guides
Armadas
How Armadas connect defense, resources, attacks, diplomacy, and conquest.
Armadas turn individual ports into an organized group. An Armada gives players a shared identity, a member list, private forum threads, invitations, diplomacy, and a way for conquest pressure to combine between members. In the late game, Armadas also compete through territory control, where holding ports across named map areas turns local victories into world-level pressure.
What membership adds
Section titled “What membership adds”Membership adds shared planning space and shared context. Members can coordinate spying, raids, defense, trade routes, and conquest attempts. Forums and member lists make it easier to see who can spy, reinforce, move resources, or cover a target.
Armadas become more visible as the map becomes crowded. A single player can win small raids alone, while holding valuable ports, protecting trade routes, and finishing conquest pushes can involve several members. Different members may focus on production, spying, defensive ports, attack fleets, logistics, or territory pressure.
Membership and leadership
Section titled “Membership and leadership”An Armada has a name, a three-letter tag, a flag image, members, and pending invites. Owners can invite players, revoke pending invites, remove members, and leave the Armada. If the owner leaves while other active members remain, ownership passes to another member so the group can continue.
Leadership controls invitations, membership, and group clarity. The Armada description, member list, and forum threads can explain goals: who is building trade capacity, who is preparing combat ships, which ports need defense, and which enemies are marked as threats.
Forums and planning
Section titled “Forums and planning”Armada forums are persistent planning spaces. Threads can hold target lists, trade requests, defensive coverage, conquest plans, and new-player advice. A target thread can identify the expected outcome: spying only, loot, Port Defense damage, conquest influence, or holding a captured port.
Specific forum details change how useful the thread is: who will spy, what defenders were seen, whether Fire Ships are involved, who can send Flagbearers, and who can reinforce after the attack lands.
Diplomacy
Section titled “Diplomacy”Diplomacy is between Armadas inside a world. The main statuses are Alliance, Friendly, Ceasefire, Unfriendly, and War. Some relationship changes need the other Armada to accept before they become active, so a proposal is not always the same as a finished agreement.
Alliance is the most committed cooperative state. It supports planned cooperation such as trade routes and prevents allied Armadas from attacking each other once accepted. Ceasefire also blocks new attacks once accepted and can turn an active conflict into a pause. War marks a hostile relationship and allows attacks. Friendly and Unfriendly are map and planning signals when the relationship is not a full alliance or ceasefire.
Diplomacy changes can affect every member. Breaking an alliance can cancel trade plans and change the map situation. Declaring war makes hostility visible. Ceasefire can pause new attacks once accepted.
Armada economy
Section titled “Armada economy”Armadas can act as economic networks. One port might have spare wood, another might be short on metal, and another might be preparing a Docks upgrade or defensive rebuild. Trade Ships and Trade Routes let members move resources between ports instead of relying only on local production.
Resource support depends on target ports, Trade Ships, Warehouse capacity, and timing. Trade Ships committed to routine support are unavailable for market offers, emergency movement, or larger route plans until freed.
Conquest and defense
Section titled “Conquest and defense”Armada conquest differs from solo conquest because members can add pressure to the same target. Successful attacks with surviving Flagbearers build influence for the player or Armada involved, and follow-up timing matters because pressure fades.
Group defense can involve shared warnings, support ships, Port Defenses, spying information, and resource support. Ports that hold resources, anchor trade, stage attacks, or sit near enemy pressure can all become shared defensive concerns.
Territory control is the endgame reason to care about groups of ports rather than isolated captures. A port can matter because it keeps an Armada ahead inside a named territory or because taking it breaks an enemy hold. Territory goals connect spies, attackers, resource support, diplomacy, and follow-up defense.