guides
Combat
How to plan spying, attacks, defense, loot, and siege pressure.
Combat is a planning problem before it is a battle. Decide whether you want information, loot, damage, defense, or conquest pressure, then build the fleet around that goal.
Attack goals
Section titled “Attack goals”Start by naming the mission. A spying run wants information. A raid wants loot. A siege wants Port Defense damage. A conquest push wants influence. A defense response wants to make the incoming attack fail or cost too much.
That choice decides the fleet. A good raid needs enough attack power to win and enough surviving cargo capacity to carry anything worth taking. A conquest push needs Flagbearers protected by a fleet that can realistically win. A siege needs Fire Ships, but only after the fleet can win the battle.
Also check the relationship between Armadas. Accepted alliances and ceasefires block attacks, while war, friendly, and unfriendly relationships can still allow conflict. If diplomacy changes while attacks are in flight, the situation can change quickly, so do not ignore diplomatic context around major targets.
When you open a target port, the Attack flow lets you choose ships, preview timing, and see expected carrying capacity. Travel time depends on distance and the slowest ship in the fleet, so adding one specialist ship can change the whole attack window.
Spying with Spy Ships
Section titled “Spying with Spy Ships”Spy Ships are for information. A spy-only attack is a spying mission: if the Spy Ships survive, the report can reveal the target’s buildings and resources. This is the safest way to decide whether a real attack is worth the ships.
Do not mix Spy Ships into a normal attack unless you are comfortable losing them. In a mixed fleet they fight with the rest of the ships instead of acting like a clean spying mission. They do not carry loot, so their value is the report, not the return cargo.
Defenders can make spying harder. Strong Port Defenses and Spy Ship protection make a port more difficult to read, which is why spying on important targets may need repeated attempts or a different plan.
For a deeper spying workflow, read Spying.
Winning the battle
Section titled “Winning the battle”Normal attacks compare the attacking fleet against the port’s defenses: stationed ships, supporting ships, Port Defenses, and the port’s own strength. Combat ships such as Sloops and War Galleons are the core attackers. Defensive ships such as Carracks and Turtle Ships are usually better stationed at important ports.
Do not send every useful ship just because it is available. A slow specialist can change the whole fleet’s travel time, and losing Trade Ships or Flagbearers in a casual raid can hurt more than the raid helps. Trade Ships provide capacity and logistics, but they are weak in combat.
Loot and cargo
Section titled “Loot and cargo”Cargo capacity matters only if ships survive. If the goal is loot, include enough capacity after accounting for battle risk. If the goal is only to weaken defenses or create conquest pressure, cargo is less important than winning and protecting specialists.
Successful raids can bring home wood, cloth, and metal, and they can also progress raid-related goals. Failed attacks cost ships and time. Spy reports and previous battle reports are your best way to decide whether a target is worth another attempt.
Fire Ships
Section titled “Fire Ships”Fire Ships are the siege tool. They can fight, but their special value comes after a winning attack if they survive and can damage Port Defenses. Send them with enough battle power to reach that outcome.
Repeated Fire Ship pressure can matter because Port Defenses may take damage over multiple successful attacks before a visible level drops. Do not assume one small Fire Ship attack will produce an immediate result. Plan siege pressure like a campaign, not a single click.
Fire Ships are not a replacement for the rest of the fleet. If the attack loses, the siege plan fails. If the Fire Ships are destroyed, they cannot apply their special pressure. Use them when the goal is cracking a fortified port or preparing a conquest push.
Flagbearers and conquest
Section titled “Flagbearers and conquest”Flagbearers matter when the goal is influence. A successful attack with a surviving Flagbearer can create conquest pressure, but Flagbearers are expensive and slow. Do not include them in routine raids.
Conquest fleets need to win, remove defenders, and keep a Flagbearer alive. If the port is fortified, Fire Ships may need to weaken Port Defenses before the final push. If influence is already building, coordinate follow-up attacks before pressure fades.
Reports and follow-up
Section titled “Reports and follow-up”Battle reports are part of combat, not just history. They tell you whether the attack won, what returned, whether loot was taken, whether Port Defenses changed, and whether influence was created. Use reports to decide whether to stop, raid again, bring Fire Ships, send Flagbearers, or call for Armada support.
Returning fleets matter too. Ships and loot are not fully useful again until they return. A player who keeps attacking without watching return timings can leave the port short on defense, cargo, or specialist ships at the wrong moment.
Reports also show the battle’s luck swing, ships sent and lost, loot, defense damage, influence, and spy information when gained. Treat a close win or close loss as a warning: the same fleet may not perform identically every time.
Defending
Section titled “Defending”Defense is not just Port Defenses. Keep defensive ships where they are needed, avoid exposing every combat ship at once, and protect ports that hold valuable resources or support Armada plans.
When attacks are inbound, think about what the attacker wants. A light spying run wants information. A raid wants resources. A Fire Ship group wants Port Defenses. A Flagbearer group wants influence. The right response depends on the threat, the port’s value, and whether allies can support in time.
Supporting ships can join the defender’s side of the battle, but they can also take casualties. Ask for support when the port is worth protecting and the timing works, not after the attack has already landed.