hull. What each grade stops is in Armor and damage.

Staying upright

Weight high above the waterline tips a ship over; weight low in the hull steadies it. Guns, armor and superstructure count where you put them. Engines and funnels are the exception: their weight is counted 25% of the way up the hull beneath them, where a real ship carries its boilers.

A ship that rolls past 75° has capsized and takes on water. If a design lists or turns over in a Test, move heavy parts lower and closer to the centre line, widen the hull, or add ballast low down.

Speed

Speed comes from engine power against weight and drag. Armor weight slows a ship through the same sums as any other weight; there is no separate penalty. A propeller only pushes while it is under water, so a light ship that rides high can lose thrust. Engines compares power, mass and price.

Turning

Long ships turn wide. At full rudder a hull settles on a circle whose radius grows with the square of its length, so a hull twice as long needs four times the room. The starter's rudder area for its length gives a radius of length² ÷ 420 m.

More rudder area in the water tightens the turn, with diminishing returns: no amount does better than half that radius, and no hull turns tighter than 0.5 of its own length. Less rudder widens it, and with no working rudder in the water the ship does not turn at all. A fast ship turns wider than a slow one.