Wiki · Building
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:
| Full block | Mass | Integrity | Armor rating | Price |
|---|---|---|---|---|
| Deck | 15 t | 5 MJ | None | 2 Coins |
| Hull | 15 t | 20 MJ | None | 2 Coins |
| Light armor | 49.5 t | 22.5 MJ | 130 MJ | 80 Coins |
| Medium armor | 126 t | 108 MJ | 520 MJ | 160 Coins |
| Heavy armor | 257 t | 324 MJ | 1,170 MJ | 480 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.