guides
Voyages and Skills
How voyages, skill points, and port specialization affect long-term growth.
Voyages and skill points are long-term systems. They are less immediate than starting a building upgrade or launching an attack, but they change how ships and mature ports create value over time.
Voyages
Section titled “Voyages”Voyages send ships away for a timed reward. Ships assigned to a voyage are committed until the voyage completes, which makes them unavailable for immediate defense, trade, or attacks.
Voyage timing interacts with enemy activity, trade plans, Armada support, defense needs, and attack plans. The same ships cannot be on a voyage and available at the port at the same time.
Voyage planning
Section titled “Voyage planning”Voyage planning is an opportunity-cost system. Sending ships away can create timed rewards. It also removes those ships from port defense, trade, support, and combat until they return.
The effect of a voyage depends on which ships are committed, how long they are gone, what the port needs during that window, and what reward returns when the voyage completes.
Skill points
Section titled “Skill points”Skill points let a port specialize as it earns points. Instead of every port growing the same way, a port can lean toward production, trade, voyages, combat support, or ship construction.
Ports earn skill points from port points. The early track grants points frequently from 100 through 1,000 port points, then continues at 250-point intervals up to 10,000. That makes early specialization visible quickly while still rewarding mature ports.
The major skill themes are easy to understand:
- Trade skills improve trade rewards, Trade Ship speed, and trade capacity.
- Voyage skills improve voyage speed, rewards, and rare voyage potential.
- Combat skills improve spying, ship attack, ship defense, support speed, and recall flexibility.
- Port skills improve ship construction and resource production.
Specializing ports
Section titled “Specializing ports”Different port roles connect to different skill themes. A trade hub connects to trade skills and Trade Ships. A resource port connects to production skills and Warehouse capacity. A staging port connects to ship construction and combat-related support. A port with spare ships connects to voyage skills.
Skill choices affect what a port is specialized for and how predictable its contribution is for Armada planning.
Conquest risk
Section titled “Conquest risk”Ports can change hands. When a port is conquered, its future changes immediately and some port-specific progress can be lost or reset. A valuable specialized port can also become a valuable conquest target, especially when it has resources, ships, trade value, or territory importance.