These are the changes to naval units, listed by era. Production costs are listed next to GK defaults. Unit strengths and movement have the raw change listed.
Melee ships have higher strength and higher movement than era counterparts, especially in the early game.
All ranged naval units have a +50% ranged defence bonus. Capital ships (BB, SoL, Cruiser) have a +50% bonus versus cities and 30% vs fortified units.
[]
- Galley 100 (45). 9 (+9). 9(+2). Range 2. (Barbarian early ship, renamed Slaver).
- Trireme 100 (45). 13 (+13). 9(-1). 3 (-1). Range 2.
- Added Liburna 100 . 16. 4. Early melee ship.
- Galleass 200 (100). 20 (+3). 15 (-1).
- Caravel renamed Carrack. 200 (120). 25 (+9). 5 (+1). Does not retreat when attacked.
[]
- Ironclads 460 (250). 46 (+46). 37 (-13). 4 (+1). Range 2. Requires Iron. Does not move faster in coastal tiles. May enter oceans. Capital Ship.
- Frigates 290 (185). 29 (+1). 22(-3). 4 (-1). Does not require Iron.
- Ship of the Line 370 (170). 37(+2). 29 (-1). 3 (-2). Early capital ship, not English only UU. Requires Iron.
- Privateer renamed Galleon. 290 (150). 37(+12). 5 (+2). Does not capture ships on defeating them.
[]
- Missile Cruiser 690 (425). 86 (-14). 69 (-11). 6 (-1). Requires oil.
- Added Missile Destroyer 600 . 45. 60. 7. Range 2. Can carry missiles. 25% versus submarines. Available at Computers.
- Carrier 590 (375). 47(-3).
- Battleship 590 (375). 59 (-6). 47 (-8).
- Destroyer 420 (375). 42 (+42). 31 (-24). +25% versus submarines.
- Missile Submarines 600 (425). 0 (-85). 76(+26). Attack bonus and defense penalty (25%)
- Submarines 420 (325). 0 (-60). 52 (+17). Attack bonus and defense penalty (25%)