Similarly, each turn, a fleet may move to an adjacent region exactly like an army. However, other stats and traits are not included for admirals.Ī fleet is located in the region in which it sits on the campaign map, just as an army is located in the province in which it sits. In charge of each fleet is an admiral (just like a general) with a command rating, which you can view by right-clicking on the fleet. Just like armies, fleets can be divided up or merged together. A fleet may be composed of up to 16 ships (of any sort - there are no restrictions on mixing types). The markers on the campaign map represent your fleets, which are collections of ships, just like an army is a collection of units. You can then keep this guide as a reference if you are having trouble or forget something important. It is, after all, best to learn by playing. I recommend that you read this guide thoroughly to get an idea of what navies are all about, then try out some of the tricks in the campaign. I felt that it was necessary to be explicit, rather than try to cover these matters in a couple of paragraphs, since there are quite a few subtleties. Don't be put off by the masses of detail here.
This is quite a lengthy guide for the subject matter. The Viking campaign is discussed in the relevant section. The discussion will focus on the Medieval campaign as opposed to the Viking one, though the principles are exactly the same. Primarily, this guide is aimed at newer players, but it may also clear up some issues for experienced players. By extension, this will lead to guidance on both naval trade and the ability to move troops via ships.Īt no point are these game mechanics adequately explained (relegated to less than a page in the manual), so this guide should help you shed some light on these crucial abilities. The goal of this guide is to explain how ships and sea regions work on the campaign map.