Anno 1800 Wiki
Anno 1800 Wiki
No edit summary
Tag: Visual edit
No edit summary
Tag: Visual edit
 
(15 intermediate revisions by 6 users not shown)
Line 1: Line 1:
  +
__NOTOC__
'''Cargo Slowdown'''
 
   
  +
== Introduction==
Cargo Slow is an effect that slows down the ship based on the amount of loaded goods.
 
  +
The word '''Ship''' will be interchangeably used to refer to 1) '''Sail Ships''', 2) '''Steam Ships''' and 3) '''Airships'''; if something only applies to a single type of '''Ship''' then it will be explicitly referred to such.
   
  +
==Terms==
When loading more than 50% of the ship's capacity (30% for airships) it will receive a penalty to its movement speed. The slowdown ranges from 70-80% for steam-powered ships to 100% for sail-powered ships and airships. Note that items, equipped or as freight, do not count as cargo in this case and will thus not trigger the Cargo Slowdown.
 
   
  +
*Movement Speed
The Effect can be completely removed by equipping appropriate items. Reducing the impact of Cargo Slowdown above -100% does not yield any benefits.
 
  +
*Cargo Capacity
  +
*Cargo Slowdown
  +
*Loading Speed
   
  +
==Ship Properties==
   
  +
====Trade Ships====
  +
{| class="sortable fandom-table"
  +
!
  +
!
  +
! colspan="3" |'''Speed'''
  +
! colspan="2" |'''Slots'''
  +
! colspan="3" | '''Cargo'''
  +
!'''Loading'''
  +
|-
  +
!'''Name'''
  +
!'''Type'''
  +
!'''Min (kn)'''
  +
!'''Max (kn)'''
  +
!'''Session (%)'''
  +
! '''Item'''
  +
!'''Cargo'''
   
  +
! '''Full Factor'''
 
'''Movement Speed'''
+
!'''Threshold (%)'''
  +
! '''Slowdown (%)'''
 
  +
!'''Speed (%)'''
Every ship has inherent properties that change a ship's speed depending on environmental factors such as wind or damage to the ship, these can found it the table below - an empty entry indicates that the variant has the same value as its origin:
 
 
The minimum and maximum speed displayed ingame can be deriven from the table using:
 
 
Minimum Speed = ForwardSpeed *2 *WindMinSlowdownFactor
 
 
MaximumSpeed= ForwardSpeed *2*WindMaxSpeedupFactor
 
{| class="article-table"
 
|+
 
|Name
 
|ForwardSpeed
 
|WindMinSlowdownFactor
 
|WindMaxSpeedupFactor
 
|CargoFullFactor
 
|DamageFullFactor
 
 
|-
 
|-
  +
|[[Schooner]]
|Special Ships
 
  +
|Sail
|
 
|
+
|4.4
  +
|15.8
|
 
|
+
| 1
|
+
|1
|-
+
|2
  +
|0.5
|Airship
 
|11.7
+
|0.5
|0.4
+
|1
|1.4
 
 
|1
 
|1
|
 
 
|-
 
|-
  +
|[[Clipper]]
|Salvager
 
  +
|Sail
|6
 
  +
| 5.5
  +
|19.8
 
|1
 
|1
 
|1
 
|1
|0.8
+
|4
  +
|0.5
 
|0.5
 
|0.5
  +
| 1
  +
| 1
 
|-
 
|-
  +
| [[Cargo Ship]]
|Sail Ships
 
  +
| Steam
|
 
  +
|10.4
|
 
|
+
| -
|
+
| 1
|
+
|2
|-
+
|6
  +
|0.8
|Schooner
 
|4.4
 
 
|0.5
 
|0.5
|1.8
 
 
|1
 
|1
|
+
|1
 
|-
 
|-
  +
|[[Extravaganza Steamer|Extravaganza]]
|Clipper
 
  +
|Steam
|5.5
 
  +
|10.4
  +
| -
  +
|1
  +
|3
  +
|6
  +
|0.8
 
|0.5
 
|0.5
|1.8
 
 
|1
 
|1
|
+
| 1
 
|-
 
|-
  +
| [[Great Eastern]]
|Gunboat
 
  +
|Steam
|4
 
|0.4
+
| 11
|1.8
+
| -
  +
|1
  +
|3
  +
|8
  +
|0.8
  +
|0.5
  +
|1
 
|1
 
|1
|
 
 
|-
 
|-
  +
|[[World-Class Reefer]]
|Pirate Gunboat
 
  +
|Steam
  +
|11
  +
| -
  +
|2
  +
|1
 
|6
 
|6
|
+
|0.8
  +
| 0.5
|
 
|
+
|1
|
+
|1
 
|-
 
|-
  +
|[[Harpy]]
|Frigate
 
|5.2
+
|Air
  +
|27
  +
|51
  +
|0.9
  +
|1
  +
|2
 
|0.4
 
|0.4
|1.8
+
|0.5
 
|1
 
|1
|
+
|0.2
 
|-
 
|-
  +
| [[Manticore]]
|Pirate Frigate
 
  +
|Air
|6.24
 
  +
|20.8
|
 
  +
|41.6
|
 
  +
| 0.8
|
 
|
+
|2
|-
+
|3
  +
|0.5
|Ship of the Line
 
  +
| 0.5
|4
 
|0.4
 
|1.8
 
 
|1
 
|1
|
+
|0.2
 
|-
 
|-
  +
| [[Hermes]]
|Pirate SotL
 
|4.8
+
|Air
  +
|19.2
|
 
|
+
|36
|
 
|
 
|-
 
|Royal SotL
 
|
 
|
 
|
 
|
 
|
 
|-
 
|Steam Ships
 
|
 
|
 
|
 
|
 
|
 
|-
 
|Cargo Ship
 
|5.2
 
 
|1
 
|1
  +
|2
  +
|3
  +
|0.6
  +
|0.5
 
|1
 
|1
|0.8
+
|1.2
|
 
 
|-
 
|-
  +
|[[Pegasus]]
|Extravaganza
 
|5.2
+
|Air
  +
|16.5
|1
 
  +
|30.8
  +
|1.3
  +
|3
  +
|5
  +
|0.7
  +
|0.5
 
|1
 
|1
  +
|0.5
  +
|-
  +
|[[Zephyr]]
  +
|Air
  +
|14
  +
|26
  +
|1.7
  +
|2
  +
|8
 
|0.8
 
|0.8
|
+
|0.5
  +
  +
|1
  +
|0.9
 
|-
 
|-
  +
|[[Boreas]]
|Monitor
 
|5.3
+
|Air
  +
|9.4
  +
|32.8
 
|1
 
|1
  +
|2
  +
|4
  +
|0.5
  +
|0.5
 
|1
 
|1
|0.7
 
 
|0.5
 
|0.5
  +
|}
  +
  +
*'''Name'''
  +
*'''Type'''
  +
*'''Speed'''
  +
**'''Min''' (kn): The minimum speed (in knots) given Wind for Sail Ships and Airships, Steam Ships are unaffected by Wind.
  +
**'''Max''' (kn): The maximum speed (in knots) given Wind for Sail Ships and Airships. Since Steam Ships are unaffected by Wind; their maximum and minimum speed are the same.
  +
**'''Session''' (%): The modifier applied to determine a ship's speed while traveling between sessions.
  +
*'''Slots'''
  +
**'''Item''': Number of Item Slots that a Ship can equip.
  +
**'''Cargo''': Number of Cargo Slots that a ship has; each Cargo Slot can hold a maximum of 50 tonnes (t).
  +
*'''Cargo'''
  +
**'''Full Factor''': Multiplier used to calculate the impact on the ship's total speed given how full it is. More on this later.
  +
** '''Threshold''' (%): How much of the ship's maximum '''Cargo Capacity''' needs to be filled before it starts experiencing '''Cargo Slowdown'''.
  +
**'''Slowdown''' (%): Base '''Cargo Slowdown''' modifier prior to any positive or negative boosting items.
  +
*'''Loading'''
  +
** '''Speed''' (%)
  +
  +
==Basic Movement Speed==
  +
  +
===Summary===
  +
Every single ship has a minimum and maximum movement speed which can be affected by internal factors such as:
  +
  +
*Items
  +
* How full the Cargo Hold is
  +
  +
But also by external factors such as:
  +
  +
*Influence boosts
  +
*Arctic Gas Chambers Buff
  +
*How many Hitpoints the Ship has remaining
  +
*In which direction and how strong the Wind is blowing (Sail Ship and Airship only)
  +
  +
Without looking at how '''Movement Speed''' is affected by '''Cargo Capacity''' and '''Slowdown'''; the basic formula is
  +
  +
===Formula===
  +
  +
===<math>Speed_f = Speed_b \times (1 + s_1 + s_2 \cdots + s_n)</math>===
  +
  +
*Final Speed: <math>Speed_f</math>
  +
*Base Speed: <math>Speed_b</math>
  +
*Speed Modifier N: <math>s_n</math> (where n refers to each modifier applied)
  +
  +
===Example ===
  +
{| class="fandom-table"
  +
|+
  +
!
  +
! '''Sail Ship'''
  +
!'''Steam Ship'''
  +
!'''Airship'''
 
|-
 
|-
  +
|'''Name'''
|Pirate Monitor
 
  +
|Clipper
|6.36
 
  +
|Cargo Ship
|
 
  +
|Hermes
|
 
|
+
|-
  +
|'''Modifiers'''
|
 
  +
|Trade Influence (Broker Effect): +7%
  +
Fore-and-Aft Rig Sails: +15%
  +
| Trade Influence (Broker Effect): +7%
  +
Controllable-Pitch Propeller: +15%
  +
  +
One-Turn Screw Propeller: +10%
  +
|Trade Influence (Broker Effect): +7%
  +
Sports Gondola: +15%
  +
|-
  +
|'''Min Speed'''
  +
|<math>Speed_b = 5.5 kn</math><math>s_1 = 0.07</math>
  +
  +
<math>s_2 = 0.15</math>
  +
  +
<math>Speed_\min = 5.5 kn \times (1 + 0.07 + 0.15)
  +
</math>
  +
  +
<math>Speed_\min = 5.5 kn \times (1.22)
  +
</math>
  +
  +
<math>Speed_\min = 6.71 kn
  +
</math>
  +
  +
<math>Speed_\min = 6.7 kn
  +
</math>(Rounded)
  +
|<math>Speed_b = 10.4 kn</math><math>s_1 = 0.07</math>
  +
  +
<math>s_2 = 0.15</math>
  +
  +
<math>s_3 = 0.10</math>
  +
  +
<math>Speed_\min = 10.4 kn \times (1 + 0.07 + 0.15 + 0.10)
  +
</math>
  +
  +
<math>Speed_\min = 10.4 kn \times (1.32)
  +
</math>
  +
  +
<math>Speed_\min = 13.728 kn
  +
</math>
  +
  +
<math>Speed_\min = 13.7 kn
  +
</math>(Rounded)
  +
|<math>Speed_b = 19.2 kn</math><math>s_1 = 0.07</math>
  +
  +
<math>s_2 = 0.15</math>
  +
  +
<math>Speed_\min = 19.2 kn \times (1 + 0.07 + 0.15)
  +
</math>
  +
  +
<math>Speed_\min = 19.2 kn \times (1.22)
  +
</math>
  +
  +
<math>Speed_\min = 23.424 kn
  +
</math>
  +
  +
<math>Speed_\min = 23.4 kn
  +
</math>(Rounded)
  +
|-
  +
|'''Max Speed'''
  +
|<math>Speed_b = 19.8 kn</math><math>s_1 = 0.07</math>
  +
  +
<math>s_2 = 0.15</math>
  +
  +
<math>Speed_\max = 19.8 kn \times (1 + 0.07 + 0.15)
  +
</math>
  +
  +
<math>Speed_\max = 19.8 kn \times (1.22)
  +
</math>
  +
  +
<math>Speed_\max = 24.2 kn
  +
</math>
  +
  +
<math>Speed_\max = 24.2 kn
  +
</math>(Rounded)
  +
|<math>Speed_\max = Speed_\min
  +
</math><math>Speed_\max = 13.7 kn
  +
</math>
  +
|<math>Speed_b = 36.0 kn</math><math>s_1 = 0.07</math>
  +
  +
<math>s_2 = 0.15</math>
  +
  +
<math>Speed_\max = 36.0 kn \times (1 + 0.07 + 0.15)
  +
</math>
  +
  +
<math>Speed_\max = 36.0 kn \times (1.22)
  +
</math>
  +
  +
<math>Speed_\max = 43.92 kn
  +
</math>
  +
  +
<math>Speed_\max = 43.9 kn
  +
</math>(Rounded)
  +
|}
  +
  +
These are the minimum and maximum potential speeds for Ships without taking into consideration any factors that may induce Slowdown as a result of Damage or Cargo.
  +
  +
== Cargo Capacity and Cargo Threshold ==
  +
Cargo Capacity is the total capacity that a ship can hold.
  +
  +
=== Formula ===
  +
  +
=== <math>MaxShipCargoCapacity = CargoSlots \times CargoSlotCapacity_\max</math> ===
  +
  +
*Maximum Ship Cargo Capacity in tonnes (t): <math>MaxShipCargoCapacity</math>
  +
*Number of Cargo Slots the Ship has: <math>CargoSlots</math>
  +
*Maximum Capacity of each Cargo Slot in tonnes (t): <math>CargoSlotCapacity_\max</math>(50t by default unless using mods)
  +
  +
=== Example ===
  +
{| class="fandom-table"
  +
!
  +
! '''Steam Ship'''
  +
|-
  +
|'''Name'''
  +
|Cargo Ship
 
|-
 
|-
|Pyrphorian Monitor
 
|
 
|
 
|
 
|
 
 
|
 
|
  +
|<math>CargoSlots = 6</math><math>CargoSlotCapacity_\max = 50t</math>
  +
  +
<math>MaxShipCargoCapacity = 6 \times 50t</math>
  +
  +
<math>MaxShipCargoCapacity = 300t</math>
  +
|}
  +
This means that a Cargo Ship can carry up to 300 tonnes (t) of [[Goods]].
  +
  +
Cargo Threshold refers to the point where a ship will start to experience Slowdown as a result of carrying too much goods. In the case of all Ships (Sail, Steam and Airships); that Cargo Threshold Percentage starts when the ship is carrying more than 50% of its '''Maximum Ship Cargo Capacity'''. In the case of the Cargo Ship; it will start experiencing Cargo Slowdown once it has 51% (151t) of it's Cargo Capacity filled. As a ship's Cargo Hold is filled; it will experience greater Slowdown effects to it's Movement Speed.
  +
  +
== Cargo Slowdown ==
  +
As mentioned, it is the impact on the minimum and maximum speed of a ship as a result of having its Cargo Hold filled with Golds.
  +
  +
=== Example ===
  +
A '''Cargo Ship''' has Base Movement Speed of 10.4 knots (kn) and a maximum Cargo Capacity of 300 tonnes (t); assuming that there are no other Movement Speed modifiers in place; we can calculate the the Final Movement Speed of the Ship as follows:
  +
  +
<math>CurrentShipCargoCapacity = 275t</math> (The Cargo Ship is carrying 275 tonnes (t) of Goods in its Cargo Hold)
  +
{| class="fandom-table"
  +
|+
  +
!'''Step'''
  +
!'''Formula'''
  +
!'''Math'''
  +
!'''Result'''
 
|-
 
|-
  +
|1 - Calculate how much the Cargo Hold is.
|Battle Cruiser
 
  +
|<math>CurrentShipCargoCapacity \div MaxShipCargoCapacity </math>
|4.5
 
  +
|<math>275t \div 300t = </math>
|1
 
  +
|<math>0.9167 </math>or <math>91.67% </math>
|1
 
|0.7
 
|0.5
 
 
|-
 
|-
  +
|2 - Given that the Threshold is 50%; calculate how much of the Cargo Hold Capacity affected by the Slowdown is filled.
|Pyrphorian Battle Cruiser
 
  +
|<math>(0.9167 - CargoThreshold) \div CargoThreshold = </math>
|4.5
 
  +
|<math>(0.9167 - 0.5) \div 0.5 = </math>
|1
 
  +
|<math>0.8333 </math>or <math>83.33% </math>
|1
 
|0.7
 
|0.5
 
 
|-
 
|-
  +
|3 - Calculate the Cargo Slowdown.
|Pyrphorian Warship
 
  +
|<math>CargoFullFactor = 0.8</math>
|5.3
 
  +
|1
 
  +
<math>Speed_{\text{slow}} = (Speed_{\text{base}} - (Speed_{\text{base}} \times CargoFullFactor)) \times 0.8333</math>
|1
 
  +
|<math>Speed_{\text{slow}} = (10.4 kn - (10.4 kn \times 0.8)) \times 0.8333</math><math>Speed_{\text{slow}} = (10.4 kn - (8.32 kn)) \times 0.8333</math><math>Speed_{\text{slow}} = 2.08 kn \times 0.8333</math>
|0.7
 
  +
|0.5
 
  +
<math>Speed_{\text{slow}} = 1.7332 kn</math>
  +
|<math>Speed_{\text{slow}} = 1.7 kn</math>(Rounded)
  +
|-
  +
|4 - Calculate the Final Movement Speed based on the Cargo Slowdown.
  +
|<math>Speed_{\text{final}} = Speed_{\text{base}} - Speed_{\text{slow}}</math>
  +
|<math>Speed_{\text{final}} = 10.4 kn - 1.7 kn</math>
  +
|<math>Speed_{\text{final}} = 8.7 kn</math>
 
|}
 
|}
  +
The takeaway here is how Cargo Modifiers will impact the Movement Speed of the Ship. But wait, what about when there are both Movement Speed modifiers and Cargo Modifiers? Well, that's where things get interesting and where we will deep dive into the formula that the game uses behind the scenes to determine your Ship's Final Movement Speed.
Items that increase the movement speed will always calculate their effect '''based on the minimum and maximum speed''' values deriven from the table. This is true for the influence bonus as well. If the ship is affected by cargo slowdown and a movement speed increase at the same time the movement speed will work as a seperate buff not interacting with the slowdown. An example of this would be a standard Cargo Ship having 10.4 Knots base speed. Since the player has unlocked the gold influence bonus "Elite Magnate" for 25% more movement speed, the ship has now the speed of 10.4 + 0.25*10.4 = 13 Knots. If you were to use an item that increases movement speed by another 10% it would be 13+ 10.4*0.1 ~= 14 Knots.
 
   
  +
Before we move onto the final point tho; let's just remember the following:
   
  +
* Cargo Slowdown is an effect that slows down the ship based on the number of loaded Goods.
  +
* This effect is triggered when more than 50% of the Ships capacity is filled and results in a calculated penalty to the Ships Movement Speed.
  +
* Each ship has its own Penalty called the Cargo Full Factor in the table above.
  +
* Items do NOT count as Cargo and will thus not trigger the Cargo Slowdown penalty.
  +
* The Cargo Slowdown effect can be completely mitigated by equipping appropriate items.
  +
* Cargo Slowdown is capped between 0% and 100%; with each Ship starting at 100%.
   
  +
== Advanced Movement Speed - A Working Example ==
'''Loading Speed'''
 
  +
We're going to take a look at a Ships Final Movement Speed given everything we've learned so far while taking into consideration Movement Speed Modifiers and Cargo Slowdown Modifiers.
   
  +
=== Reference (from table above): ===
Loading Speed reflects the speed at which tons are exchanged between a ship and the kontor/pier. Both the Level 1 kontor and the standard pier have a loading speed of '''2 tons per second.''' This increases to 3 tons per second and 5 tons per second for the Level 2 and 3 Kontor respectively whilst the pier can be upgraded to an Advanced Pier with a loading speed of 4 tons per second, given that the player owns the Land of Lions DLC. The minimum time to exchange goods is always 5 seconds even though you might only be trading one ton. When trading with third parties such as Archibald Blake, Eli Bleakworth, Kahina, (Ketema) or the Pirates at their harbour, the loading speed is an astonishing 10 tons per second.
 
   
  +
* '''Name''': Cargo Ship
  +
* '''Cargo Load''': 275 tonnes (t) - This is how many goods we've loaded onto our ship.
  +
* <math>CargoSlots = 6</math>
  +
* <math>CargoSlotCapacity_\max = 50t</math>
  +
* <math>MaxShipCargoCapacity = 300t</math>
  +
* <math>Speed_{\text{base}} = 10.4 kn</math>
  +
* '''Effects''':
  +
** Trade Influence (Broker Effect):
  +
*** +7% Movement Speed
  +
** Controllable-Pitch Propeller:
  +
*** +15% Movement Speed
  +
*** -50% Cargo Slowdown
  +
** One-Turn Screw Propeller:
  +
*** +10% Movement Speed
  +
*** -25% Cargo Slowdown
  +
* '''Effects Summary''':
  +
** <math>Speed_{\text{modifier}} = 0.32</math> or 32%
  +
** <math>CargoSlowdown_{\text{modifier}} = -0.75</math> or -75%
  +
* <math>CargoSlowdown_{\text{base}} = 1</math>or 100%
  +
* <math>CargoFullFactor = 0.8</math>or 80%
  +
* <math>CargoFullThreshold = 0.5 </math> or 50%
   
  +
==== Step 1) Calculate how full the Cargo Hold is in relation to the total capacity. ====
  +
  +
# <math>CurrentShipCargoCapacity \div MaxShipCargoCapacity = </math>
  +
# <math>275t \div 300t = </math>
  +
# <math>0.9167 </math>or <math>91.67% </math>
  +
  +
==== Step 2) Given that the <math>CargoFullThreshold = 0.5 </math>; we need to calculate how much we've over. ====
  +
  +
# <math>(0.9167 - CargoFullThreshold) \div CargoFullThreshold = </math>
  +
# <math>(0.9167 - 0.5) \div 0.5 = </math>
  +
# <math>0.8333 </math>or <math>83.33% </math>
  +
  +
==== Step 3) Calculate the Cargo Slowdown given that <math>CargoFullFactor = 0.8</math>. ====
  +
  +
# <math>Speed_{\text{slow}} = (Speed_{\text{base}} - (Speed_{\text{base}} \times CargoFullFactor)) \times 0.8333</math>
  +
# <math>Speed_{\text{slow}} = (10.4 kn - (10.4 kn \times 0.8)) \times 0.8333</math>
  +
# <math>Speed_{\text{slow}} = (10.4 kn - (8.32 kn)) \times 0.8333</math>
  +
# <math>Speed_{\text{slow}} = 2.08 kn \times 0.8333</math>
  +
# <math>Speed_{\text{slow}} = 1.7332 kn</math>
  +
  +
==== Step 4) Calculate the Cargo Slowdown given that <math>CargoSlowdown_{\text{base}} = 1</math>. ====
  +
  +
# <math>CargoSlowdown = CargoSlowdown_{\text{base}} + CargoSlowdown_{\text{modifier}} </math>
  +
# <math>CargoSlowdown = 1 + (-0.75) </math>
  +
# <math>CargoSlowdown = 1 - 0.75 </math>
  +
# <math>CargoSlowdown = 0.25 </math> or <math>25% </math>
  +
# '''IMPORTANT''':
  +
## The minimum value for <math>CargoSlowdown_{\text{min}} = 0 </math> or <math>0% </math>; this means that having -200% Cargo Slowdown from Items will grant the same effect as -100% (assuming there are no other modifiers in play).
  +
## The maximum value for <math>CargoSlowdown_{\text{max}} = 1 </math> or <math>100% </math>; this means that any Items which increase the Cargo Slowdown effect will not be able to decrease the Movement Speed past 100%.
  +
  +
==== Step 5) Calculate the adjusted Cargo Slowdown given that <math>CargoSlowdown = 0.25 </math> and <math>Speed_{\text{slow}} = 1.7332 kn</math>. ====
  +
  +
# <math>Speed_{\text{slow}} = Speed_{\text{slow}} \times CargoSlowdown </math>
  +
# <math>Speed_{\text{slow}} = 1.7332 kn \times 0.25 </math>
  +
# <math>Speed_{\text{slow}} = 0.4333 kn </math>
  +
  +
==== Step 6) Calculate the bonus Movement Speed given that <math>Speed_{\text{base}} = 10.4 kn</math> and <math>Speed_{\text{modifier}} = 0.32</math> ====
  +
  +
# <math>Speed_{\text{bonus}} = Speed_{\text{base}} \times (1 + s_1 + s_2 \cdots + s_n)</math> or <math>Speed_{\text{final}} = Speed_{\text{base}} \times (1 + Speed_{\text{modifier}})</math>
  +
# <math>Speed_{\text{bonus}} = 10.4 kn \times (1 + 0.32)</math>
  +
# <math>Speed_{\text{bonus}} = 10.4 kn \times (1.32)</math>
  +
# <math>Speed_{\text{bonus}} = 13.728 kn</math>
  +
  +
==== Step 7) Calculate the Final Movement Speed given that the Bonus Movement Speed and Penalty from Cargo Slowdown. ====
  +
  +
# <math>Speed_{\text{final}} = Speed_{\text{bonus}} - Speed_{\text{slow}}</math>
  +
# <math>Speed_{\text{final}} = 13.728 kn - 0.4333 kn</math>
  +
# <math>Speed_{\text{final}} = 13.2947 kn</math>
  +
# <math>Speed_{\text{final}} = 13.3 kn</math>(Rounded)
  +
  +
=== Formula Summary ===
  +
  +
* <math>Speed_{\text{final}} = Speed_{\text{bonus}} - Speed_{\text{slow}}</math>
  +
* <math>Speed_{\text{bonus}} = (Speed_{\text{base}} \times (1 + s_1 + s_2 \cdots + s_n)) </math>
  +
* <math>Speed_{\text{slow}} =(((Speed_{\text{base}} - (Speed_{\text{base}} \times Cargo_{\text{factor}})) \times (((Cargo_{\text{load}} \div Cargo_{\text{capacity}}) - Cargo_{\text{threshold}}) \div Cargo_{\text{threshold}})) \times (CargoSlowdown_{\text{base}} + CargoSlowdown_{\text{modifier}}))</math>
  +
  +
==Loading Speed==
  +
Loading Speed reflects the speed at which tons are exchanged between a ship and the kontor/pier. Both the Level 1 kontor and the standard pier have a loading speed of '''2 tons per second.''' This increases to 3 tons per second and 5 tons per second for the Level 2 and 3 Kontor respectively whilst the pier can be upgraded to an Advanced Pier with a loading speed of 4 tons per second, given that the player owns the Land of Lions DLC. The minimum time to exchange goods is always 5 seconds even though you might only be trading one ton. When trading with third parties such as Archibald Blake, Eli Bleakworth, Kahina, (Ketema) or the Pirates at their harbour, the loading speed is an astonishing 10 tons per second.
   
 
When considering how items effect loading speed. '''It is important to distinguish between items that effect ships and items that effect harbour buildings'''. The latter will work as following: If a player was to use Hogarth the Harbourmaster who provides +100% loading speed to standard piers and the basic kontor, the base rate of goods exchanged would be 2*(100%+100%(Hogarth)) = 4 tons per second on each pier/kontor effected by the item. Following the same template, a level 2 kontor would load at 6 tons per second and the level 3 at 10 tons per second before interacting with ships that have items to further increase the loading speed .
 
When considering how items effect loading speed. '''It is important to distinguish between items that effect ships and items that effect harbour buildings'''. The latter will work as following: If a player was to use Hogarth the Harbourmaster who provides +100% loading speed to standard piers and the basic kontor, the base rate of goods exchanged would be 2*(100%+100%(Hogarth)) = 4 tons per second on each pier/kontor effected by the item. Following the same template, a level 2 kontor would load at 6 tons per second and the level 3 at 10 tons per second before interacting with ships that have items to further increase the loading speed .
Line 197: Line 502:
   
 
Thus we see that loading speed changes depending on whether first of all, the kontor/pier has items effecting it (and thus the base rate has changed), and secondly the ship trading has items effecting it. It is worth noting that the airship loads at exactly half the speed calculated due to a hidden attribute(This needs verification when the factor actually applies).
 
Thus we see that loading speed changes depending on whether first of all, the kontor/pier has items effecting it (and thus the base rate has changed), and secondly the ship trading has items effecting it. It is worth noting that the airship loads at exactly half the speed calculated due to a hidden attribute(This needs verification when the factor actually applies).
  +
  +
  +
{{Navbox Ships}}
  +
[[Category:Ships]]
  +
[[Category:Airships]]

Latest revision as of 11:50, 6 February 2024


Introduction

The word Ship will be interchangeably used to refer to 1) Sail Ships, 2) Steam Ships and 3) Airships; if something only applies to a single type of Ship then it will be explicitly referred to such.

Terms

  • Movement Speed
  • Cargo Capacity
  • Cargo Slowdown
  • Loading Speed

Ship Properties

Trade Ships

Speed Slots Cargo Loading
Name Type Min (kn) Max (kn) Session (%) Item Cargo Full Factor Threshold (%) Slowdown (%) Speed (%)
Schooner Sail 4.4 15.8 1 1 2 0.5 0.5 1 1
Clipper Sail 5.5 19.8 1 1 4 0.5 0.5 1 1
Cargo Ship Steam 10.4 - 1 2 6 0.8 0.5 1 1
Extravaganza Steam 10.4 - 1 3 6 0.8 0.5 1 1
Great Eastern Steam 11 - 1 3 8 0.8 0.5 1 1
World-Class Reefer Steam 11 - 2 1 6 0.8 0.5 1 1
Harpy Air 27 51 0.9 1 2 0.4 0.5 1 0.2
Manticore Air 20.8 41.6 0.8 2 3 0.5 0.5 1 0.2
Hermes Air 19.2 36 1 2 3 0.6 0.5 1 1.2
Pegasus Air 16.5 30.8 1.3 3 5 0.7 0.5 1 0.5
Zephyr Air 14 26 1.7 2 8 0.8 0.5 1 0.9
Boreas Air 9.4 32.8 1 2 4 0.5 0.5 1 0.5
  • Name
  • Type
  • Speed
    • Min (kn): The minimum speed (in knots) given Wind for Sail Ships and Airships, Steam Ships are unaffected by Wind.
    • Max (kn): The maximum speed (in knots) given Wind for Sail Ships and Airships. Since Steam Ships are unaffected by Wind; their maximum and minimum speed are the same.
    • Session (%): The modifier applied to determine a ship's speed while traveling between sessions.
  • Slots
    • Item: Number of Item Slots that a Ship can equip.
    • Cargo: Number of Cargo Slots that a ship has; each Cargo Slot can hold a maximum of 50 tonnes (t).
  • Cargo
    • Full Factor: Multiplier used to calculate the impact on the ship's total speed given how full it is. More on this later.
    • Threshold (%): How much of the ship's maximum Cargo Capacity needs to be filled before it starts experiencing Cargo Slowdown.
    • Slowdown (%): Base Cargo Slowdown modifier prior to any positive or negative boosting items.
  • Loading
    • Speed (%)

Basic Movement Speed

Summary

Every single ship has a minimum and maximum movement speed which can be affected by internal factors such as:

  • Items
  • How full the Cargo Hold is

But also by external factors such as:

  • Influence boosts
  • Arctic Gas Chambers Buff
  • How many Hitpoints the Ship has remaining
  • In which direction and how strong the Wind is blowing (Sail Ship and Airship only)

Without looking at how Movement Speed is affected by Cargo Capacity and Slowdown; the basic formula is

Formula

  • Final Speed:
  • Base Speed:
  • Speed Modifier N: (where n refers to each modifier applied)

Example

Sail Ship Steam Ship Airship
Name Clipper Cargo Ship Hermes
Modifiers Trade Influence (Broker Effect): +7%

Fore-and-Aft Rig Sails: +15%

Trade Influence (Broker Effect): +7%

Controllable-Pitch Propeller: +15%

One-Turn Screw Propeller: +10%

Trade Influence (Broker Effect): +7%

Sports Gondola: +15%

Min Speed

(Rounded)

(Rounded)

(Rounded)

Max Speed

(Rounded)

(Rounded)

These are the minimum and maximum potential speeds for Ships without taking into consideration any factors that may induce Slowdown as a result of Damage or Cargo.

Cargo Capacity and Cargo Threshold

Cargo Capacity is the total capacity that a ship can hold.

Formula

  • Maximum Ship Cargo Capacity in tonnes (t):
  • Number of Cargo Slots the Ship has:
  • Maximum Capacity of each Cargo Slot in tonnes (t): (50t by default unless using mods)

Example

Steam Ship
Name Cargo Ship

This means that a Cargo Ship can carry up to 300 tonnes (t) of Goods.

Cargo Threshold refers to the point where a ship will start to experience Slowdown as a result of carrying too much goods. In the case of all Ships (Sail, Steam and Airships); that Cargo Threshold Percentage starts when the ship is carrying more than 50% of its Maximum Ship Cargo Capacity. In the case of the Cargo Ship; it will start experiencing Cargo Slowdown once it has 51% (151t) of it's Cargo Capacity filled. As a ship's Cargo Hold is filled; it will experience greater Slowdown effects to it's Movement Speed.

Cargo Slowdown

As mentioned, it is the impact on the minimum and maximum speed of a ship as a result of having its Cargo Hold filled with Golds.

Example

A Cargo Ship has Base Movement Speed of 10.4 knots (kn) and a maximum Cargo Capacity of 300 tonnes (t); assuming that there are no other Movement Speed modifiers in place; we can calculate the the Final Movement Speed of the Ship as follows:

(The Cargo Ship is carrying 275 tonnes (t) of Goods in its Cargo Hold)

Step Formula Math Result
1 - Calculate how much the Cargo Hold is. or
2 - Given that the Threshold is 50%; calculate how much of the Cargo Hold Capacity affected by the Slowdown is filled. or
3 - Calculate the Cargo Slowdown.

(Rounded)
4 - Calculate the Final Movement Speed based on the Cargo Slowdown.

The takeaway here is how Cargo Modifiers will impact the Movement Speed of the Ship. But wait, what about when there are both Movement Speed modifiers and Cargo Modifiers? Well, that's where things get interesting and where we will deep dive into the formula that the game uses behind the scenes to determine your Ship's Final Movement Speed.

Before we move onto the final point tho; let's just remember the following:

  • Cargo Slowdown is an effect that slows down the ship based on the number of loaded Goods.
  • This effect is triggered when more than 50% of the Ships capacity is filled and results in a calculated penalty to the Ships Movement Speed.
  • Each ship has its own Penalty called the Cargo Full Factor in the table above.
  • Items do NOT count as Cargo and will thus not trigger the Cargo Slowdown penalty.
  • The Cargo Slowdown effect can be completely mitigated by equipping appropriate items.
  • Cargo Slowdown is capped between 0% and 100%; with each Ship starting at 100%.

Advanced Movement Speed - A Working Example

We're going to take a look at a Ships Final Movement Speed given everything we've learned so far while taking into consideration Movement Speed Modifiers and Cargo Slowdown Modifiers.

Reference (from table above):

  • Name: Cargo Ship
  • Cargo Load: 275 tonnes (t) - This is how many goods we've loaded onto our ship.
  • Effects:
    • Trade Influence (Broker Effect):
      • +7% Movement Speed
    • Controllable-Pitch Propeller:
      • +15% Movement Speed
      • -50% Cargo Slowdown
    • One-Turn Screw Propeller:
      • +10% Movement Speed
      • -25% Cargo Slowdown
  • Effects Summary:
    • or 32%
    • or -75%
  • or 100%
  • or 80%
  • or 50%

Step 1) Calculate how full the Cargo Hold is in relation to the total capacity.

  1. or

Step 2) Given that the ; we need to calculate how much we've over.

  1. or

Step 3) Calculate the Cargo Slowdown given that .

Step 4) Calculate the Cargo Slowdown given that .

  1. or
  2. IMPORTANT:
    1. The minimum value for or ; this means that having -200% Cargo Slowdown from Items will grant the same effect as -100% (assuming there are no other modifiers in play).
    2. The maximum value for or ; this means that any Items which increase the Cargo Slowdown effect will not be able to decrease the Movement Speed past 100%.

Step 5) Calculate the adjusted Cargo Slowdown given that and .

Step 6) Calculate the bonus Movement Speed given that and

  1. or

Step 7) Calculate the Final Movement Speed given that the Bonus Movement Speed and Penalty from Cargo Slowdown.

  1. (Rounded)

Formula Summary

Loading Speed

Loading Speed reflects the speed at which tons are exchanged between a ship and the kontor/pier. Both the Level 1 kontor and the standard pier have a loading speed of 2 tons per second. This increases to 3 tons per second and 5 tons per second for the Level 2 and 3 Kontor respectively whilst the pier can be upgraded to an Advanced Pier with a loading speed of 4 tons per second, given that the player owns the Land of Lions DLC. The minimum time to exchange goods is always 5 seconds even though you might only be trading one ton. When trading with third parties such as Archibald Blake, Eli Bleakworth, Kahina, (Ketema) or the Pirates at their harbour, the loading speed is an astonishing 10 tons per second.

When considering how items effect loading speed. It is important to distinguish between items that effect ships and items that effect harbour buildings. The latter will work as following: If a player was to use Hogarth the Harbourmaster who provides +100% loading speed to standard piers and the basic kontor, the base rate of goods exchanged would be 2*(100%+100%(Hogarth)) = 4 tons per second on each pier/kontor effected by the item. Following the same template, a level 2 kontor would load at 6 tons per second and the level 3 at 10 tons per second before interacting with ships that have items to further increase the loading speed .

Items that effect ships on the other hand scale with the base value of the building's loading speed. If we were to socket the item "Salima the Shipping Operator" which provides +60% loading speed and we would trade with a level 1 kontor that would result in: 2*(100%+60%(Salima)) = 3.2 tons per second. If we would trade with the same ship at the kontor with Hogarth equipped mentioned above we would get: 4*(100%+60%)= 6.4 tons per second.

Thus we see that loading speed changes depending on whether first of all, the kontor/pier has items effecting it (and thus the base rate has changed), and secondly the ship trading has items effecting it. It is worth noting that the airship loads at exactly half the speed calculated due to a hidden attribute(This needs verification when the factor actually applies).