Naval Action
User Guide
                    Aquillas
   Page 1 / 139          Naval Action – User Guide
                  Revision 07 – 10 December 2021
Naval Action
User Guide
    Page 2 / 139          Naval Action – User Guide
                   Revision 07 – 10 December 2021
Table of Contents
1     Introduction ................................................................................................................................................... 9
    1.1       Beautiful Age of Sails ........................................................................................................................... 9
    1.2       Combat and Sailing .............................................................................................................................. 9
      1.2.1       Combat and gunnery ........................................................................................................................ 9
      1.2.2       Sailing and Damage Model .............................................................................................................. 9
    1.3       Open World .......................................................................................................................................... 9
      1.3.1       Navigate ........................................................................................................................................... 9
      1.3.2       Build and Trade .............................................................................................................................. 11
      1.3.3       Fight and conquer .......................................................................................................................... 12
    1.4       Beautiful ships - Current ship line-up ................................................................................................. 13
    1.5       Useful Links ........................................................................................................................................ 14
    1.6       Definitions and acronyms ................................................................................................................... 14
2     Installation ................................................................................................................................................... 14
    2.1       System requirements ......................................................................................................................... 14
    2.2       How to install ...................................................................................................................................... 15
    2.3       Downloadable content ........................................................................................................................ 15
3     Player account ............................................................................................................................................ 19
    3.1       Server Selection ................................................................................................................................. 19
    3.2       Player creation / Nation Choice.......................................................................................................... 21
    3.3       Ranks, promotions ............................................................................................................................. 23
    3.4       Tutorials and Exams .......................................................................................................................... 24
    3.5       How to start in Naval Action? ............................................................................................................. 25
4     Ships ........................................................................................................................................................... 26
    4.1       Basic Ships......................................................................................................................................... 27
    4.2       Combat Ships ..................................................................................................................................... 27
    4.3       Trade Ships ........................................................................................................................................ 27
    4.4       Down Loaded Content (DLC’s) .......................................................................................................... 27
    4.5       How to obtain a ship ........................................................................................................................... 28
      4.5.1       Ship capture in Open World ........................................................................................................... 28
      4.5.2       From game shop (auction) ............................................................................................................. 28
      4.5.3       From Admiralty ............................................................................................................................... 28
      4.5.4       Elite Ship Notes .............................................................................................................................. 28
      4.5.5       Crafted ships .................................................................................................................................. 28
      4.5.6       DLC’s .............................................................................................................................................. 28
    4.6       Ship improvements ............................................................................................................................ 28
      4.6.1       Wood choices ................................................................................................................................. 29
      4.6.2       Port Bonus ...................................................................................................................................... 32
      4.6.3       Upgrades ........................................................................................................................................ 32
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      4.6.4      Ship knowledges (books) ............................................................................................................... 33
      4.6.5      Captain perks ................................................................................................................................. 34
    4.7       Gunnery .............................................................................................................................................. 34
      4.7.1      Gunnery characteristics ................................................................................................................. 35
5     Game Controls, User Interface ................................................................................................................... 36
    5.1       Keyboard shortcuts ............................................................................................................................ 36
    5.2       Open World Controls .......................................................................................................................... 38
      5.2.1      Fishing ............................................................................................................................................ 39
      5.2.2      Tavern ............................................................................................................................................ 39
      5.2.3      Map ................................................................................................................................................ 41
      5.2.4      Fleet Control ................................................................................................................................... 41
      5.2.5      Hold Control ................................................................................................................................... 42
      5.2.6      Journal ............................................................................................................................................ 42
    5.3       Port Activities...................................................................................................................................... 43
      5.3.1      Tavern ............................................................................................................................................ 44
      5.3.2      Navy ............................................................................................................................................... 44
      5.3.3      Outpost Management ..................................................................................................................... 46
      5.3.4      Warehouse ..................................................................................................................................... 46
      5.3.5      Shop ............................................................................................................................................... 48
      5.3.6      Ship Auction ................................................................................................................................... 49
      5.3.7      Admiralty ........................................................................................................................................ 50
      5.3.8      Buildings & Crafting ........................................................................................................................ 51
      5.3.9      Port Quests .................................................................................................................................... 51
      5.3.10         Map ............................................................................................................................................ 51
      5.3.11         Main Ship Controls ..................................................................................................................... 52
      5.3.12         Captain’s Private Properties ....................................................................................................... 54
      5.3.13         Balloons ...................................................................................................................................... 55
    5.4       Specific Controls in Battle Instances .................................................................................................. 55
      5.4.1      Player’s Ship Sailing & Crew.......................................................................................................... 56
      5.4.2      Gunnery Controls ........................................................................................................................... 57
      5.4.3      Gunnery Status .............................................................................................................................. 58
      5.4.4      Crew Assignment ........................................................................................................................... 59
      5.4.5      Mini Map ......................................................................................................................................... 61
      5.4.6      Player’s Ship Status ....................................................................................................................... 61
      5.4.7      Other Ship status............................................................................................................................ 62
      5.4.8      Battle Information ........................................................................................................................... 62
      5.4.9      Battle Map ...................................................................................................................................... 63
      5.4.10         List of Players in battle ............................................................................................................... 64
      5.4.11         Spyglass ..................................................................................................................................... 65
      5.4.12         External Camera. ....................................................................................................................... 65
    5.5       Open World Map Menus .................................................................................................................... 66
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      5.5.1       Conquest competition .................................................................................................................... 67
      5.5.2       PVP Leaderboard ........................................................................................................................... 67
      5.5.3       Conquest Information ..................................................................................................................... 67
      5.5.4       Trader Tool ..................................................................................................................................... 68
      5.5.5       Port and country search ................................................................................................................. 68
    5.6       Sailing in the Open World .................................................................................................................. 68
6     Economy in Naval Action ............................................................................................................................ 69
    6.1       Currencies in game ............................................................................................................................ 69
    6.2       Economics .......................................................................................................................................... 70
      6.2.1       Trade .............................................................................................................................................. 70
      6.2.2       Outposts ......................................................................................................................................... 73
      6.2.3       Production ...................................................................................................................................... 74
      6.2.4       Crafting ........................................................................................................................................... 74
    6.3       How to be rich in Naval Action? ......................................................................................................... 74
      6.3.1       How to make reals?........................................................................................................................ 74
      6.3.2       How to make doubloons? ............................................................................................................... 75
      6.3.3       How to make combat medals? ....................................................................................................... 75
      6.3.4       How to make victory marks? .......................................................................................................... 75
7     Crafting ....................................................................................................................................................... 76
    7.1       Labour Hours...................................................................................................................................... 76
    7.2       Raw Material ...................................................................................................................................... 77
    7.3       Blueprints (the knowledge of how to craft), ........................................................................................ 77
    7.4       Permits (authorizations to craft), ........................................................................................................ 78
    7.5       buildings ............................................................................................................................................. 79
      7.5.1       Production Buildings ...................................................................................................................... 79
      7.5.2       Shipyard ......................................................................................................................................... 80
      7.5.3       Workshop ....................................................................................................................................... 81
      7.5.4       Forge .............................................................................................................................................. 81
      7.5.5       Academy ........................................................................................................................................ 83
8     Missions in game / Built-in Game Content.................................................................................................. 83
    8.1       Missions ............................................................................................................................................. 83
      8.1.1       Economy Missions ......................................................................................................................... 84
      8.1.2       Battles ............................................................................................................................................ 85
      8.1.3       Conquest ........................................................................................................................................ 88
    8.2       Events ................................................................................................................................................ 91
      8.2.1       Patrol Zone ..................................................................................................................................... 91
      8.2.2       Weekly Line Ships, Weekly Frigates, Weekly Light Ships ............................................................. 92
    8.3       Journal ................................................................................................................................................ 92
    8.4       Special features ................................................................................................................................. 93
      8.4.1       Admiralty Events ............................................................................................................................ 93
      8.4.2       Rumours of sunk ships ................................................................................................................... 93
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      8.4.3       Home Defence Fleets .................................................................................................................... 93
      8.4.4       Loki Rune ....................................................................................................................................... 94
      8.4.5       Logbook .......................................................................................................................................... 94
    8.5        Chests ................................................................................................................................................ 95
9     Battles in Naval Action ................................................................................................................................ 96
    9.1        Different types of battles .................................................................................................................... 96
      9.1.1       Kill Missions.................................................................................................................................... 97
      9.1.2       Group Kill Missions, Raids ............................................................................................................. 97
      9.1.3       Attack of NPC ships in Open World ............................................................................................... 97
      9.1.4       Special Events................................................................................................................................ 98
      9.1.5       Player versus Player battles (PVP) ................................................................................................ 98
      9.1.6       Port Battles ..................................................................................................................................... 99
    9.2        Ship Preparation ................................................................................................................................ 99
    9.3        Battle entrance ................................................................................................................................. 100
      9.3.1       In missions ................................................................................................................................... 100
      9.3.2       Attacking another ship, or being attacked .................................................................................... 101
      9.3.3       Joining an ongoing battle ............................................................................................................. 102
    9.4        How to use the wind ......................................................................................................................... 102
      9.4.1       Position in battle entrance ............................................................................................................ 102
      9.4.2       Keep the Wind Gate ..................................................................................................................... 102
      9.4.3       Manual Sailing .............................................................................................................................. 103
      9.4.4       The wind shadows........................................................................................................................ 117
      9.4.5       The Battle Sails ............................................................................................................................ 118
    9.5        Giving and receiving fire ................................................................................................................... 119
      9.5.1       Aiming .......................................................................................................................................... 120
      9.5.2       Ship Protection ............................................................................................................................. 122
      9.5.3       Focus fire ...................................................................................................................................... 124
    9.6        Boarding ........................................................................................................................................... 124
      9.6.1       Boarding Preparation ................................................................................................................... 124
      9.6.2       The boarding battle ...................................................................................................................... 126
      9.6.3       Possible choices during boarding battle ...................................................................................... 128
      9.6.4       Winning conditions: ...................................................................................................................... 130
    9.7        End of the battle ............................................................................................................................... 130
    9.8        Tutorial video. ................................................................................................................................... 130
    9.9        The Port Battles (PB’s) ..................................................................................................................... 130
      9.9.1       Port Battle preparation ................................................................................................................. 131
      9.9.2       Transport to Port Battle. ............................................................................................................... 131
      9.9.3       Fleet positioning ........................................................................................................................... 132
      9.9.4       PB rules ........................................................................................................................................ 132
      9.9.5       Winning conditions ....................................................................................................................... 133
10 Clans ......................................................................................................................................................... 133
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   10.1       Belonging to a clan ........................................................................................................................... 133
   10.2       Clan Management ............................................................................................................................ 134
      10.2.1         Clan Warehouse....................................................................................................................... 134
      10.2.2         Friendly clans ........................................................................................................................... 135
      10.2.3         Port Management ..................................................................................................................... 136
11 Conclusion – Further development ........................................................................................................... 139
12 Next Revision ............................................................................................................................................ 139
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                                        Revision Index
Revision       Date                                             Content
  00       22 Dec 2019     First Issue
                          • Addition of explanations and screen shots about the Logbook.
  01       04 Feb 2020    • Update of the ship list, including new ships
                          • Correction of some errors
                          • More details on crafting in forge (resource needs for each type of gun),
                          • More details on hostility mission mechanics,
                          • More details on raids,
                          • More details on the role of friendly clans,
  02       28 Feb 2020
                          • Update on chests,
                          • Update on ship main data (Naval Action Map stays the detailed reference
                               on that point),
                          • Document in A4 instead of A5.
                          • Addition of China nation, standard flag and ranks.
  03       03 Apr 2020
                          • Small corrections and fixes.
                          • Add an explanation and screen shots about wind boosts,
                          • Update DLC list, addition of Victory 1765,
                          • Check ship characteristics (based on “Felix’s Map”), addition of Victory
                               1765
                          • Add player protection (Home Defence Fleets and Light Fleets)
                          • Add new woods (those that can be planted, those that can be used for
  04       26 Jun 2020
                               DLC ships and those that only drop in some ports [rule/conditions to be
                               defined])
                          • New RVR Rules / Flags
                          • Explanation about “Transport to Port Battle”
                          • Port Investments (how to increase the number of port points?)
                          • Change in ROE, timers, exit rules.
                          • Update Ship Table in §4.
                          • Update §4.6.1 (wood characteristics)
                          • Addition of chapter §4.7 - Gunnery
                          • Update of Tavern rules (chats)
                          • Complete rewriting of §9 - Battles in Naval Action, in particular §9.4 – How
  05       18 Nov 2020
                               to use the wind (with help of pre-existing document by Game-Labs)
                          • Update DLC List.
                          • Description of wind shadows
                          • Description of new sailing rules, especially those related to battle sailing
                          • Error correction
                          • Update of DLC list
                          • Update Ship Table in §4.
                          • Update §4.6.1 - Wood choices
                          • Update §4.7.1 - Gunnery characteristics
  06       30 Sept 2021
                          • Explanation of the Introduction Mission (§3.4)
                          • Explanation on balloons in §5.3.13 (Thanks to “Maison de Cornusiac” for
                               help)
                          • Small corrections and minor updates (see revision bars)
                          • Update Ship Table in §4.
  07       10 Dec 2021    • Update §4.6.1 - Wood choices
                          • Update §4.7.1 - Gunnery characteristics
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1 Introduction
This guide takes a lot of texts from treads in Game Labs forum, from several websites and from beginner
guides already available in the Internet. Main sources are listed in §1.5.
1.1 Beautiful Age of Sails
Naval Action is an exciting, realistic, and beautifully detailed naval combat game immersing players into the
experience of the most beautiful period of naval history - when sailing ships ruled the seas.
1.2 Combat and Sailing
1.2.1 Combat and gunnery
Realistic ballistics and cannon performance of the period
Every cannonball is tracked in the air and after it hits the target. One shot can hit the stern, damage the
rudder, then hit the cannon carriage, injure crew, ricochet from the floor and hit the opposite side. Listing and
wind affects the shooting distance and will require change of tactics.
Weapons
All major types of naval artillery are implemented: from long guns to carronades, and mortars (of course
limited by the ship role and its hull). Fort and land batteries provide support during port battles. You can also
turn your ship into a brander by using special fittings.
1.2.2 Sailing and Damage Model
Naval action has probably the best representation of the age of sail combat mechanics.
Advanced wind and physics model provide for realistic portrayal of ship’s performance in the age of sail. Yard
angles, ship angle to wind, cargo, fittings and ship condition affects speeds and turning rates. Correct tacking,
boxhauling, clubhauling and other elements of the age of sail sailing are possible.
Damage model: Leaks, splinters, loose cannons, dismasting, raking, fires and all other hazards possible in
that era. Damaged ship fittings and modules will change behaviour of the ship.
1.3 Open World
1.3.1 Navigate
Breath-taking open world based on 18th century historical maps gives you an opportunity to explore the 18th
Century Caribbean. More than 365 historical ports based on their real locations are scattered across the map.
Map is enormous - you cannot see another shore of lake Maracaibo.
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Water depth is important and there are large areas available only to light ships. If you are not interested in
sailing heavy frigates or ships of the line you can move out to Bahamas’ sand banks and only sail your
favourite brig without fear encountering a heavy ship of the line.
                              Pinkerton map of the West Indies used for the open world.
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1.3.2 Build and Trade
Buy trading goods at low prices, haul them to distant places for high profits. Board ships and sell them and
their cargo at nearby ports. Use shallow waters at your advantage to escape from larger ships.
Ship construction requires resources that have to be captured and protected from enemies. Every port has its
own supply and demand patterns providing the trading opportunities for the players. You can build any ship in
the game the way you want it: tweaking its battle and sailing performance during construction. Invest in clan-
controlled ports to turn them into ship building centres, fortified harbours or industrial hubs.
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1.3.3 Fight and conquer
                                          Santisima Trinidad in action
Fight on the War Server: Fight for the domination of the West Indies, recreated based on 18th Century maps
and navigational charts. Build ships, trade, attack enemies of your nation almost everywhere and capture their
ships. Conquer and defend ports to gain access to key resources. Open trading outposts and levy taxes in the
ports governed by your clan.
Relax on Peace Server - All nations are at peace and players cannot attack each other in Peace servers.
There are no piracy or privateering. All ships can be captured from the NPCs. Peace servers are perfect for
friendly peaceful gameplay.
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1.4 Beautiful ships - Current ship line-up
Beautiful ships – We have been painstakingly recreating the beautiful ships of the Age of sail period.
Accurate hull models, sail plans, guns, internal upgrades, historical speed trials were used in the creation of
vessels. The game features 50+ ships from small cutters to large 100+ gun 1st rates allowing Player to
experience every possible role of that era.
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1.5 Useful Links
Several sources can be mentioned, most of them being used for the write-up of this guide.
     •      http://forum.game-labs.net: Naval Action main players forum, with a lot of news by Developers
     •      www.navalactionwiki.com: useful information about the game, but sometimes outdated.
     •      https://naction.info/index.php/Overview: Similar, but more updated information about the game.
     •      https://na-map.netlify.com: This map of the game contains updated information on ports (owner,
            production, on-going attacks, etc.), some tools for traveling and updated data on ships, upgrades,
            armament and other useful information.
Paragraph §9.4.3 - Manual Sailing, takes most of his sources and drawing from a document written by Game
Labs, “Sailing to check”. Thanks to them for having provided it to Author.
1.6 Definitions and acronyms
         Acronym                                                Definition
Game Labs, Inc.             Developer of Naval Action
Player                      User of Naval Action (you!)
Author                      The redactor of this guide (in-game, [BSTD] Aquillas, formerly [EDR] Eleazar de
                            Damas).
NPC                         Non-Player Character (Ship controlled by computer)
PB                          Port Battle
PVE                         Player versus Environment (fight against a ship which is controlled by
                            computer)
PVP                         Player versus Player (fight between players)
RVR                         Realm versus Realm (fight between nations)
XP                          Experience. Points gained in game by players, by travels and fights.
2 Installation
2.1 System requirements
Minimum:
     •   Requires a 64-bit processor and operating system
     •   OS: 64-bit Windows 7 and above
     •   Processor: Intel Core i5-4570 3.2 GHz or AMD Phenom(tm) II X4 B60 3.3 GHz
     •   Memory: 4 GB RAM
     •   Graphics: GeForce GTX 460 1GB or AMD Radeon HD 6850 1GB (must support shader 5 model)
     •   DirectX: Version 11
     •   Network: Broadband Internet connection
     •   Storage: 2 GB available space
     •   Additional Notes: 32bit OS versions is not supported
Recommended:
     •   Requires a 64-bit processor and operating system
     •   OS: 64-bit Windows 7 and above
     •   Processor: Intel Core i7-3770 3.4 GHz or AMD FX-9370 4.4 GHz
     •   Memory: 8 GB RAM
     •   Graphics: GeForce GTX 660 2GB or AMD Radeon HD 7850 2GB (must support shader 5 model)
     •   DirectX: Version 11
     •   Network: Broadband Internet connection
     •   Storage: 2 GB available space
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    •   Additional Notes: 32bit OS versions is not supported
2013-2019 Copyright Game Labs, Inc. All rights reserved!
2.2 How to install
To install naval Action, Player must first install Steam: https://store.steampowered.com/about/
Once Steam installed, Player shall search for Naval Action in the Steam menus, purchase and install.
2.3 Downloadable content
DLC’s are not necessary to start in Naval Action, but they can improve the fun to play and can save time for
developing the account.
DLC’s can be purchased in Steam shop at https://store.steampowered.com/app/311310/Naval_Action/
New DLC’s will regularly be added to game, the present list of DLC includes:
           DLC                                                 Description
Prolific Forger          Prolific forger is a consumable item that will allow you to change nation and/or
                         your captain name every 30 days.
                         This item will give you the option to:
                             • Change nation: Once in 30 days
                             • Change name: Once in 30 days (separate cool down).
Admiralty Connection     Admiralty connection is a consumable premium item that will unlock extra
                         warehouse space, building and docks.
                         As an admiralty patron you will receive access to:
                             • 16 Extra warehouse slots (in every port)
                             • 10 Extra docks for your vessels
                             • 5 Extra building permits
Hercules                 Hercules Frigate is a premium consumable ship.
                         This first flagship of Argentina’s Navy has a very rich history.
                         She was built in Russia as light ship Legkii (Lightweight), surrendered to the
                         French in 1809 in Trieste, who then sold it to Kingdom of Naples, who then sold it
                         to the British as Duke of Palma. During British service ship escaped from the US
                         privateers several times.
                              • Class - 5th rate
                              • Crew - 200
                              • Max Speed - 13+ knots
                              • Guns - 40
Le Requin                Le Requin is a consumable premium ship.
                         She was built in 1750 - 1751 by Majorcan shipwrights at the Royal Dockyard in
                         Toulon for the French navy, for protection against Barbary Pirates. She was
                         launched on 14 March 1751. The ship is perfect for hit and run operations and
                         privateering. It can operate both from deep water and shallow water ports. Large
                         crew allows you board enemies with confidence, and lateen sails profiles will help
                         you escape from the most heated situations. Ship stats
                             • Class - 6th rate
                             • Crew - 250
                             • Max Speed - 13+ knots
                             • Guns - 30
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          DLC                                         Description
Flags           Naval Action Flags collection is a permanent unlock that allows you to use unique
                historical flags of your nation in battles.
                The collection includes 70+ historical hand drawn flags of all in game nations. You
                will only be able to use flags of your current nation. If you change nation the
                available set of flags that you can use will automatically update to a new nation.
                     • Open "Flags" section in port interface.
                     • Select the flag you want to sail under and click apply.
                     • Flag will be visible in battles
Painter         Painter DLC is a consumable premium item that will give you access to ship
                paints.
                Total number of paints available: 240 paint schemes for 50 ships.
                Painter can create 1 paint per day.
                New paints, if created, will be added to the selection free of charge.
                   • The Painter DLC will be added to your Steam account on purchase
                   • Paints will be available from the port interface, Click [R] to access DLC
                       content
                   • Click a painter DLC button; select the ship and paint you would like to
                       receive in the drop-down menu.
                   • Paint will drop into your warehouse or ship hold.
                   • Drag and drop the received paint to the ship paint slot in equipment
                       window (click [E] to access it)
L'Hermione      Naval Action - L'Hermione is a premium consumable ship
                Hermione is Concorde-class frigate. She ferried General Lafayette to the United
                States in 1780 for support to the Americans in the American Revolutionary War.
                It's a beautiful ship, one of the most agile and powerful in its class.
                     • Guns - 46
                     • Crew - 280
Rättvisan       This is a premium consumable ship.
                Rättvisan is a beautiful 4th rate built in Karlskrona, Sweden and designed by
                Fredrik Chapman, the premier Swedish architect and shipbuilder.
                This ship participated in Russo-Swedish wars and in 1788 was captured by the
                Russian Navy where she sailed under the name "Ретвизан".
                    • Crew - 490
                    • Guns - 70 (including 6 bow chasers, 4 stern guns)
Leopard         This is a premium consumable ship.
                Leopard is a beautiful fast 4th rate that served during French revolutionary wars,
                Napoleonic wars and the War of 1812 between United States and Britain.
                   • Class - Portland class 4th rate
                   • Nominal guns - 50
                   • Max Calibre - 24lb long guns/42lb carronades
                   • Crew - up to 400 (To sail it with full crew you have to gain rank)
                It is famous because it became the cause of the War of 1812 known as Leopard
                vs Chesapeake affair.
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        DLC                                        Description
Victory 1765   HMS Victory was designed by a prolific Sir Thomas Slade. By common consent,
               Slade was the greatest British naval architect of the century...it was generally
               agreed (even by themselves) that his successors, though competent designers,
               never matched his genius. 8 out of 33 ships at Trafalgar were designed by Slade.
               HMS Victory admirably suited to Britain's strategic requirements. She was
               launched in 1765 in the Old Single Dock and had an illustrious career having
               participated in the
                   • First Battle of Ushant (1778)
                   • Second Battle of Ushant (1781)
                   • Battle of Cape Spartel (1782)
                   • Battle of Cape St Vincent (1797)
                   • Battle of Trafalgar (1805)
               The ship has original figurehead and a decorated stern gallery. This is the first
               time someone can sail the beautiful classic version of HMS Victory as built in
               1765.
Redoutable     This is a premium consumable ship.
               Redoutable (formerly Le Suffren) is a Duquesne variant of one of the most
               successful and numerous 3rd rate ship of the line designs - Temeraire. She was
               designed by Sane and built in Brest in 1792.
                   • Guns - 82
                   • Crew - 690
               This sturdy ship is famous for bravely fighting three British ships of the line (HMS
               Victory, HMS Temeraire and HMS Tonnant) during the battle of Trafalgar, under
               the command of Captain Lucas.
               Redoubtable was one of the focal points of the battle, closely engaging Victory and
               eventually causing the mortal wound which took Admiral Horatio Nelson's life. At
               one point in the battle, Redoutable had almost boarded Victory and only the
               intervention of Temeraire saved the British Flagship. She was then engaged in a
               gun battle with Victory, Temeraire, and eventually Tonnant. As a result of being
               engaged by three British ships, the mighty Redoubtable was eventually subdued
               with only 99 men from her crew of 690 still fit. If every Allied ship had fought like
               Redoubtable, the outcome of the Battle of Trafalgar may have been very different.
               Captain Lucas was presented with the Legion of Honour by Napoleon for his
               conduct.
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        DLC                                          Description
Trincomalee       This is a premium consumable ship. It is not refundable.
                  The Beautiful Trincomalee. The ultimate chase ship.
                  Trincomalee was built in from Teak in India by the master shipbuilder Jamshoot
                  Wadia.
                  Wadia Group is still operating in India and owns multiple businesses including an
                  airline and a cricket team. Trincomalee blueprints were stolen from HMS Java by
                  USS Constitution
                  HMS Java was originally French sailing under name of "Renommee"
                  Trincomalee was built based on the Leda Class designs
                  Interestingly enough, another Leda Class ship HMS Shannon, captured USS
                  Constitution weaker sister-ship Chesapeake
                  Leda class design was based on the French ship "Hebe"
                  Hebe was captured in combat by HMS Rainbow which was the first combat use of
                  the Carronades
                  Hebe was designed by Jacques Sane
                  Sane also designed the Ocean, Duguay-Trouin, the Redoutable. A lot of ships at
                  Trafalgar were designed by Sane
                  Trincomalee was a training ship alongside HMS Implacable. Implacable was at
                  Trafalgar under the name Duguay-Trouin
                  Trincomalee operated till 1986
                  These days Trincomalee is the oldest British warship afloat!
Navy Connection   Non refundable consumable DLC
                  Use the DLC in game - you will need to relog for items to be applied
                     • Tow permits +3
                     • Outposts +2
                     • Upgrade chest +8
                     • Contracts +5
                     • Ship docks +5
                     • Building slots +5
                  Will be applied permanently to your account.
                  What else does the Captain need?
Santa Ana         This is a premium consumable ship.
                  A second rate ship of the line designed by a famous Spanish naval engineer
                  Romero Landa. Santa Ana was launched in 1784 and the first sea trial indicated
                  her almost perfect design - Santa Ana performed surprisingly well in heavy seas.
                  The success of sea trials convinced the Admiralty to order several more ships of
                  her design forming the Santa Ana class who later became the main force of the
                  Spanish Navy. Santa Ana was a flagship in the battle of Trafalgar and after a
                  fierce fight against a British flagship HMS Royal Sovereign was captured by the
                  British Royal Navy and later recaptured back by Spanish ships sent on rescue.
                  The rest of her days were spent in Havana harbor on the Caribbeans.
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         DLC                                                    Description
Travel Balloon            Naval Action - Travel Balloon is a consumable non-refundable DLC.
                          A truly revolutionary idea of two talented inventors and brothers, Joseph-Michel
                          and Jacques-Étienne Montgolfier. The first flying vessel made of a globe of taffeta
                          filled with air and an attached basket carried first passengers and landed in safety
                          on the 27th of August in Paris, France. Several experiments of the like nature have
                          been made since. It allows you to travel around the world using air currents.
                          It is a non-refundable DLC that allows you to receive the travel balloon every 24
                          hours. Once used you can keep one forever (if you don’t delete or sell it)
                                               List of available DLC’s
Premium ships cannot be captured by players or traded. You can request this vessel from the admiralty once
a day as long as you don’t have the same vessel already in your docks. You will be able to request the frame
and planking wood type when ordering a ship. Admiralty requests for this ship will be completed instantly. You
must have an appropriate rank to sail it fully crewed.
Imported DLC ships are perfect if you just want to jump into action quickly, ignoring hauling of resources, just
buy guns, repairs and you are good to go. DLC will appear in your redeemable list after you dock to any port.
3 Player account
At first use, Player has to register a captain, as per the following sequence:
3.1 Server Selection
First, Player has to select on which server he prefers to play: War server or Peace server.
Player can create an account on one server only or on both servers, he may choose different nation and
different names on each server. The account characteristics cannot be transferred from a server to the other
one, the account on War and Peace servers have no shared attribute.
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                                            Server Selection Screen
Moving the mouse on each server would display relevant choice information
                                             Details about servers
Fight on the War Server: Fight for the domination of the West Indies, recreated based on 18th Century maps
and navigational charts. Build ships, trade, attack enemies of your nation almost everywhere and capture their
ships. Conquer and defend ports to gain access to key resources. Open trading outposts and levy taxes in the
ports governed by your clan.
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Relax on Peace Server - All nations are at peace and players cannot attack each other in Peace servers.
There are no piracy or privateering. All ships can be captured from the NPCs. Peace servers are perfect for
friendly peaceful gameplay.
In other words, the War server is built around PVP, with some PVE activities, and the Peace server is built
around PVE activities only.
3.2 Player creation / Nation Choice
All players sail under the flag of a nation that historically had a presence in the period (between 1600 and
1830) or he can be a Pirate. All nations are at war with each other. Nations that had an historical presence in
the Caribbean between 1600 and 1830 have a capital in game. All nations are at war with each other. The
nation list includes
    •    Denmark / Norge
    •    France
    •    Great Britain
    •    Spain
    •    Sweden
    •    United States
    •    Verenigde Provinciën (Holland)
    •    Pirates
    •    Commonwealth of Poland
    •    Prussia
    •    Russia
    •    China
Prussia, Russia, Commonwealth of Poland China have no capital on the map. They are primarily based in a
free town (Shroud Cay). They are called “impossible nations”, because they could be wiped out of the map,
except out of the 8 free towns.
Some advices are given to player for nation choice, based on the location of the capital and surrounding
nations (see “Initial Difficulty” in below table). This difficulty rating indicates the starting setup of national ports
at game release: the more difficult nations had a smaller amount of ports to start with, thus being harder to
spread and provide resources for the nation and vice versa. These initial ports cannot be captured by other
nations.
                                                             Initial
           Nation                       Flag                                                 Capital
                                                            Difficulty
    Denmark / Norge                                           Hard                        Christiansted
          France                                            Medium                         Fort Royal
        Great Britain                                         Easy                  Kingston (Port Royale)
           Spain                                              Easy                         La Habana
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                                                           Initial
          Nation                       Flag                                                Capital
                                                          Difficulty
         Sweden                                              Hard                         Gustavia
      United States                                        Medium                        Charleston
  Verenigde Provinciën                                     Medium                        Willemstad
          Pirates                                          Medium                     Mortimer Town
                                                                                          No capital.
Commonwealth of Poland                                   Very difficult
                                                                                 Initial base is Shroud Cay
                                                                                          No capital.
         Prussia                                         Very difficult
                                                                                 Initial base is Shroud Cay
                                                                                          No capital.
          Russia                                         Very difficult
                                                                                 Initial base is Shroud Cay
                                                                                          No capital.
          China                                          Very difficult
                                                                                 Initial base is Shroud Cay
Difficulties are modified by in-game history, and the difficulty for playing in different nations are affected by the
number of ports owned at a certain moment, and by the number of active players. Some nations can be very
active on one server, and inactive on the other one. Some nations that were very difficult at the beginning can
become simpler, some which were easy at the game release can become harder.
A player who thinks he as to change nation after a short or longer test, will be able of doing it afterwards,
either by purchasing the relevant DLC (Prolific Forger, see §2.3), or by simply removing an existing name and
restarting. In this later case, all experience gained and possessions in game will be lost.
After choosing the server and the nation, Player has to choose a name, then launch the game. He will pop up
in his nation capital.
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3.3 Ranks, promotions
Player starts the game at the lowest of the 12 ranks in game. Promotion is granted by XP made in game, by
travelling from port to port and by combats. PVP and PVE fights are the most efficient way to gain XP.
XP is determining the number of crew Player can command, and by consequence the size the ship he can
command. Each ship having a minimum necessary crew to sail out of a port, a low rank player cannot take
biggest ships out.
Player starts the game with 40 crews, and this minimum crew can always be recovered free of charge in
ports. Player can purchase in any port basic ship (basic cutter) for free. Cannons and repairs are also free for
basic cutters.
The following table gives the maximum crew that each rank can command:
                             Rank      Minimum XP          Crew               Typical Ship
                               1             0              100                 Privateer
                               2            500             140                 Mercury
                               3           1000             180                  Niagara
                               4           1500             220                 Cerberus
                               5           2000             240          La Renommée, Surprise
                               6           3000             280              La Belle Poule
                               7           5000             380               Indefatigable
                               8          12000             500               Agamemnon
                               9          20000             700                  Bellona
                              10          35000             900                  Victory
                              11          55000            1200                 L'Océan
                              12          76000            1500                 L'Océan
Each nation has its own ranking title:
    Rank   Denmark / Norge            France       Great Britain           Spain            Sweden          United States
      1         Kadet            Garde-Marine       Midshipman         Guardiamarina         Kadett          Midshipman
                                    Enseigne de
      2     Månedsløjtnant                             Ensign         Alférez de Navío       Fänrik        Junior Lieutenant
                                     Vaisseau
                                 Lieutenant de        Second            Teniente de                            Second
      3     Sekondløjtnant                                                               Sekundlöjtnant
                                    Frégate          Lieutenant           Fragata                             Lieutenant
                                 Lieutenant de                          Teniente de
      4     Premierløjtnant                        First Lieutenant                      Premiärlöjtnant   First Lieutenant
                                   Vaisseau                               Navío
                                    Capitaine de     Lieutenant          Capitán de                          Lieutenant
      5     Kaptajnløjtnant                                                              Kaptenlöjtnant
                                     Corvette       Commander             Corbeta                           Commandant
                                    Capitaine de    Master and           Capitán de                           Master
      6        Kaptajn                                                                      Kapten
                                      Frégate       Commander             Fragata                           Commandant
                                    Capitaine de
      7    Kommandørkaptajn                         Post Captain      Capitán de Navío Kommendörkapten         Captain
                                     Vaisseau
                                    Capitaine de                         Capitán de
      8       Flagkaptajn                           Flag Captain                          Flaggkapten        Flag Captain
                                      Pavillon                            Bandera
      9      Kommandør          Chef de Division    Commodore            Brigadier        Kommendör          Commodore
     10      Kontreadmiral      Chef d'Escadre      Rear Admiral      Jefe de Escuadra    Konteramiral       Rear Admiral
     11       Viceadmiral           Vice-Amiral     Vice-Admiral      Teniente General     Viceamiral        Vice-Admiral
     12        Admiral                Amiral           Admiral        Capitán General        Amiral            Admiral
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              Verenigde                      Commonwealth
    Rank                         Pirates                            Prussia            Russia             China
              Provinciën                       of Poland
                                               Podchorąży
      1         Jonker            Thief                            Seekadett         Gardemarin          Lie Bing
                                                Marynarki
                                                Chorąży
      2        Adelborst         Rascal                             Fähnrich          Michman           Xue Yuan
                                                Marynarki
                                             Starszy Chorąży                        Shkipper 1st
      3    Tweede Luitenant     Scoundrel                           Leutnant                            Shao Wei
                                                Marynarki                              class
                                              Podporucznik      Oberleutnant zur
      4    Eerste Luitenant      Rogue                                                Leutenant         Zhong Wei
                                               Marynarki              See
                                                Porucznik                             Leutenant
      5    Kapitein-Luitenant   Mutineer                        Kapitänleutnant                         Shang Wei
                                                Marynarki                              Capitan
                                                                                   Capitan Tretjego
      6        Kapitein          Rover      Kapitan Marynarki   Korvettenkapitän                        Shao Xiao
                                                                                        Ranga
            Commandeur-                        Komandor                            Capitan Vtorogo
      7                          Brigand                        Fregattenkapitän                       Zhong Xiao
              Kapitein                        Podporucznik                             Ranga
                                               Komandor                            Capitan Pervogo
      8     Vlaggenkapitein     Plunderer                       Kapitän zur See                        Shang Xiao
                                               Porucznik                                Ranga
                                                                                     Commodor
      9      Commandeur          Raider        Komandor           Kommodore                              Da Xiao
                                                                                      Capitan
     10    Schout-bij-Nacht     Scourge       Kontradmiral       Konteradmiral      Kontr-Admiral      Shao Jiang
     11      Vice-Admiraal       Terror       Wiceadmiral          Vizeadmiral      Vitse-Admiral      Zhong Jiang
     12        Admiraal          Curse           Admiral            Admiral            Admiral         Shang Jiang
3.4 Tutorials and Exams
When first launching the game, Player is placed in a fleet line battle. Two lines of ships are opposed, each
shooting at the other one. Player has command of a light frigate (HMS Diana), he just have to shoot at
enemies and make some damage to enemy hull (5000), enemy sails (500) and enemy crew (50) to complete
the mission.
Player won’t be targeted by the enemy ships, he can approach the enemy line to deal with damages at no
risk. So just go broadside to broadside with one of the enemy ships and shoot to his hull until having made
5000 damages to hull and 50 crew. Then switch to chains (press 1-2 and 2-2), and aim to the enemy sails,
until having made 500 damages to sails.
After completing the damages, player will receive reward of 50,000 reals, one captain chest and one wooden
chest. To get rewards, Player has to sail to his capital, very near to his position after the introduction battle,
enter the port, and claim the rewards: in port, click on the book, click on journal, intro then claim rewards.
Reals will be added, and chests placed in the warehouse. To open chest, just right click and open. Player will
get special woods, some upgrades or books.
With his kind authorization, please refer to the detailed explanation made by Rook S: Naval Action - How to
get started in NA (https://youtu.be/nm11BZeFvUc).
Once in port, Player can follow the in-game tutorial, that will give him basics for sailing and gunnery. Just after
player account creation, the icon “LEAVE PORT” at the top of the port user interface is replaced by
“TUTORIAL”, as an incentive to make tutorials. Player who do not want to follow the tutorial can right-click on
“TUTORIAL” and skip it.
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It is strongly recommended to follow all the tutorial for being able to play the game with a maximum chance of
success.
Tutorials are followed by exams. When completed, the two last exams (survival exam and final exam) will
provide to Player, an in-game rank that cannot be removed anymore, even by restarting the account, valuable
ship notes (Rattlesnake, Hercules), lots of repairs and a reward in reals.
The overall tutorial sequence is:
    •   Gunnery Tutorial: how to select battery, how to aim, select ammunition types, select convergence,
        etc.
    •   Sailing Tutorial: basic sailing manoeuvres
    •   Special Manoeuvres: advanced sailing manoeuvres
    •   Pursuit and Capture: boarding commands and manoeuvres
    •   Destruction Exam: Sink the enemy ship by cannon fire to complete the exam (do not board)
    •   Dismasting Exam: Dismast the enemy ship by cannon fire to complete the exam.
    •   Boarding Exam: Capture the enemy vessel by boarding to complete the exam.
    •   Endurance Exam: Player has to destroy 2 ships. Second ship will spawn after the first one is
        destroyed. Player is in a Rattlesnake, the two enemy ships are Brigs. After completing the Endurance
        Exam, Player is promoted to the 4th rank (1st Lieutenant or equivalent), gets a reward of 500 hull
        repairs, 500 rig repairs, 1000 rum, a Rattlesnake note and reals.
    •   Final Exam: Player has to destroy 2 ships, both present at the start of the fight. Player is in a Surprise,
        the two enemy ships are Cerberuses. After completing the Endurance Exam, Player is promoted to
        the 6th rank (Master and Commander or equivalent), gets a reward of 1000 hull repairs, 1000 rig
        repairs, 2000 rum, a Hercules note, a Naval Clock (very valuable upgrade).
Players who find exams too hard or who do not want to follow the formation can skip the tutorial at any stage,
with later possibility to come back (and earn the rewards).
3.5 How to start in Naval Action?
When the account is created and after completing the introduction mission, Player will start in his nation
capital, or in Shroud Cay for “impossible nations” (see table §3.2). He is at the lowest rank.
The best is to switch to the tutorial and pass the exams, as per §3.4 - Tutorials and Exams. Players may fail to
pass all exams especially the final exam, or may not want to finish them it for some reasons. There is no bad
way in Naval Action, just short or long ways. But if a way is fun, why shouldn’t it be long?
Once tutorial made or skipped, Player will go in the Open World: the adventures start!
Players who don’t have passed exams are in a basic cutter, which is enough to start. Basic cutter can be lost
in battle, but it will be replaced for free in any port, including cannons and crew. She can be repaired for free
in battle (it is the only ship that can repair hull and sails at the same moment, every 12 minutes).
Going in the open world, Player should find some small enemy ships around the capital (Lynx, Cutters,
Pickles, Privateers) or some open battle in which he can join. If Player wins the battle, he will get some XP,
some reals and maybe some loot in sunk wrecks. If Player loses the battle (being sunk), he will earn some XP
just by placing hits on enemy targets. Going back to the closest port or to the capital, Player just has to repair
or replace the basic cutter (for free), hire crew complement (for free) and try again.
Once some reals earnt, Player can purchase his first ships (plus cannons and repairs). A good option should
be to buy a trader (traders Lynx or traders brig) and start making economy missions, to earn rapidly enough
reals. Another option is to go along enemy waters in a basic cutter and find a trader to capture. It is worth
selling the cargo! There is no bad choice, only Player preferences, nothing that you did not do yesterday that
you cannot do another day.
If Player decides to join a clan, officers and members could give him stuff, ships, advises and training.
Do not forget to ask questions in the nation forum! If you are attacked by the enemy, warn it in the nation
forum. Some veterans could enter in you fight for rescue…
Only one advise when playing Naval Action: Have fun!
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4 Ships
Ships are the stars of Naval Action.
In addition to the wide variety of ships in the game, players can improve ship characteristics (more speed,
better turning rate, stronger hull, etc.), to fit his preference or to better match to a particular need:
     •    For crafted ships, selecting wood for structure and armour.
     •    Players may further fine tune their ship performance by adding permanent upgrades.
     •    Also ship knowledge can be modified via skill books to add their own aspects to a player's ship.
     •    The location in which a ship is crafted has an influence on ship data.
                                           Here below the main characteristics of ship types:
                                                              Broadside      Battle                       Turn     Side
      Type                Ship            Rate      Guns                              Crew     Speed                         Side Armor Draught   Hold
                                                                Weight       Rating                      Speed   Structure
 Premium Ships         Basic Cutter      7th Rate   12        18pd / 18pd     10       40 h    13.00kn     12      2,200      70 cm     Shallow   150
   Combat Ship               Lynx        7th Rate    8        24pd / 72pd      25      50 h    13.50kn     10      2,200      70 cm     Shallow   150
 Merchant ships      Traders Cutter      7th Rate   12       36pd / 144pd      25      20 h    13.00kn     12      2,200      70 cm     Shallow   500
 Merchant ships        Traders Lynx      7th Rate    8        24pd / 72pd      25      20 h    12.50kn     10      2,200      70 cm     Shallow   500
   Combat Ship              Cutter       7th Rate   12       36pd / 144pd      30      40 h    13.00kn     12      2,200      70 cm     Shallow   150
   Combat Ship            GunBoat        7th Rate    0         0pd / 0pd       30      40 h    13.00kn     13      1,650      70 cm     Shallow     89
   Combat Ship           Privateer       7th Rate   12       36pd / 144pd      30      60 h    13.50kn     11      2,750      70 cm     Shallow   150
   Combat Ship              Yacht        7th Rate   12       36pd / 108pd      30      40 h    13.00kn    12.6     2,750      70 cm     Shallow    250
   Combat Ship              Pickle       7th Rate   12       36pd / 108pd      35      55 h    12.60kn     10      3,300      70 cm     Shallow    168
 Merchant ships        Traders Brig      6th Rate   16       48pd / 144pd      25      60 h    12.00kn      7      3,080      75 cm     Shallow   1750
   Combat Ship               Brig        6th Rate   16       48pd / 144pd      45     110 h    12.60kn      7      3,080      75 cm     Shallow    239
 Merchant ships      Traders Snow        6th Rate   22       66pd / 292pd      45      65 h    12.00kn      9      3,575      75 cm     Shallow    900
   Combat Ship             Mercury       6th Rate   20       60pd / 320pd      60     135 h    12.50kn     9.5     3,850      75 cm     Shallow    250
   Combat Ship           Navy Brig       6th Rate   18       54pd / 216pd      60     135 h    12.70kn      8      3,740      75 cm     Shallow    262
   Combat Ship          Rattlesnake      6th Rate   18       54pd / 216pd      60     120 h    12.50kn      8      3,740      75 cm     Shallow    231
   Combat Ship              Snow         6th Rate   22       66pd / 292pd      60     120 h    12.50kn      9      3,575      75 cm     Shallow    220
   Combat Ship    Prince de Neufchâtel   6th Rate   20       60pd / 240pd      65     130 h    13.50kn    8.85     3,575      75 cm     Shallow    300
   Combat Ship          Mortar Brig      6th Rate   12       36pd / 452pd      80     120 h    11.70kn      7      2,970      75 cm     Shallow    240
   Combat Ship             Niagara       6th Rate   20       90pd / 320pd      90     155 h    12.50kn    7.87     3,740      75 cm     Shallow    270
DLC - Combat Ship        Le Requin       6th Rate   24      108pd / 384pd     100     250 h    12.00kn     7.7     4,510      75 cm     Shallow    300
   Combat Ship     Rattlesnake Heavy     6th Rate   26       78pd / 288pd     100     130 h    12.30kn     7.7     4,070      75 cm     Shallow    271
   Combat Ship           Cerberus        5th Rate   26      117pd / 416pd     100     195 h    12.30kn      6      4,620      80 cm     Shallow    379
DLC - Combat Ship          Pandora       5th Rate   42      135pd / 460pd     100     210 h    12.30kn    6.87     4,620      80 cm     Shallow    395
DLC - Combat Ship         Hercules       5th Rate   34      192pd / 516pd     110     200 h    12.10kn    7.59     4,620      80 cm     Shallow    310
   Combat Ship       La Renommée         5th Rate   30      129pd / 464pd     120     240 h    12.20kn     6.5     5,422      80 cm     Shallow    395
  Merchant ships     Le Gros Ventre      5th Rate   20       90pd / 320pd     120     240 h    12.00kn      5      6,600      80 cm      Deep     1900
   Combat Ship             Surprise      5th Rate   38      150pd / 552pd     120     240 h    12.10kn    6.15     4,634      80 cm     Shallow    425
  Merchant ships          Indiaman       5th Rate   28      225pd / 424pd     140     380 h    11.00kn    4.76     8,580      80 cm      Deep     4000
        -             Hulk Indiaman      5th Rate   28      225pd / 225pd     150     380 h    10.00kn    2.45     7,800      80 cm      Deep     4000
  Merchant ships  Le Gros Ventre Refit   5th Rate   36      106pd / 336pd     150     315 h    12.30kn    5.81     7,530      80 cm      Deep     1000
   Combat Ship              Frigate      5th Rate   38      288pd / 560pd     160     280 h    12.00kn     5.8     6,600      85 cm      Deep      488
DLC - Combat Ship       L’Hermione       5th Rate   42      228pd / 608pd     180     280 h    12.10kn    5.45     8,250      85 cm      Deep      590
   Combat Ship       La Belle-Poule      5th Rate   38      198pd / 568pd     180     280 h    12.00kn    6.21     7,645      85 cm      Deep      490
   Combat Ship        Pirate Frigate     5th Rate   38      306pd / 560pd     180     300 h    12.20kn      6      7,150      85 cm      Deep      480
   Combat Ship              Essex        5th Rate   40      324pd / 640pd     200     315 h    12.00kn    5.45     8,250      85 cm      Deep      510
   Combat Ship        Santa Cecilia      5th Rate   42      228pd / 608pd     200     315 h    12.20kn     5.5     8,690      85 cm      Deep      570
   Combat Ship              Diana        5th Rate   44      408pd / 844pd     250     315 h    11.90kn    5.28     9,017      90 cm      Deep      670
   Combat Ship         Trincomalee       5th Rate   50      351pd / 800pd     260     325 h    11.90kn     5.3     9,873      85 cm      Deep      660
   Combat Ship           Endymion        5th Rate   48      426pd / 768pd     270     340 h    11.90kn     4.9    10,962      85 cm      Deep      730
   Combat Ship         Indefatigable     5th Rate   44      420pd / 924pd     290     415 h    11.80kn    4.89    11,359      85 cm      Deep      810
DLC - Combat Ship          Leopard       4th Rate   52      507pd / 942pd     290     400 h    11.60kn    4.92    11,045      90 cm      Deep      910
   Combat Ship        Ingermanland       4th Rate   62      642pd / 992pd     300     470 h    12.40kn    2.85    11,440      85 cm      Deep      840
   Combat Ship    Wapen von Hamburg      4th Rate   68     570pd / 1174pd     300     470 h    10.60kn    5.47    12,078      85 cm      Deep      880
   Combat Ship         Agamemnon         4th Rate   64     600pd / 1050pd     340     500 h    10.80kn    4.46    12,540      85 cm      Deep      910
DLC - Combat Ship        Rättvisan       4th Rate   60      582pd / 856pd     340     490 h    11.00kn     4.9    11,440      85 cm      Deep      980
   Combat Ship          Constitution     4th Rate   54     504pd / 1134pd     360     450 h    11.30kn      4     16,610      90 cm      Deep     1110
   Combat Ship     USS United States     4th Rate   54     504pd / 1134pd     360     450 h    11.30kn    3.94    15,814      90 cm      Deep     1060
   Combat Ship              Wasa         3rd Rate   64       797pd / 912pd    450     550 h    10.20kn     4.7    17,050      85 cm      Deep      980
   Combat Ship            3rd Rate       3rd Rate   74      781pd / 1078pd    440     650 h    10.10kn    3.93    16,500       95 cm     Deep     1280
   Combat Ship             Bellona       3rd Rate   74      865pd / 1162pd    500     650 h    10.00kn     3.9    18,370       95 cm     Deep     1310
   Combat Ship     Admiraal de Ruyter    3rd Rate   78     1101pd / 1398pd    550     650 h     9.79kn    3.48    18,790      100 cm     Deep     1350
   Combat Ship          Implacable       3rd Rate   90     1080pd / 1500pd    550     690 h     9.39kn    3.19    19,544       95 cm     Deep     1450
DLC - Combat Ship       Redoutable       3rd Rate   82      999pd / 1362pd    550     690 h     9.59kn    3.38    19,737       95 cm     Deep     1450
   Combat Ship            St. Pavel      2nd Rate   82     1098pd / 1422pd    585     800 h     9.00kn     3.6    21,450      100 cm     Deep     1500
   Combat Ship            Christian      2nd Rate   90     1128pd / 1638pd    605     840 h     8.69kn    3.48    21,450      100 cm     Deep     1540
DLC - Combat Ship       Santa Anna       2nd Rate   90     1156pd / 1666pd    605     840 h     8.69kn    3.46    21,450      100 cm     Deep     1540
   Combat Ship       Le Bucentaure       2nd Rate    88    1200pd / 1560pd    620     840 h     8.69kn     3.1    22,605      100 cm     Deep     1720
   Combat Ship              Victory      1st Rate   106    1296pd / 1688pd    800     850 h     8.49kn    2.77    26,510      100 cm     Deep     1880
DLC - Combat Ship      Victory 1765      1st Rate   110    1290pd / 1850pd    800      850 h    8.49kn    2.75    26,070      100 cm     Deep     1880
   Combat Ship             L’Océan       1st Rate   118    1365pd / 1662pd    900     1100 h    8.30kn    2.49    26,811      100 cm     Deep     2230
   Combat Ship     Santísima Trinidad    1st Rate   138    1491pd / 2052pd    900     1050 h    7.99kn    2.57    28,600      100 cm     Deep     2170
                                                               Ship Characteristics
                                              For very last update, refer to https://na-map.netlify.com
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In this table:
    •    DLC: just a flag for ships that can be redeemed once a day after purchase in Steam Shop.
    •    Rate: The ship rate in-game, based on historical rating in the Royal Navy.
    •    Guns: Do note, all the guns listed here and on ship respective pages are the broadside guns, this
         does not include any chasers the ship may or may not have (as per historical counting in the Royal
         Navy).
    •    Battle Rating: Rating used in game for the calculation of forces in presence during battles (instances,
         port battles and raids).
    •    Crew, Speed, Side Structure, Side Armor, Turn Rate: Values are based on basic data, without any
         modifiers through woods or modules, upgrades or port bonus.
    •    Turn Rate: The lower the number the slower it is at turning.
4.1 Basic Ships
Basic ships (basic cutter only for the moment) are free ships that can be used and replaced free of charge for
the user.
They don’t need to buy repairs in port for being able to repair in battle. They are the only types of ship which
can repair both sails and hull at the same moment during a battle.
In port, the 40 first crew (basic crew) are free, guns are free, ship is free.
This ship is the one given to a new player to start in the game. The basic cutter can be replaced without
limitation of number if it is sunk in a battle.
4.2 Combat Ships
Combat ships are core ships in Naval Action. Some are faster, some stronger, some are easier to sail, some
need more experience. According to Player choices, no option is a bad option, no option is the best one in all
situations.
Combat ships cannot enter in enemy ports
4.3 Trade Ships
Trade ships are mainly used to make money and for transporting stuff from port to port.
They can enter in enemy ports, but this can be risky sometimes.
4.4 Down Loaded Content (DLC’s)
Some ships cannot be crafted by must be purchased as DLC’s by players who want to use them.
Once purchased, the DLC ships can be redeemed every 24 hours. Player can choose the wood used for
structure and armour. Some port bonus will be randomly added to the ship.
DLC ships cannot be captured during battles. If some player boards one, the DLC ship can be used during the
battle, but she will be lost at the end of the battle.
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4.5 How to obtain a ship
There are several ways to add a ship to Player’s fleet:
4.5.1 Ship capture in Open World
Player can capture any ship in the open world except DLC ships, by boarding this ship during a battle.
After the successful boarding, Player will have the possibility to add this ship to his fleet (provided he has the
necessary perk for this).
4.5.2 From game shop (auction)
In ports, ships can be purchased. Please refer to §5.3.6- Ship Auctionfor details.
4.5.3 From Admiralty
Some ship notes can be purchased to Admiralty, at a fixed price in Combat Medals.
Once in Player warehouse, the ship note can be converted in a ship. Player can select wood types for
structure and armour.
4.5.4 Elite Ship Notes
By sinking or capturing an “elite ship” in the open world, Player can loot an elite ship note. This note can be
converted in a ship in a port, but the wood types will be imposed.
4.5.5 Crafted ships
Players have the possibility to craft a ship in port. He will have a complete choice of ship type (all except
DLC’s) and building woods. If Player shipyard is located in a port with “port bonuses”, the ship performance
will be improved. The choice of port bonuses is made by officers of the clan who is owning the port. Port
bonuses can be used by players of the owning clan and all clans that are listed in the friendly clan list to the
owning clan.
4.5.6 DLC’s
Some ships (mentioned as DLC in the table in §2.3) can be redeemed by players who purchased relevant
DLC’s.
These premium ships cannot be captured by players or traded. Player can request this vessel once a day as
long as he does not have the same vessel already in his docks. Player will be able to request the frame and
planking wood type when ordering a ship. Delivery requests for this ship will be completed instantly.
4.6 Ship improvements
Ships characteristics can be modified by Player. Some modifications are built in, some can be changed in
ports, some are linked to captain and officer knowledge.
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4.6.1 Wood choices
The wood in which a ship is built has an obvious impact on his performances. Some woods are fast, some
more resistant to cannon ball impacts, or to fire, etc.
Player choses the wood for his own ship building or checks the construction woods of a ship in the shop
auction before buying it. Wood types can’t be changed after ship is crafted or purchased.
Wood characteristics are daily updated in https://na-map.netlify.com. Player can use this site to check the
combined result of some particular wood choice (speed, turn rate, armour thickness, etc), by selecting “game
tools” and “compare woods”. Here below for example the comparison between fir / fir and Live Oak / White
Oak.
Wood production is detailed in §7.2 - Raw Material
Fir logs and oak logs can be produced by player in dedicated buildings (fir forest, oak forest), at cheap price
(some reals per log).
Bermuda Cedar, Caguairan, Live Oak, Mahogany, Sabicu, Teak, White Oak can be produced by Player, in
some ports where the clan owner invested in a specific plantation. Only members of this clan and members of
friendly clans can produce the specific wood in this port, at a rather expensive price (some hundreds of reals
per log). They can be found in some “delivery missions” too, available in some port for clan members only.
Seasoned woods can be obtained by attacking “Home Defence Fleets” and then looting wooden chests.
Special woods are available for crafting, but they are rare and expensive (more than 10k reals per log). They
can be bought in some port shops only.
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Here are tables of present wood characteristics, extracted from the same site https://na-map.netlify.com.
                                                                         Structure
        Wood        Acceleration   Armor thickness   Armour hit points       Hull hit points    Mast Hit Points   Mast thickness   Max speed    Turn rate
African Teak              5              16                 6                      15                 10                15             0            5
Bermuda Cedar            10               0                 0                       0                 5                 10             2            20
Bermuda Cedar (S)        10               3                 0                       0                 10                15            3.5           25
Danzic Oak                0             10.4               16                      20                 11                11             0           -10
Fir                      10               0                 0                       0                 10                 5             2            20
Fir (S)                  10               0                 0                       0                 15                10             3            25
Greenheart              -20              17                30                      45                 0                 18            -4           -25
Italian Larch             7              -3                15                      20                 10                10             3            21
Live Oak                -25              14                12                      30                 0                 15            -5           -25
Live Oak (S)            -20              19                17                      35                 0                 20            -3           -20
Locust                  -25              10                15                      35                 0                 10            -5           -25
Locust (S)              -20              15                20                      40                 0                 15            -3           -20
Mahogany                  0               9                 4                       1                 10                 5             0            0
Mahogany (S)              5              13                 5                       4                 15                 5             0            5
Malabar Teak              5             19.2                5                       8                 10                15             0            5
New England Fir          10               0                 4                       0                 15                10            4.5           25
Oak                       0              2.4               12                      10                 0                  5             0           -15
Oak (S)                   0              5.6               14                      15                 15                10             0           -10
Rangoon Teak              8              10                 4                       0                 11                12             3            0
Riga Fir                 15               4                 0                       0                 10                15             4            25
Sabicu                    0               4                13                      15                 0                  5             0           -15
Sabicu (S)                0              7.2               16                      17                 15                10             0           -10
Teak                      0              10                 4                       1                  5                10             0             5
Teak (S)                  5              15                 5                       4                  5                15             0             5
White Oak                 0              6.4               12                      15                  0                 7             0           -15
White Oak (S)             0              9.6               14                      17                 10                15             0           -10
                                                                     Planking
        Wood            Acceleration       Armor thickness       Armour hit points             Hull hit points       Max speed        Splinter Resistance
African Teak                  5                  13                     11                            0                  0                      9
Bermuda Cedar                10                   0                     0                             0                  2                     20
Bermuda Cedar (S)            10                   0                     0                             0                 3.5                    25
Crew Space                    0                   0                     0                             0                  0                      0
Danzic Oak                    0                   9                     16                            0                  0                     20
Fir                          10                   0                     0                             0                  2                     20
Fir (S)                      10                   0                     0                             0                  3                     25
Italian Larch                 7                   0                     6                             0                  3                     30
Mahogany                      0                   8                     5                             0                  0                      7
Mahogany (S)                  5                  11                     6                             0                  0                     12
Malabar Teak                  5                 15.4                    7                             0                  0                      7
New England Fir              10                   0                     0                             0                 4.5                    25
Oak                           0                   2                     9                             0                  0                     12
Oak (S)                       0                   5                     15                            0                  0                     17
Rangoon Teak                  8                   7                     4                             0                  3                     13
Riga Fir                     15                   0                     0                             0                  4                     25
Sabicu                        0                   4                     10                            0                  0                     10
Sabicu (S)                    0                   6                     16                            0                  0                     15
Teak                          0                   9                     5                             0                  0                      0
Teak (S)                      5                  13                     6                             0                  0                      9
White Oak                     0                   5                     9                             0                  0                     10
White Oak (S)                 0                   8                     15                            0                  0                     15
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Ship construction trims
Special trims can be added to the wood choices, randomly given to crafted ships:
Updated list these trims can be found too in site https://na-map.netlify.com (game tools, ships).
Selecting any trim would give updated characteristics.
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4.6.2 Port Bonus
The port bonus depends on the location in which a ship is crafted. The owning clan decides which port bonus
will be applicable to a port. All crafters who are members of this clan, or of a clan which is in the friendly clan
list, will make ships according to the port bonuses decided by the owner clan.
DLC ship, when redeemed have a randomized port bonus.
After crafting or redeem, the port bonuses of a ship cannot be changed.
Port bonuses can improve crew, gunnery, hull, masts & rigs or sailing. The port owning clan decides to give a
value, from 0 to 4, to these bonuses. The resulting improvement can be seen is any port (refer to §10.2.3.3 -
Shipbuilding) or in https://na-map.netlify.com (game tools, ships).
4.6.3 Upgrades
If a ship is purchased from Admiralty, or captured from NPC, it has no upgrade installed. Ships bought to
other players may have installed upgrades, that the buyer can keep or remove. Removed upgrades are lost
and they can’t be recovered. When an upgrade is removed, it can be replaced by another one.
There are lots of upgrades that can be crafted or bought by Player.
To check the characteristics and consequences of any upgrade, Player just places the cursor on this
particular upgrade, in his warehouse, in his chest or in the shop:
The overall list of all upgrades is too long to be given here, and is subject to potential modifications, additions
and removals following game development.
The updated and exhaustive list of upgrades can be found in https://na-map.netlify.com (game tools,
modules).
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The present list of categories is very large:
Selecting one category will provide player details on the modules in each category. As an example:
4.6.4 Ship knowledges (books)
By the use of one ship type, and by XP gained on this particular ship type, Player will develop a maximum of 5
ships knowledges, which will allow him to choose among the following list.
Some of these knowledges will have to be bought in Admiralty, some can be found in chests after completing
missions, some can be bought to players in ports. Once acquired, the knowledge, placed ship hold or in
warehouse, has to be learnt by Player.
The overall list of all books is too long to be given here, and is subject to potential modifications, additions and
removals following game development.
The updated and exhaustive list of upgrades can be found in https://na-map.netlify.com (game tools, ships,
ship knowledge) will give a complete information on each book.
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4.6.5 Captain perks
To improve the ship behaviour, Player can also define his personal perks. These perks will follow him from
ship to ship and can be changed by using a “perk reset permit”, for sale in Admiralty.
The updated and exhaustive list of perks can be found in https://na-map.netlify.com (game tools, modules,
perks) will give a complete information on each perk.
4.7 Gunnery
In the Age of Sails, most ships including traders were equipped with some gunnery. The guns that can equip a
ship in Naval Action can have different characteristics, depending on their types. Some guns can be easily
found in each port shop, some can be crafted by Player in forge (§7.5.4 - Forge), some can only be looted in
Elite NPC’s.
   •   Medium Gun: the most common and cheapest ones, available in each port shop. Most medium guns
       can be crafted by Player in Forge but buying them in shop is often cheaper. Medium guns for basic
       cutter (free in shops) and 2pd medium guns (cheap in shops) cannot be crafted.
   •   Long Gun: higher range and more precision than medium, better penetration capability in hull sides
       and masts, but make less damages (less sparkles) and are longer to reload. Long guns can be
       crafted by Player in Forge.
   •   Carronade: shorter and lighter than guns, this type of gun makes big damages, but have less range
       and less penetration than medium and long guns. Heavy carronades can replace light guns for a
       similar weight of armament (for example, using 32-pound carronades in place of 9-pound cannons).
       Carronades can be crafted by Player in Forge.
   •   Mortar: Special armament for the mortar brig, the 13-inch mortar has a very big damage capacity (308
       pounds), but a long reload time and a high-arcing ballistic trajectory which requires a dedicated
       aiming method. This armament is often dedicated to the destruction of non-moving targets, such as
       forts and fortresses, but can be used too against a group of ships in spite of relative inaccuracy of this
       armament due to the long time between firing and shell impact. Mortars can be crafted by Player in
       Forge.
   •   Edinorog: Special weapon, with less penetration but higher damages than mediums. Edinorogs
       cannot be crafted, they are gifts for some special events.
   •   Congreve: a light medium gun, using less crew for a shorter reload time, but with less penetration and
       damage capacity. They cannot be crafted, they can be looted in some ship wrecks.
   •   Navy Guns: Long gun with more damage capacity. They cannot be crafted, they can be looted in
       some ship wrecks.
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     •        Blomefield: Light long gun, with higher damage capacity, but less penetration capacity. They cannot
              be crafted, they can be looted in some ship wrecks.
     •        Obusier: Light carronade, with less penetration and damage capacity on hulls and masts, but with
              high efficiency on enemy crew. They cannot be crafted, they can be looted in some ship wrecks.
     •        Tower: Armament of towers (port defences).
     •        Fort: Armament of fortresses (port defences).
4.7.1 Gunnery characteristics
Updated gun characteristics can be found in https://na-map.netlify.com.
                         Splinte    Gun              Base     Crew       Gun     Penetration Penetration Penetration Penetration Penetration Penetration Penetration Penetration Penetration Penetration
   Type       Gun Size                     Reload
                            r      Class            Damage   Required   Weight     at 50m     at 100m     at 200m     at 300m     at 400m     at 500m     at 750m     at 1000m at 1250m at 1500m
Medium Gun      2 pd        8      11th    35. s       53      1h       0.31 t      179         189         50           0           0           0           0           0           0           0
Medium Gun      4 pd      4.2       9th    40. s       75      3h       0.82 t      152         144         128         115         102          89         65          46          30          17
Medium Gun      6 pd       4.5      8th    46. s       76      4h       1.63 t      158         150         135         120         108          96         71          50          34          21
Medium Gun      9 pd      4.74      6th    46. s       79      5h       1.95 t      166         157         141         127         115         103          77         56          39          26
Medium Gun      12 pd      5.4      5th    50. s       90       6h      2.26 t      171         163         147         133         120         108          82          61          43          28
Medium Gun      18 pd     5.88      4th    50. s       98       7h      2.75 t      179         171         156         141         127         114          87          65          48          33
Medium Gun      24 pd     6.24     3rd     50. s      104       8h      3.27 t      185         176         161         147         133         120          94          71          53          38
Medium Gun      32 pd     7.26     2nd     55. s      121       9h      3.85 t      191         182         168         152         140         126          99          76          58          42
Medium Gun      36 pd     7.86      1st    55. s      131      10 h     4.37 t      193         185         169         155         141         129         102          80          61          46
Medium Gun      42 pd     8.16      1st    55. s      136      10 h     4.55 t      196         188         174         159         145         133         107          84          65          49
 Long Gun        4 pd     4.33      9th    41. s       76       3h      1.02 t      162         154         141         127         115         105          81          61          44          30
 Long Gun        6 pd     4.64      8th    46. s      77.4      4h      2.01 t      169         161         147         135         122         112          86          65          49          35
 Long Gun        9 pd     4.92      6th    46. s       82       5h      2.42 t      178         171         156         143         130         119          93          72          54          40
 Long Gun       12 pd     5.61      5th    50. s      93.6      6h      2.82 t      183         175         160         148         135         124          98          78          60          45
 Long Gun       18 pd     6.08      4th    50. s     101.3      7h      3.46 t      192         184         170         156         144         132         107          84          67          52
 Long Gun       24 pd     6.44     3rd     50. s     107.3      8h      4.13 t      198         191         177         162         150         138         112          90          72          55
 Long Gun       32 pd     7.53     2nd     55. s     125.6      9h      4.87 t      204         197         182         169         156         144         119          97          77          61
 Long Gun       36 pd      8.1      1st    55. s      135      10 h     5.55 t      206         199         186         171         160         147         122         100          82          66
 Long Gun       42 pd     8.38      1st    55. s     139.7     10 h     5.79 t      210         202         189         176         165         152         126         106          87          71
 Carronade      12 pd    10.47      8th    43. s      74.8      3h      1.05 t      158         150         135         120         108          96          71          50          34          21
 Carronade      18 pd     10.7      7th    44. s      76.4      4h      1.47 t      166         157         141         127         115         103          77          56          39          26
 Carronade      24 pd    11.39      5th    44. s      81.3      4h       1.9 t      171         163         147         133         120         108          82          61          43          28
 Carronade      32 pd    13.24      4th    48. s     94.6      5h       2.46 t      179         171         156         141         127         114         87          65          48          33
 Carronade     42 pd     14.73     3rd     48. s     105.2     6h       3.12 t      185         176         161         147         133         120         94          71          53          38
 Carronade     68 pd     17.22     2nd     52. s      123      8h       5.03 t      192         184         168         152         140         126         99          76          58          42
   Mortar      308 pd      24       6th    65. s      896      24 h     8.56 t      600         600         600         600         600         600         600         600         600         600
  Edinorog       4 pd      5.5      9th    40. s       95       2h      0.99 t      165         156         140         127         113         100          74          53          36          22
  Edinorog      18 pd    12.42     3rd     52. s      138      10 h     1.49 t      178         169         154         137         124         110          84          62          44          30
 Congreve        9 pd     7.31      6th    44. s      81.2      4h      1.76 t      165         155         138         122         108          96          69          47          30          17
 Congreve       12 pd      8.4      5th    48. s      93.3      5h      2.03 t      170         160         144         127         113         100          73          52          35          21
 Congreve       18 pd       9       4th    48. s      100       6h      2.48 t      178         169         152         135         120         107          80          56          39          24
 Congreve       24 pd     9.52     3rd     48. s     105.8      7h      2.94 t      184         174         157         141         126         112          84          62          43          29
 Congreve       32 pd    11.13     2nd     53. s     123.7      8h      3.47 t      190         180         164         148         132         118          89          66          48          32
   Tower        12 pd       8       5th    25. s      112       6h      3.36 t      206         202         194         186         178         171         154         138         125         112
   Tower        42 pd      10       1st    25. s      251       8h      5.56 t      234         230         223         216         209         203         188         173         161         148
    Navy         4 pd       2       9th    28. s       38       3h      1.02 t      163         156         144         132         122         112          90          71          56          42
    Navy         6 pd     5.14      8th    49. s      85.7      4h      2.01 t      171         165         153         140         129         121          98          78          63          49
    Navy         9 pd     5.45      6th    49. s      90.9      5h      2.42 t      179         172         159         148         137         128         105          85          69          55
    Navy        12 pd     6.31      5th    54. s     105.8      6h      2.82 t      184         177         166         154         143         133         111          91          75          61
    Navy        18 pd     6.83      4th    54. s     113.8      7h      3.46 t      193         186         174         164         152         142         118         100          82          68
    Navy        24 pd     7.23     3rd     54. s     120.5      8h      4.13 t      199         193         181         168         158         148         125         105          87          74
    Navy        32 pd     8.41     2nd     59. s     140.1      9h      4.87 t      205         199         186         175         165         154         131         112          94          80
    Navy        36 pd     9.04      1st    59. s     150.6     10 h     5.55 t      207         201         190         179         169         158         136         117          99          83
    Navy        42 pd     9.35      1st    59. s     155.9     10 h     5.79 t      212         207         194         183         174         163         141         122         105          89
 Blomefield      9 pd     4.97      6th    44. s      82.9      5h      2.18 t      178         171         156         143         130         119         93          72          54          40
 Blomefield    12 pd      5.67      5th    48. s      94.5     6h       2.54 t      183         175         160         148         135         124         98          78          60          45
 Blomefield    18 pd      6.14      4th    48. s     102.3     7h       3.11 t      192         184         170         156         144         132         107         84          67          52
 Blomefield     24 pd      6.5     3rd     48. s     108.4      8h      3.72 t      198         191         177         162         150         138         112          90          72          55
 Blomefield     32 pd     7.61     2nd     53. s     126.8      9h      4.38 t      204         197         182         169         156         144         119          97          77          61
 Blomefield     36 pd     8.18      1st    53. s     136.4     10 h      5. t       206         199         186         171         160         147         122         100          82          66
 Blomefield     42 pd     8.47      1st    53. s     141.1     10 h     5.21 t      210         202         189         176         165         152         126         106          87          71
 Obusiers       12 pd    12.46      8th    43. s      73.3      3h      0.95 t      154         146         132         117         105          92          69          48          33          19
 Obusiers       18 pd    12.74      7th    44. s       75       4h      1.32 t      162         153         138         124         112         100          74          54          37          23
 Obusiers       24 pd    13.55      5th    44. s      79.7      4h      1.71 t      168         160         144         130         117         105          80          58          42          28
 Obusiers       32 pd    15.76      4th    48. s      92.7      5h      2.21 t      175         167         152         138         125         112          86          64          46          33
 Obusiers       42 pd    17.53     3rd     48. s     103.1      6h      2.81 t      181         172         157         144         131         117          92          70          52          36
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5 Game Controls, User Interface
The naval action user interface is a friendly system which allows control by user either by clicks on relevant
icons or by keyboard shortcuts.
5.1 Keyboard shortcuts
Shortcuts (keys) can be modified by users to adapt to preferences and to the keyboard used by Player.
To assign a new control in game, Player can hit settings (the gears top left of the screen in port), or press
<ESC>, and select <Options> and <Controls>
Some commands are common, some are for instances, some are used in Open World only and some in
ports.
It is preferable to fix the hotkeys in port, for avoiding the risk of being attacked with a non-operational game
setting. Here below, the table of default keyboard setting (for QWERTY keyboard) and as an example the
adaptation made for using a French AZERTY Keyboard.
                                                  Common Commands
                            Control                            Default Key      Adaptation for AZERTY
                                                                                      keyboards
          Left (Rudder)                                             A                    Q
          Right (Rudder)                                            D                    D
          Sails Up                                                  W                     +
          Sails Down                                                S                     -
          Spyglass (Telescope)                                  Left Shift         Left Shift (Maj)
          Free Camera                                             Home                  Home
          Screenshot                                                P                     P
          HD Screenshot                                             F9                   F9
          Hide UI                                             Left Control H       Left Control H
                                               Instance (Battle Commands)
                            Control                            Default Key      Adaptation for AZERTY
                                                                                      keyboards
          Crew Brace                                             F10                    F10
          Depower Sails                                            T                      T
          Auto Skipper                                             F                      F
          Battle Sails                                            B                       B
          Forward Yards to the Left                               Q                       A
          Forward Yards to the Right                              E                       E
          Rear Yards to the Left                                   Z                     W
          Rear Yards to the Right                                 C                       C
          Aiming                                                Mouse 1           Mouse right button
          Allow Use of Camera in Aiming Mode                    Left Alt              Left Alt
          Fire                                                  Mouse 0           Mouse Left Button
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                                                  Instance (Battle Commands)
                             Control                                 Default Key             Adaptation for AZERTY
                                                                                                   keyboards
          Tracking Shot                                                 Space                        Space
          Full Broadside Left                                                                     Right Bracket
          Full Broadside Right                                                                     Semicolon
          Deck 1 Unlock/Lock                                              F1                           F1
          Deck 2 Unlock/Lock                                              F2                           F2
          Deck 3 Unlock/Lock                                              F3                           F3
          Deck 4 Unlock/Lock                                              F4                           F4
          Stop Reloading                                                  F5                           F5
          Mortar Mode                                                     K                             K
          Cancel Control                                                  F7                           F7
          Call Reinforcement                                              F8                           F8
          Board Enemy                                                     G                             G
          Assign Crew (or Explore Ship)                                   X                             X
          Change Fire Mode                                                V                             V
          Lock Sector                                                     R                             R
          Bell                                                             J                             J
          Shot Logger                                                      L                             L
          Remark: “Call Reinforcement” and “Shot Logger” are no more active in game, but controls are still implemented
                                                   for potential future reuse.
                                                          Open World
                             Control                                 Default Key             Adaptation for AZERTY
                                                                                                   keyboards
          Fishing Window                                                 B                              B
          Chat                                                           T                              T
          Map                                                            M                              M
          Fleet Window                                                   F                              F
          Hold Window                                                    H                              H
                                                              Port
                             Control                                 Default Key             Adaptation for AZERTY
                                                                                                   keyboards
          Navy Window                                                    N                              N
          Warehouse Window                                               G                              G
          Shop Window                                                    J                              J
          Shop Auction Window                                            V                              V
          Admiralty Window                                               B                              B
          Economy Window                                                 C                              C
          Quest Window                                                   Q                              W
          Equipment Window                                               E                              E
          Repair Main Ship                                               K                              K
          Crew Management Window                                         O                              O
          Hold Window                                                    H                              H
          Money Chest Window                                             Y                              Y
          Leader Board Window                                            L                              L
          Upgrade Chest Window                                           U                              U
          Redeemable Window                                              R                              R
          Flags Window                                                   F                              F
          Perks Window                                                   I                              I
          Outpost Window                                                 T                              T
          Clan Warehouse Window                                          X                              X
Using the free camera, both in Open World a Battle Instance is possible by pressing <Home> (default key).
   •   The first hit on the <Home> key sets the camera to a static place, initially above Player’s ship.
   •   The second hit on the <Home> key sets the camera to a moving place linked to Player’s ship, initially
       above the ship.
   •   The third hit on the <Home> key cancels the external view.
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The external camera can be moved and oriented by Player:
                            Control                              Default Key          Adaptation for AZERTY
                                                                                            keyboards
        Camera orientation                                   Mouse movements              Mouse movements
        Camera up                                                   Z                            Z
        Camera down (can even go under water)                       X                            X
        Camera to the left                                          A                            Q
        Camera to the right                                         D                            D
        Camera forwards                                               Same command than Sails Up
        Camera backwards                                            Same command than Sails Down
        Speed of movement.                                               Mouse scroll up/down
5.2 Open World Controls
The main function of the Open Word is to travel, for exploring, trading searching a target or making a mission.
To do that, player shall “LEAVE PORT”, set sails and set his direction by rudder commands. So that moving in
the open world is quite simple, but this can be affected by weather conditions (good or poor visibility), by
interactions with players and by interactions with NPC ships.
Some advanced commands can be used in Open World, while traveling from a port to another or while
searching for a target. These commands are detailed in below chapters.
                                            Main Controls in the Open World
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5.2.1 Fishing
To begin fishing while sailing in the open world, click the fish icon on the screen. When active, the fish icon will
pulse. The active/inactive status is persistent and will be restored when leaving port and resuming sailing.
                                                  Fishing functions
There are no known disadvantages to continual fishing during your voyages, other than your hold will be filling
with fish, and your speed might be affected by the extra load. Fishing will automatically be stopped when you
overload your vessel. In Capital Areas (at short distance from capitals), fishing is ineffective, Player would
catch nothing.
Player can catch different sorts of fishes, that can be converted in “provisions” by right click on one fish in hold
(convert all fish or convert this fish). Provisions is used for ship building or can be sold in all ports.
Sealed bottles can be kept by fishing too. These bottles are very valuable. When players open it, they contain
the location of a shipwreck. Going to this wreck with a trader ship, Player will loot a lot of valuable stuff,
including precious goods, permits and books.
5.2.2 Tavern
The tavern, when activated by a click on the relevant icon, shall allow Player to chat with other players. There
are several chat rooms in game:
    •   Global (messages between all players), only in the Peace server.
    •   Help (mutual help between players and with moderators), only in the Peace Server.
    •   Nation (messages between players of the same nation)
    •   Clan (messages between players of the same clan)
    •   Combat news (gives the list of successful players in PVP, and by consequence, give the place of
        activity between players, the areas to go for fighters, the areas to avoid for traders)
    •   Private messages (private chat that can be activated between two players)
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                                           Development of Tavern windows
As shown above, the four icons at the top left of the tavern window shall develop sub windows related to
Friend management, mailbox, history (Player activity log of the day), clan members.
Some player interaction functions can be activated by a right click on another player name in any chat: trade,
add friend, invite to battle group, copy (and later paste the message or the link), clan invite, ignore, report, etc.
In the case of toxic or repetitive unwanted messages, Player can place another one in his “ignore list”:
message from this Player will not be displayed anymore.
Toxic behaviours can be reported to moderators (right click, report).
Other advanced function of the tavern is to give the list of present players of your clan, present players in your
friend list and find information about another player (nation, clan, rank). It is also used by battle leaders to
form battle groups between players (right click on the name of a player and send him an invitation to join a
group).
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5.2.3 Map
While sailing in the open World, Player can consult the map, to know here he is, to remind to exact location of
the port, an event or a mission and to find the heading from point to point.
A “Protractor” can be displayed to help finding a direct route between two points. The heading displayed on
the map shall be recalled in the Open World compass rose.
The map of the Open World has a great number of functions, which are detailed in §5.5.
5.2.4 Fleet Control
Player can control up to four ships in the fleet sailed in the Open World.
By a click on the Fleet icon (See figure “Main Controls in the Open World”) Player will see the main ship he is
in, and by sliding the ship image, can see the other ones. In the Open World, Player can:
                                           Open World Fleet Management
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Player can:
    •   All ships of the fleet can be inspected (just slip the displayed ship, here Traders Lynx, to the left to see
        the first ship in fleet)
    •   Repair ship hull or sails, when “condition” of the ship is not “OK”, provided he has enough hull repairs
        or rig repairs in hold
    •   Manage hold between ships (click on the “Hold” icon of each ship.
    •   Recrew ships, provided he has some crew left or rum in hold
    •   Have a look in the upgrade chest and exchange related stuff with ship holds
    •   Have a look in the money chest and exchange related stuff with ship holds
Some useful information is available here when Player is in the Open World: Player rank, XP, fortune in reals,
number of days at sea, time in game.
5.2.5 Hold Control
The hold of all ships in port can be managed by clicking on the relevant icon (See figure “Main Controls in the
Open World”).
By clicking on this icon, Player will display the hold of his main ship. Player can check the hold content an
adjust in case of overload (split a load and partially destroy), convert fish in provision, and trader in the open
world between players.
For trading between players in the open world, one player1 right clicks on player2 name in chat or in display,
then <trade>. This sends a personal message from Player1 to Player2: “Player1: Let’s trade?” Player2 right
clicks on Player2 and clicks on <trade>. A trade window appears. Goods and reals can be exchanged though
this window between the main ship hold of the two players.
5.2.6 Journal
In the open World, the Mission activities is limited to reading Player’s journal. Player can see which missions
are taken or completed, but taking new missions, cancelling existing missions and claiming rewards can only
be made in ports.
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5.3 Port Activities
In ports, the activities will focus on shipowner activities, crafting, buying, selling and preparing ships for the
Open World, setting Players economy by building construction and exploitation, trading goods, etc. All must
be done in port so that, once in Open World, Player can focus on sailing, fighting and completing missions in a
fully prepared ship.
For this achievement, a lot of advanced controls can be used in ports. For an easier use of these controls,
they are grouped in three packs:
    •   Port Activities
            o Tavern
            o Navy (§5.3.2),
            o Warehouse (§5.3.4),
            o Shop (§5.3.5),
            o Ship Auction (§5.3.6),
            o Admiralty (§5.3.7),
            o Buildings & Crafting (§0),
            o Port Quests (§5.3.9),
            o Outpost Management (§5.3.3),
            o Map (§5.3.10).
    •   Main Ship Controls (§5.3.11)
            o Equipment,
            o Repair,
            o Crew,
            o Hold.
    •   Captain’s Private Properties (§5.3.12)
            o Rank & Fortune,
            o Gold Chest,
            o Leaderboard,
            o Upgrade Chest,
            o DLC’s,
            o Flags,
            o Perks.
                                               Main Controls in Port
These commands are detailed in below chapters.
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                                        Main Controls in Port – Port Activities
5.3.1 Tavern
Chats are similar in ports and in Open World. Please refer to description made in §5.2.2 (Tavern).
5.3.2 Navy
Player can control up to four ships in the same fleet. The first and the second ships are always possible, the
second and the fourth ships are possible only if Player choses the related Perks (Fleet Control 2, Fleet Control
3, see §4.6.6 - Captain perks).
In any port, Player can see all ships that he is owning, either in the same port in which Player is, or in another
port. By a click on the Fleet icon, Player will get a list of his ships in all ports.
Player can manage all ships in the active port: by a right click on each any ship in the list, Player can:
    •   Set a ship as his main ship (the one in which he will travel and that he will directly control in case of a
        fight)
    •   Send a ship to another outpost (tow a ship), once a day.
    •   Take one or several ships in fleet (Send to Fleet)
    •   Send back a fleet ship to docks,
    •   Send a ship to Auction (in the following window, Player will have to define the selling price)
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    •   Sell a ship to trade if a trade window is open with another player (to players, ships can be sold with
        cannons and stuff in hold)
    By clicking on the relevant icons on the right bottom side of the Window:
    •   Equip: Prepare ships (selecting the knowledges applicated to the main ship, selecting and placing
        cannons in the batteries, placing upgrades in all ships of the port, placing paints)
    •   Repair: Repair all ships in the port in which Player is (if player has enough reals to do so)
    •   Hold: Display and manage the hold of all ships in the port in which Player is.
    •   Send a ship to Auction: Player will have fist to remove cannons and empty the hold. In the following
        window, Player will have to define the selling price.
    •   Sell a ship to Admiralty: Player will have fist to remove cannons and empty the hold. The price is fixed
        by Admiralty, but the sell is immediate.
    •   Break-up a ship: And recover some raw materials.
                                         Port activities – Ship Preparation
Player can display characteristics of all ships, including those in other ports. For ships in the active port,
Player can manage the preparation of all ships:
    •   Add, remove of replace cannons
    •   Add or destroy Ship upgrades
    •   On the main ship only, player can add the knowledges he chooses to use today.
If player changes cannons, the unused ones can be sent to the port warehouse for a future use, they are not
lost. Knowledges can be modified too.
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5.3.3 Outpost Management
Player can open an outpost in 8 ports of the map. Outpost can only be created in friendly ports or free towns.
By a click on the relevant icon, Player can see the status of his outposts.
                                        Port activities – Outpost Management
For opening a new outpost, player shall first pay a tax for opening the outpost slot. This money will have to be
paid once (the first and the second slot are free, the others are more and more expensive). Once the right to
open an outpost is paid, player can open an outpost in the port in which he is (paying an administrative tax in
reals).
Once the outpost is open, player can leave ships in docks and equipment in warehouse without losing them
when going out in the Open World.
Player can transport himself from outpost to outpost, for a limited payment in doubloons each time. The
transport cost is proportional to Player’s rank (from 1 doubloon for rank 1 to 12 doubloons for rank 12).
From any port, player can close an outpost. Player just have to click on the red X of the outpost he wants to
close, buy this is possible only if there are no more ships on docks (to prevent losing all these ships). Player
has first to tow, sell or transport in his fleet all the ships in the outpost he wants to close. The remaining ships
in this outpost must be Player’s main ship and ships in fleet. The warehouse can be not empty, but all
remaining items in the warehouse will be lost when Player will leave the port (there will be a warning). For
closing an outpost, Player has to pay an administrative tax (in reals).
5.3.4 Warehouse
Port Warehouses are places to store equipment and materials for a future use or for trading activities. In ports
in which Player has open an outpost, the content of the warehouse is kept as it was when Player leaves the
port. In port in which Player has no outpost, the remaining content of the outpost is lost when Player leaves
the port (a warning is sent to Player if the warehouse is not empty).
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                                        Port activities – Warehouse content
                       (here, woods and crafting goods, cannons, ship notes, repairs and rum).
Warehouse can be Expanded (8 slots more each time, against a payment in reals, from 2000 reals for the first
expansion to 360 000 reals for the last one).
The main function of the ware is to store equipment, goods, upgrades, doubloons or books that Players would
need somewhere. The warehouse is also necessary for trading: sold goods shall be taken from warehouse,
bought goods shall be sent to warehouse.
From the warehouse, Player can split goods in several quantities, and exchange goods with his ship holds.
Goods can be exchange with main ship, ships in fleet or ships in dock by dragging them from warehouse to
ship holds and reverse.
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5.3.5 Shop
By a click on the shop icon (See §5.3 - Port Activities), Player can open the shop window.
All transactions in shop are made in reals (no doubloons, Victory Marks or Combat Medals here). Player can
sell and buy:
    •   Cannons
            o Medium guns (and Edinorogs, Congreve, Unicorns)
            o Long guns (and Navy guns, Blomefield guns, tower guns)
            o Carronades (and obusiers, fort guns)
            o Mortars
    •   Upgrades (some of them spawned by port, some exchanged with players)
    •   Consumables (hull repairs, rig repairs, rum, sealed bottles)
    •   Permits (exchanged with players)
    •   Resources (trading goods, crafting goods and food)
    •   Coins and marks (mostly exchanged with players)
    •   Books (exchanged with players)
Player can place selling contract for goods he wants to sell or buying contracts for goods he needs. These
transactions will be made with players or with goods spawned in the port. To be noted that the port has a
minimum selling price, that player can read in the map trader tool (see §5.5.4 - Trader Tool)
When placing a contract, Player has to define the quantity and the selling or buying price. In any case, player
has to pay a tax for the contract, the tax cannot be recovered later:
    •   Buying contract
             o Money for the contract and taxes immediately paid
    •   Selling Contracts
             o Taxes immediately paid
             o Goods removed from warehouse
Player can see his on-going contracts (are they fulfilled or not, how many sold or bought). When contract is
fulfilled or when Player wishes to terminate it, he can “claim” the contract:
    •   Buying contract
             o Bought goods sent to warehouse (partially if the contract was not totally fulfilled)
             o Money for unbought goods refund (if the contract was not totally fulfilled)
    •   Selling Contracts
             o Unsold goods sent back to warehouse (if the contract was not totally fulfilled)
             o Money for sold goods added to Player reals (partially if the contract was not totally fulfilled)
Trade contracts have a time limit of 10 days. Later, they will be inactive. Player will have to claim or cancel
them.
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5.3.6 Ship Auction
Using the Ship Auction tool, Player can buy or sell ships, in reals.
Ships are displayed by ranks. If Player wishes only to see one type (for example Cerberus), he just has to
select 5th rates and type “Cerb” in the “search” field. The selected ships shall be displayed and sorted by
increasing prices. The ship seller is displayed. Some of them are built and sold by Admiralty (limited to small
ships).
By placing the mouse cursor on the class number (the coloured one), player will see the characteristics of the
selected ship, including building woods and trims, number of slots for upgrades, installed upgrades, etc.
Buying a ship: Clicking on the price will launch the purchase of the ship, and display the final price including
taxes. Player has to confirm, and the ship is bought. Ship is delivered with an empty hold and without
cannons.
Selling a ship: This function is launched from the Navy windows (see§5.3.2 - Navy). Player has to select a
ship and click on the icon “to Auction”. Then he selects a price and confirms. Taxes are immediately paid and
cannot be recovered after validation of the auction. The ship is placed in the Auction list of the port, for a
duration of 10 days. Player receives an in-game mail to confirm that the ship is put for sale. When another
player purchases the ship, player is funded with the selling price and he receives an in-game mail, informing
him that the ship is sold, and of the name of the buyer. If the ship is not sold after the 10 days, player will have
to remove it from auction, to try again at another price or to use this ship.
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5.3.7 Admiralty
By a click on the Admiralty icon (See §5.3 - Port Activities), Player can open the Admiralty window.
                                             Port activities – Admiralty
Admiralty is a place for buying special equipment, upgrades or blueprints, but the currency to be used here
won’t be reals, but doubloons, combat medals and victory marks.
Permits: Player can purchase some special permits, for resetting his perks (Perk Reset Permit, see §4.6.6 -
Captain perks) or for being allowed to craft some big or valuable ships that the Lords of Admiralty want to
control. As shown on above picture, the Perk reset permit has to be paid in doubloons, the other permits in
combat medals.
Upgrades: Player can purchase upgrades here, to improve ships, including several types of bow figures of
different characteristics. These upgrades are sold in doubloons.
Books: Player can purchase books here and learn these books once placed in the warehouse. Books have to
be paid in doubloons.
Exchange: This is the market in which Player can exchange doubloons, combat medals and victory marks. All
transactions ore not possible!
Blueprints: Some blueprints can be purchased here, to be paid in doubloons, for learning how to craft some
special features or upgrades. Once purchased, the blueprint is placed in the warehouse. Players can right
click on it and “use”, to learn the blueprint of an equipment. Then Payer will be able to craft this equipment in
his workshop or in his academy.
PVP rewards: These are some special or precious knowledges and upgrades. Player can purchase them
there, but the price has to be paid in combat medals. PVP rewards can be:
    •   Valuable books (Boatswain Combat Report, Carpenter Combat Report, Gunnery Combat Report,
        Navy Loodsman Report, Sailing Combat Report)
    •   Customs Flag
    •   Strong upgrades (Naval Clock, Navy Boarders, Navy Carpenters, Navy Grog, Navy Gun Tackles,
        Navy Gunners, Navy Gunpowder, Navy Hull Refit, Navy Mast Bands, Navy Muskets, Navy Orlop
        Refit, Navy Planking, Navy Sails, Navy Structure Refit, Strong Bow and Stern, Splinter Nets,)
    •   Ship notes (Hercules, L'Hermione, Rättvisan, Le Requin, Essex)
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5.3.8 Buildings & Crafting
Player can craft by himself the equipment he is needing or the ships he wants to sail out. Crafting can also be
a good way to sell valuable items in shops to other players.
In Naval Action, Player can craft
    • consumables (repairs and rum),
    • upgrades
    • and ships.
For crafting these, player will need
    • raw material (that he can make by himself or buy in shops),
    • labour hours
    • blueprints for some upgrades (that Player can loot from sunk ships in battles, or buy to other players,
        or find in special chests or from combat missions, or buy to admiralty)
    • permits are necessary to craft some ships (that Player buy to other players, or find in special chests or
        from combat missions, or buy to admiralty)
    • Special building (forests, mines, workshop, shipyards, forge and academy)
The details about the crafting mechanics are given in a dedicated chapter (§7 - Crafting).
5.3.9 Port Quests
In Ports, Player has a full access to Port Quests, including Missions, Operations, Events, Journal.
These Quest are an important part of the in-game content, Player can take some missions and, when these
missions are completed, he will receive a reward in doubloons, combat medals or in special chests.
Player can take a maximum of 10 missions simultaneously.
As this part is a very significant part of Naval Action, a complete chapter of this guide is dedicated to these
missions. Please refer to chapter §8 (Missions in game / Built-in Game Content) for a detailed explanation.
5.3.10 Map
Map can be consulted in port by hitting the shortcut (“M” per default). Functions are detailed in §5.5 - Open
World Map Menus.
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5.3.11 Main Ship Controls
                                         Port activities – Main Ship Equipment
By these 4 icons, Player has a rapid link to basic functions related to his main ship (not the ships in fleet)
5.3.11.1   Equipment,
By clicking on this icon, Player can see his main ship characteristics
Player can see his main ship equipment at a glance. He can add, remove or replace cannons, add or destroy
upgrades, check or modify installed knowledges, add or destroy a paint (got from the Painter DLC, and placed
in the warehouse).
Moving the cursor on any component will display the detailed characteristics of this component.
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To modify the armament, Player clicks on a deck. The window for selecting cannons opens, displaying the
possibilities considering the cannons owned by Player in his warehouse. Here, Player can choose between
6pd longs or medium, others cannot be installed.
To add a permanent upgrade, player just click on an available upgrade slot, the list of upgrades he has in
his upgrade chest and in his warehouse displays. Player just have to choose one.
To be noted that these upgrades cannot be recovered after installation. To replace them by another one,
Player will have to destroy the original upgrade.
Knowledges are installed the same way, but they can be removed and replaced by other knowledges without
being lost.
5.3.11.2   Repair,
A click on this icon will repair the ship (payment of the repairs in reals). The icon is highlighted only if the main
ship needs to be repaired.
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5.3.11.3   Crew,
                                                                           .
A click on this icon will open the crew management window, from which Player can check the crew status, hire
crew for completing his available number, and split the crew between the main ship and ships in fleet (if any).
The best is always to sail with a maximum number of crew in all ships.
5.3.11.4   Hold.
A click on this icon will display the content of the hold of the main ship, to check content and repairs, and to
allow exchanges with the port warehouse. An ‘Alt-click’ on any item in ship hold will send it in port warehouse.
An ‘Alt-click’ on any item in port warehouse will send it in ship hold.
5.3.12 Captain’s Private Properties
                                    Port activities – Captain’s Private Properties
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    •   Rank & Fortune: Moving the cursor on this area will display Player’s rank, XP, real owned, XP to next
        rank, maximum crew, etc.
    •   Gold Chest: This icon will display Player’s gold chest, containing doubloons (10000 max, combat
        medals and Victory marks). These items will not be lost if the ship is sunk.
    •   Leaderboard: Nation leaderboards (clan, players, RVR, etc.)
    •   Upgrade Chest: A chest which contains upgrade reserves, that will not be lost if main ship is sunk.
    •   DLC’s: Opens the Player DLC window DLC’s can be redeemed from this command
    •   Flags: Access to nation flags (if Flag DLC was purchased by Player)
    •   Perks: Open the perk windows.
5.3.13 Balloons
From DLC Menu, Player can select a travel by balloon. The balloon direction can be controlled by the
traveling height, there are indicators hinting into what direction Player can move when increasing or
decreasing altitude into the next atmospheric layers. Speed is fixed. Balloons cannot use wind boosts on the
map like ships do.
5.4 Specific Controls in Battle Instances
Once entering in battle instances, the menus are way simplified so that Player can focus on the battle itself
and not on opening and closing user interface windows.
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                                              Battle Instances – Main view
As shown above, Player has full control of his ship and of his environment, either using the mouse or
keyboard shortcuts as assigned in §5.1 - Keyboard shortcuts.
Other controls have no graphic display but can be activated using keyboard shortcuts only: Battle Map, List of
Players in battle, Spyglass and External Camera.
Let’s review all these controls in details:
5.4.1 Player’s Ship Sailing & Crew
This area is just an Information area, in which player can see.
    •   Skipper information: Is skipper “Auto” or “Manual”?
    •   Wind information: the big arrow shows the wind direction compared to the ship direction, and the
        orientation of the yards, useful for manual sailing
    •   The compass-rose, with indication of the ship heading in degrees, useful for communication and
        coordination of several players (“To all, heading 135°”)
    •   The speed of the ship (here, 12.1 knots)
    •   The rudder positions
    •   The available crew aboard (you may have losses in personnel!)
    •   The sail health status (to check if you have to repair sails or not)
    •   The sail deployment (from 0% to 100%, by steps of 20%)
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5.4.2 Gunnery Controls
In this area, player can control which ammunition is loaded in guns. Player can control it either by the mouse
or by keyboard (this later solution being more rapid):
    •   “1” is for control of the backboard battery
    •   “2” is for control of the starboard battery
    •   “3” is for control of bow chasers
    •   “4” is for control of stern chasers
After selecting which guns are to be modified, Player selects the Ammunition type to be loaded:
     • “1” is for loading balls (usual and default ammunition, infinite reserve)
     • “2” is for loading chains (but here, it can be seen that 0 chain is left available, all was shot before)
     • “3” is for loading grapes (infinite reserve)
“4” is for loading double shots (16 left available here). This ammunition can be selected only if the “Double
Load” perk was selected (see § -).
“5” is for loading double charge (16 left available here). This ammunition can be selected only if the “Double
Charge” perk was selected (see §4.6.6 - Captain perks).
The quantity of ammunitions is limited to 2 shots per gun for chains, double shots and double charge.
For example, for loading grapes on the starboard battery, Player will type “2” and “3”.
For aiming, player will look in the direction of the battery he wants to use and right click. The view goes to
Aiming view” (right click again to go back to normal battle view). On above screen shot, Player is aiming with
bow chasers. Only the bow chaser status is displayed (guns are loading, 0 are loaded), the aiming area is
displayed by the dispersion area. A small red bar is showing the guns elevation, here in enemy’s sails.
Player can open fire gun per gun (tracking shots to check the elevation, or to aim precisely gun after gun), or
by full broadside. The default key for tracking shots is the space bar, for full broadside, just left (normal) click.
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Sometimes, Player will need to put one deck of a battery off before firing, either for saving some limited
ammunition, or simply because his armament is composed of guns which don’t have the same range (Long
guns on the main deck and carronades on the weather deck).
    •   Hitting F1 will toggle the upper battery ON/OFF: guns will finish reloading, but they will not fire
        anymore
    •   Hitting F2 will toggle ON/OFF the battery situated just below, if any: guns will finish reloading, but they
        will not fire anymore
    •   Hitting F3 will toggle ON/OFF the battery situated just below, if any: guns will finish reloading, but they
        will not fire anymore
    •   Hitting F4 will toggle ON/OFF the battery situated just below, if any: guns will finish reloading, but they
        will not fire anymore
    •   Hitting F5 will toggle ON/OFF the crew allocation to the entire broadside (all guns, of all batteries, on
        the active side): guns will stop reloading, crew will go to other tasks, but loaded guns can fire.
To adapt the firing to the right distance, Player can set the convergence by hitting “R” (per default).
Convergence will switch successively to the following values:
    •   Convergence 100m: guns will converge to 100 meters)
    •   Convergence 250m: guns will converge to 250 meters)
    •   Convergence water: guns will converge to the distance set by the elevation bar (red bar)
    •   Convergence parallel: guns will stay parallel each other’s.
Player can set the succession order of the broadside by hitting “V” (default setting)
    •   Firing from bow: guns will successively fire, from bow to stern
    •   Firing random: guns will successively fire, at random order.
    •   Firing from stern: guns will successively fire, from stern to bow
5.4.3 Gunnery Status
The gunnery status area gives player the current status of gunnery. In the above example, both broadsides
are loading with double load, the backboard (left) side is fully loaded, the starboard (right) side is partially
loaded (7 of the main battery only are loaded), the bow chasers are loading chains and the stern chasers are
loading double charge. Player can also see the loading progress of batteries that are not fully loaded.
    •   “Balls” mean that the guns are loading balls
    •   “Chain” mean that the guns are loading chains
    •   “Grapes” mean that the guns are loading grapes
    •   “Double” mean that the guns are loading double balls
    •   “Charge” mean that the guns are loading double charges
Double load and double charge are not available for carronades. Using them pre-requires having selected the
relevant perk.
Two pounder guns accept only to be loaded with balls.
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5.4.4 Crew Assignment
The above area gives to player the crew repartition among the various tasks in progress. In above drawing:
    •     No crew assigned to repairing (there is no need),
    •     28 are handling sails (32 would be required for moving sails at maximum speed),
    •     37 are handling guns (42 would be required for reloading all guns at the same moment),
    •     none are dropped to urgent repairs (there is no need),
    •     53 are in the boarding group (this group will increase up to 60 sailors)
    •     The last data on the right is the boarding preparation, which is 72 (for a max value of 100 when the 60
          sailors will have moved to boarding)
These tasks are managed by mouse or by keys 5 to 9.
    •     Key ‘5’ is for managing repairs,
    •     Key ‘6’ is for managing sailing crew,
    •     Key ‘7’ is for managing gunnery crew,
    •     Key ‘8’ is for managing urgent repairs,
    •     Key ‘9’ is for managing boarding.
Sailors are share between different tasks proportionally to the needs. All main tasks have a minimum and
optimal size of crew required.
    •     Optimal crew: task will be fulfilled at max speed
    •     Minimal crew: task will be fulfilled with penalties
    •     Less than minimal crew: task won’t be fulfilled at all.
At the beginning of a fight, “Repair”, “Sailing”, “Gunnery” and survival are switched ON, “Boarding” is OFF.
Sailors will be shared between sailing and gunnery, because there is no ongoing repair.
For example, if Player needs 50 crews for sailing and 150 crews for gunnery, but has only 120 crews on
board, the repartition will be 30/50 on sailing and 90/150 on gunnery. If this player sets gunnery OFF, he will
get 50/50 on sailing and 70/150 on gunnery (sailing will be more rapid, and less guns will reload at the same
time). The movement of crew from an activity to another one is not instantaneous, but the crew moves 3 per
second (default value that can be increased by upgrades and port bonus).
5.4.4.1    Crew Assignment to repairs
If Player’s ship is damaged, and if Player has some repairs or rum in hold, he can launch a repair by hitting 5:
Here, after hitting ‘5’, Player can
    •     Hit ‘1’ for repairing hull, which will consume 2 hull repairs among the 8 he has in hold,
    •     or hit ‘2’ for repairing sails, which will consume 2 rig repairs among the 7 he has in hold,
    •     or hit ‘3’ for healing crew which will heal 15 crew, using 15 rums among the 34 Player has in hold,
    •     or hit ‘4’, for making an urgent repair (repairing rudder, pump or magazine)
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All these repairs have a cool down timer:
    •     12 minutes for hull and rig repairs (common timer for these, Player can’t repair hull and rig at the
          same time)
    •     24 minutes for healing crew
    •     10 minutes for urgent repairs (this can be reduced to 5 minutes by the proper perk).
On above drawing, Player have to wait 8 minutes and 2 seconds before being able to launch another hull or
rig repair.
When a repair is launched, some crew go to repairing ship, until the repair is over. Here above, 14 crews are
repairing the ship, leaving only 8 on sailing and 32 on gunnery.
    •     The number of crew on repair cannot be reduced if Player needs more for another task.
    •     It can be increased by putting OFF sailing and/or gunnery, for repairing more rapidly.
Once the repair is finished, the repairing crew will go back to other tasks.
5.4.4.2    Crew Assignment to sailing
Sailing cannot be a priority task:
    •     Putting Sailing OFF will put more crew on other activities.
    •     Player can put more crew to sailing by putting OFF other activities (gunnery, boarding)
5.4.4.3    Crew Assignment to gunnery
Gunnery cannot be a priority task:
    •     Putting Gunnery OFF will put more crew on other activities.
    •     Player can put more crew to gunnery by putting OFF other activities (sailing, boarding)
5.4.4.4    Crew Assignment to survival
Survival is a priority task, as much crew as necessary will go to survival when required, up to 100% of the ship
crew.
    •     Unless ‘survival’ is OFF (by hitting ‘8’), crew go to survival activities when this is requested (repairing
          leaks, fighting fire, pumping water flooding). This activity has a strong priority and might consume all
          the available crew (sinking ship, strong fire).
    •     Putting survival OFF might lead to sink or explode the ship.
Player will put the Survival OFF when he wants to sink his ship, to prevent her capture or to explode in the
middle of an enemy ship group. In case of strong fire, the crew will be paralyzed (fire shock), stopping all
activities.
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5.4.4.5    Crew Assignment to boarding
By hitting ‘9’, player switches the boarding activity ON/OFF.
When boarding is ON, some crew will go to “Boarding”, taken on other activities. Boarding is not a priority
task.
    •     Putting Boarding ON will start sending crew to boarding.
    •     Player can put more crew to boarding by putting OFF other activities (sailing, gunnery)
Crew moving to boarding will progressively increase the “boarding preparation”. For boarding an enemy ship,
preparation must be greater than 50/100. For getting preparation to 100/100, is it often necessary to put
gunnery OFF (sometimes, sailing too).
5.4.5 Mini Map
In fight, the mini map provides useful information to Player’s immediate neighbouring. In white are friendly
ships, Player’s main ship is filled white, enemy players are in red. These colours can be modified by an option
in game settings.
5.4.6 Player’s Ship Status
In battle, the status of Player’s ship is very important of course. Main information is given on the top-left corner
of the battle screen.
This information includes life bars for each side planking, and between them the ship structure. The status of
bow and stern are displayed too. Player’s ship will sink if one sides is off, and the structure down.
Leaks are important too, red ones are below the water surface. The water flooding could sink a ship even if
the planking and the structure are still good. To reduce the water flooding, player can put the damage side off
the water by proper manual sailing, reduce the speed, and repair pumps.
The number of available guns is important. Player would repair the damaged one by a hull repair.
Below this status, some special cases are displayed:
    •     Rudder damaged (yellow square, as above) or destroyed (red square)
    •     Pump damaged (yellow square, as above) or destroyed (red square)
    •     Crew shock (the crew is stopping actions for some seconds)
    •     Reload shock (the guns are not reloading for some seconds)
    •     Rigging shock (No modification in sails for some seconds)
    •     Fire, or fire shock (the ship could explode)
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5.4.7 Other Ship status
On the top right of the screen, Player can see the status of other ships, simply by moving the mouse: this field
will pass from ship to ship when turning the camera or the sight.
The name of the other player is written in red if it is an enemy player, otherwise in white.
Information given are similar, but slightly different than for Player’s Ship Status:
    •   Life bars for each side planking, the ship structure, bow and stern planking
    •   The number of loaded guns left side and right side.
    •   Status of the sails (here 98%)
    •   Number of crew (here 49)
    •   Below this status, some special cases are displayed:
             o Rudder damaged
             o Pump damaged
             o Crew shock (displayed on above screen shot)
             o Reload shock
             o Rigging shock
             o Fire, or fire shock
5.4.8 Battle Information
Right in the top centre of the screen are displayed general information about the battle.
Two lines are permanently shown:
    •   The battle timer (here1:26:32), the maximum remaining battle duration
    •   Information about Player leaving the battle
            o Cannot leave
            o Cannot leave and a decreasing timer
            o Or Can leave
Player can leave a battle if he did not hit an enemy and he was not hit by enemy for 2 minutes, unless
“Control” is active.
“Control” is a special function that can be activated by a perk or that all war ships that don’t have bow chasers
have per default, that prevents enemy to leave the battle if Player is at less than 500 meters. But Player will
be unable to leave too! This function can be inactivated by hitting F7 during the first 2 minutes of a battle.
After shooting a broadside, the very top line gives details on the result of the fire (here 2 balls in hull, 2 sail hits
and 4 crew put out of service).
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5.4.9 Battle Map
The map displayed in battle is not the Caribbean map, but a detailed map showing the position and the status
of ships in battle.
Per default, friendly ships are in white, enemy ships are in red, player’s ship is filled in white. By checking the
“Details” box ON, three small bars will be displayed per ship (hull, sails and crew), but Player can see details
on each ship status by a simple click on this ship on the map, details being clearly displayed on the left side of
the map.
This map is very useful to coordinate several ships in a battle (the leader can see where his teammates and
enemies are, the status of each ship).
If player has some ships in his own fleet, he can give instructions to them by clicking on one fleet ship, and
then on the available commands:
    •   Follow (the fleet will follow player and fire on targets they can hit by the way)
    •   Stop (the fleet will put sails down, and fire on opportunity targets)
    •   Retreat (the fleet will take a retreat route and leave the battle as soon as possible)
    •   Destroy (the fleet will aim for hull)
    •   Demast (the fleet will aim for sails)
    •   Free Mode (the fleet will behave like a standard NPC, no special instruction)
    •   Hold Fire (the fleet will put sails down and stop firing)
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5.4.10 List of Players in battle
By hitting TAB, Player can see the list of players in current battle, their status (live, sunk, captured, escaped),
the number of “kills” and “assists” each player has earnt in the battle.
On the bottom of the screen, the total remaining battle rating (BR) is given for each side.
On the top, the summary of Players data for this battle.
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5.4.11 Spyglass
By pressing Left-SHIFT, Player can activate the spyglass (telescope). This allows a rapid inspection of the
enemy ship, to check for example his armament (guns or carronades), for a better identification, or simply for
the fun and the view on some superb paints…
The spyglass focal angle can be adjusted using the mouse scroll.
5.4.12 External Camera.
The external view can be activated by the default key HOME.
    •   Hit once, the view is static, from the place Player’s ship was when HOME was hit.
    •   Hit (twice, the external camera is linked to Player’s ship movements.
The external camera can be moved up and down, left and right, forwards and backward, by pre-determined
keys ( see §5.1 - Keyboard shortcuts)
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Another fun use of the external camera is to “visit” the enemy ship, or even go on her decks.
5.5 Open World Map Menus
The Open World map is showing the overall or derailed map of the Caribbean Sea (Zoom in and out by
scrolling on the mouse).
A Protractor can be used, activated by click on “Show Protractor”, only out of ports. This will show a general
heading from a point to another (double click on the starting point and right click on the arrival), The heading
being reflected by a red arrow on the compass rose when closing the map
Simply by moving the cursor on a town, player can display updated information on this town: nation and
owning clan, region, taxes, last visit date and Port-Battle information.
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Clicking on “More” will display an information area on the left side of the map.
5.5.1 Conquest competition
The conquest competition shows the owning status of ports by nation and the evolution during the ongoing
week.
5.5.2 PVP Leaderboard
The PVP Leaderboard displays the name of the most successful players since last server reset.
5.5.3 Conquest Information
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In this area, Player will find the list of all Future Port-Battles (Port Name, Attacker, Defender, PB time). To be
noted that the displayed PB time is at server time.
5.5.4 Trader Tool
The Trader Tool gives updated information on the gods that can be bought and sold to Admiralty, whatever
the port and the good. This tool does not consider trade contracts placed between players.
Player just has to enter the first letters of good name in “Search” and validate in the list to see selling prices
and buying prices for this good, per port. A click on buy will sort by decreasing/increasing buying prices, same
for selling prices and for distances.
For example, if Player captures a trader in the open world and wants to sell the cargo, he will type the name of
the good, then click two times on distance, to see selling prices of this good, from the nearest port to the
further port. Player has all data to choose the best compromise between distance and profit.
A click on the circle left on a port name will centre the map on this port.
5.5.5 Port and country search
Player, when searching the exact location of a port, can use “Port and country search”. Entering the first letter
of this port name will show it alone or in a list. A click on the circle left on a port name will centre the map on
this port.
5.6 Sailing in the Open World
When exiting a port in a ship, Player can sail from port to port, or to a mission, or wait for battle opportunities
around a port.
To help knowing his position in the Open World, Plyer can choose to use the “Sextan” perk (chosen per
default for new players), this perk placing a small icon on the map to show player position.
Some “wind boost” will appear on the map when player is at less than 25 km from them:
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When approaching these wind boost, Player can see them in the open world (same icon), and approaching
them, Player can use them to get some significant speed boost during a limited time (from 40% to 70%, during
4 to 15 minutes, depending on the wind boost). This facility, properly used, will shorten sailing times, and give
some activities during transfers (searching and using boosts).
6 Economy in Naval Action
It is important for Player to build a strong economic asset, for being able to finance his ships, consumables
and upgrades (by building them or by purchasing them).
Cooperation between player is strongly recommended to build this economy more rapidly, either by
gentlemen agreement in game, or by belonging to a clan. A lonely player can achieve it, but it will take more
time.
6.1 Currencies in game
There are several items in Naval Actions that can be used for exchanging in shops, in Admiralty offices or for
construction of buildings. Not all of them are really “currencies”, but all of them have values: reals, doubloons,
Combat Medals and Victory Marks.
    •   Reals is the main currency in the Caribbean. The real was used in Spain and in the Spanish Empire
        from the 14th century and later. This is the main currency in Naval action, used in all shops for selling
        or purchasing goods and ships.
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    •     Doubloons were a 32-real gold coin, used in all Caribbean areas, minted in Spanish Empire, New
          Spain, Peru and Nueva Granada. This currency is used for procurement of precious stuff, permits,
          upgrades in Admiralty and are necessary for the construction of several high-level buildings.
    •     Combat Medals are the reward for efficient fighters. They give access to most precious upgrades and
          permits in Admiralty.
    •     Victory Marks are the reward for players who are involved in RVR (conquest activities). They are
          necessary for crafting Ships of the Line, upgrading some buildings to top level and building port
          equipment (port bonus, fortifications, etc.)
6.2 Economics
Prices go up or down based on supply and demand:
    •     Each port has limited possibilities as to what raw resources may be harvested there.
    •     Many ports have specific demands.
    •     Ship construction requires specific resources that can be captured and protected from enemies.
    •     Every port has its own supply and demand patterns providing the trading opportunities for the players.
Player can build any ship in the game the way he wants: improvement of battle resistance or of sailing
performance can be planned during construction. Construction buildings, production buildings, crafting
activities are integral parts in the gameplay, for crafting what’s needed by Player and for making profit when
supplying what's demanded by others
Players can craft cannons, repairs or upgrades. The selling prices is free, but it will be influenced by demands
by buyers, and on the price of necessary raw material.
6.2.1 Trade
Every Port has a shop that buys and sells raw materials, consumables and manufactured goods. Players may
trade with other players in the same port, and players may also place Buy and Sell contracts for some goods
(consumables, raw materials, upgrades, etc.) and in this way influence the supply and demand dynamics of
the game economy directly.
For placing a Contract, Player just has to click on “Place Contract”, select if this is a selling contract or a
buying contract, chose in the list the item to sell or buy, set quantity and prices. Buying contracts will be
fulfilled either by NPC (consumables, medium guns) or by other players.
Contracts are indicated on the Shop screen with small boxed 'i' icons following the names of the Goods.
Selecting that icon will display the player contracts for that specific Good. On above screen shot, it can be
seen that other players put 12pd, 18pd and 24pd carronades in La Navasse.
To Claim/Cancel a contract and get your gold and/or the goods, use the 'Your contracts' - 'Claim' menu from
within the port where the contract was created.
6.2.1.1    Trading in the Open world
Player can make high profit trading in the Open World. Open World is risky, and everything can be lost. But a
single successful run should set you up for a while! Some robberies should not discourage Player from trying
again.
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Here below a rapid description on trading in the Open World:
Making profit
    •    Source - Supply
             o Resources are brought for trading to county capitals (mostly based on their historical origin)
    •    Demand - Consumption
             o Resources are consumed in county capitals
    •    Weak demand -
             o Resources can be also sold in any non-consuming port but at a lower price
    •    The further is the consumption port from the source of the resource - the higher the profit (can reach
         high multiples)
             o A single multi day long trip using wind boosts can make more money than several short trips
Supply
    •    Types of supply
             o There are cheaper trading resources and there are very expensive trading resources.
             o Every county capital has a variety of resources from cheap to expensive
    •    Cheaper resources
             o are brought in great quantities consistently
    •    Expensive resources (such as Madagascar jewels) are brought to Caribbean from time to time
             o Sometimes, expensive resources are not there, they just were not brought yet (they are rare
                   and expensive for a reason). In this case:
                        Just buy other goods or find another less competitive county capital to exploit (or hit
                           other traders getting all the goods for free).
                        Visit other ports on the way to load up on expensive goods, selling cheaper ones if
                           the sale is profitable.
    •    Buying contracts can’t be placed on trading goods. Player has to visit ports and take the opportunity if
         he is in the port right after their delivery by NPCs.
Hunting Traders
    •    Player can get expensive resources by hitting NPC traders or other players’ traders.
    •    NPC traders are mostly dedicated to trading goods. Player might hit those jewels near the very distant
         port and make half a million in 5 mins.
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6.2.1.2    Do not forget the Trader Tool!
(See §5.5.4 - Trader Tool)
In the tools, player can type the beginning of the name of the good on which he is searching some
information, and validate below the exact good in the blue areas below. Then he can type on:
    •     “A” to place on the top, the list where this good is Available (not always, sometimes, other players
          could have consumed all availabilities)
    •     “P” to place on the top, the list where this good is Produced (Player can build a building there to
          produce soma raw material)
    •     “C” to place on the top, the list where this good is Consumed (The highest selling prices probably)
    •     “Distance” to place on the top of the list the closest ports and have a view of what can be done at
          short travel range (local selling and buying prices)
    •     “Sell” to place on the top of the list the highest selling prices
    •     “Buy to place on the top of the list the lowest buying prices (but without being sure that the good is
          available right now.
By these functions, and with some opportunism, Player can ensure his fortune in reals.
6.2.1.3    Some advises
Trading activities shall be prepared for a maximum profit. Trade is made between ports in which goods are
dropping to ports in which goods are consumed. Region capital ports are generally the places in which selling
prices are highest.
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To find where a particular item can be found, Player can use https://na-map.netlify.com. In show good
relations, Player selects the good for which he needs details. The producing ports will be highlighted in green
and the consuming ports in red
Also, a click on any port give useful information.
Then Player have to explore, check in all ports, check opportunities, take opportunities. In few words, explore
and make profit!
6.2.2 Outposts
To do more than just visit and trade outside one's home port, players may invest and develop up to 8
outposts. Beyond their home (starting) port, players must have or buy a port Permit, then pay for the
construction of an Outpost. This gives access to docking facilities for individual ships and fleets, and a
warehouse for storage and crafting operations. An Outpost facility also allows erecting other Buildings for
producing the resources available to (already sourced by) that port.
Please refer to §5.3.3 - Outpost Management.
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6.2.3 Production
Basically, players may build up to 5 production buildings in ports where they have outposts. Once built, these
buildings will slowly begin to produce resources that can then be "gathered" at a small cost Once gathered the
goods are stored in the player's warehouse and may be used for crafting, sold in the local market, or loaded
onto a player's ship for sale or use elsewhere.
Details on production buildings are given below, in §7.5 - buildings.
6.2.4 Crafting
Players are responsible for crafting a wide variety of goods in-game for sale or for use. Crafting is made in
specialized buildings (workshop & Academy). Among the items that players can craft are:
    •   Ships
    •   Upgrades
    •   Medium cannons
    •   Long cannons
    •   Carronades
    •   Mortars
    •   Consumables (hull repairs, rig repairs and rum)
Crafting activities are detailed in §7 - Crafting.
6.3 How to be rich in Naval Action?
Player needs to be rich enough to play the game with some comfort and fun. Being rich enough is one of
Player permanent driver. Naval Action is not limited to fights and to tactical issues, strategy and organization
are strong keys for success.
There are different ways to achieve economic health of Player assets, as there are several ways for playing
styles (PVP hunting only, PVE focus, RVR focus, trading focus, or a mixture of these…).
Player has to set and develop his own style. He might have to change his economic strategy if he changes his
own goals in game.
6.3.1 How to make reals?
Several ways are possible, depending on Player choices.
All victorious battles give a reward in reals, more or less important depending on the size of ship sunk.
Passenger Deliveries can be completed (see §8.1.1 - Economy Missions). These missions can be made in
any ship, even a basic cutter, but Player will be authorized to deliver in enemy ports only if he is sailing a
trader (trader lynx for instance). Reward is higher when distance to be covered is higher, the risk is only the
trade ship in case of interception by an enemy ship. The reward allows to start in the game and rapidly make
the first reals to purchase the first non-basic ships.
Cargo Deliveries can be completed. These missions must be made in a medium or big trade ship, because
the load to transport is 800 tons. Reward is higher when distance to be covered is higher. The risk is only the
trade ship in case of interception by an enemy ship. This can be a good solution to start the development in
game.
Trading in shop is the best and efficient ways to make reals, as detailed in §6.2.1 - Trade. In shops, Player
can buy at low cost and move to another port to sell at high costs, to NPC or to other players.
Crafting for Trade is also used, some players being specialized in some items (cannons and carronades,
repairs and rum, some precious upgrades, etc.) This requires having developed enough economy to make an
efficient and profitable crafting.
Selling Ships is another solution. Player can capture ships in Open World and put them for sale, either to
Admiralty (low, but immediate profit) or the other players by putting ships to auction (Player choses the selling
price). When crafting is developed, Player can also craft ships on demand to sell them to other players.
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6.3.2 How to make doubloons?
Doubloons are rewards for battles. They can be earnt:
Looting sunk ships during a battle: Doubloons (and upgrades, books or other stuff).
Delivery missions: Some of them can give a reward in doubloons, to be checked in port quests
Battle missions:
Kill missions, Hunt missions, Search and Destroy missions and Group Kill missions are all rewarded in
doubloons. More difficult the mission is, more rewarded it is. Do not forget to take repairs before entering in!
6.3.3 How to make combat medals?
Combat medals the reward for best fighters. They were first designed as rewards for PVP.
They can be earnt in some hunt missions (hunting 5th ranks and above), but the most efficient and rapid
way to earn combat medals is to go and fight in the Daily Patrol Zone:
Go in Patrol Zone, not in your best ship, sink, be sunk, make damages to enemy. All damages you make are
cumulating points.
At the end of the day, do not forget to claim your reward.
6.3.4 How to make victory marks?
To earn Victory Marks, only one way: Participate to RVR (port battles).
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When Player participate in a port battle, and if his team wins a port battle (either successful attack or
successful defence), Player is nominated Lord of this town. Lords receive 1 Victory Mark a week for the time
they stay Lords of this town, until the port is taken by the enemy or the port is successfully defended, but
without Player.
7 Crafting
Crafting is not a mandatory activity n Naval Action, but it gives some independence to player to have what he
wants to have (particular ship type, repair reserve, upgrades of a particular type, etc.)
Some players never craft at all, relying on shops and on their relation network to find what they need, placing
contracts in shops for different types of equipment, etc. Some players, at the contrary, are specialized
crafters, making what is asked by their friends for what they need, proposing cannons, repairs and ships on
the market (and earning a lot of reals by the way).
Some groups of players organize themselves as a micro economy, some of them supplying raw material for
all, some making guns for all, some making ships for all, some making repairs for all, some making upgrades
for all. This is the basic operation in several clans.
For crafting, Player needs:
    •   Labour hours,
    •   Raw Material,
    •   Blueprints (the knowledge of how to craft),
    •   Permits (authorization to craft)
    •   Buildings where to craft.
7.1 Labour Hours
Labour hours are the most basic element for crafting. These labour hours are self-accumulating during the
day, and Player can have a maximum amount of labour hours stored depending on his “Crafting Level”, from
1000 for Crafting level 0 to 3000 for Crafting Level 7. When all his labour hours are consumed, Player has to
use “Labour Contracts” (for sale in Admiralty) or to wait some time or the day after for having available labour
hours again.
Labour hours are accumulating even when Player is disconnected, so what cannot be crafted anymore today
can be done the day after.
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Player’s crafting level and the number of manhours can be seen in the Captain Properties area in all ports.
7.2 Raw Material
Necessary raw material for crafting a ship or an equipment can be purchased in shops.
Some of them can be gathered in specific buildings:
    •   Coal Mine, produces coal
    •   Farm, produces provisions
    •   Hemp Plantation, produces hemp
    •   Lignum Vitae Plantation, produces lignum vitae
    •   Iron Ore Mine, produces iron ores
    •   Stone Mine, produces stone blocks
    •   Sugar Plantation, produces sugar
    •   Fir Forest, produces fir log
    •   Oak Forest, produces oak
Provision can also be made by fishing and by transforming fish in provision, in ship hold or in warehouses.
Crafting upgrades can require specific raw material, that can be purchased in some specific ports. For
instance, crafting a copper plating requires copper lingots, that can be purchased in few ports. Player will have
to use the Trader Tool (described in §5.5.4 - Trader Tool) for finding where to purchase material for some
crafting or another.
Special forests (Bermuda Cedar, Caguairan, Live Oak, Mahogany, Sabicu, Teak, White Oak) can be
developed by Clans in some places. They require a strong investment in reals, doubloons and Victory Marks,
this development is clearly a coordinated action by a group of players. Once achieved, all players of the clan
or of friendly clans can built this special forest at this place. Friendly clans are defined by Clan diplomats (see
§10.2 - Clan Management).
Seasoned woods can be used for ship building, these woods giving very nice characteristics to ships (see
table §4.6.1 - Wood choices). These seasoned woods are very precious, they can be obtained by attacking a
“Home Defence Fleet” around an enemy capital and by looting wooden chests (see §8.5 - Chests). In these
chests, Player can find seasoned wood sheds (necessary for all seasoned woods), or a particular blueprint for
one seasoned wood. Player light have to redo the operation several times if he wants to get a particular
seasoned wood, some luck and some perseverance is necessary here! When everything is reading, crafting
seasoned wood will require a large amount of labour hours and tools (that can be purchased in some ports).
These woods are nice for ship building, but they are very expensive…
7.3 Blueprints (the knowledge of how to craft),
Blue Prints are necessary for Player’s workers to know what to do.
They can be looted in sunk ship wrecks during battles, in some chests or purchased in Admiralty.
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Before buying the blueprint in Admiralty, Player can see the necessary stuff to craft the item (here, a copper
plating), including material, buildings, permits and currencies. Material that not available in Player outpost are
written in red, and the characteristics of the crafted equipment are also mentioned.
Player who wants to learn a Blueprint just has to click on the price of the blueprint, then confirm. The Blueprint
is sent to Players warehouse. In the warehouse, Player has to right-click on the blue print, and click on “USE”.
The permit is learnt, without time limitation and wit no limit of use.
7.4 Permits (authorizations to craft),
For crafting some ships, Player needs permits, that are granted by Admiralty or that can be redeemed in some
chests.
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Some permits can also be purchased in Admiralty, for a price in combat medals.
Purchased or earnt permits will be used for crafting ships in the shipyard. They must be placed in the
warehouse in the same port than the shipyard.
7.5 buildings
Buildings are the last necessary items for crafting.
There are several types of buildings, some of them have several levels, to increase or improve production.
7.5.1 Production Buildings
Production buildings are plantations, farms, mines that allow production of raw material (coal, provisions,
hemp, lignum vitae, Iron, stone, sugar, fir, oak, cotton, etc.). They cannot be built everywhere but in certain
ports only.
To know where to build a specific building, Player will use the “Trader Tool” in the map, as explained in
§6.2.1.2 - Do not forget the Trader Tool!
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Once in port, player opens the building and crafting icon, which opens the crafting windows, allowing:
    •   To build some buildings, or to destroy them,
    •   To upgrade them for more production
    •   To collect the production and send it to the warehouse.
Some of these buildings are quite expensive, player would have to place them wisely to use them easily and
limit the transport of goods.
7.5.2 Shipyard
The shipyard is the place for shipbuilding.
When in the port where the shipyard was built:
    •   Player clicks on “Shipyard” and “Craft”.
    •   The Blueprints windows opens
    •   Player choses the exact type of ship he wants to craft (here Rattlesnake Heavy).
    •   This opens this particular ship crafting window.
    •   Player choses the wood types for frame and planking
    •   If every necessary stuff is stored in Player’s warehouse, player can click on “Craft”.
    •   The ship is built and placed in Player’s docks.
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7.5.3 Workshop
The workshop is the place to craft repairs and some good upgrades for ships.
When in the port where the workshop was built:
   •   Player clicks on “Workshop” and “Craft”.
   •   The Blueprints windows opens
   •   Player choses what he wants to craft, among the blueprints he learnt previously (here Hull Repairs).
   •   This opens this particular crafting window.
   •   Player choses the quantity he wants to craft (or clicks on Max)
   •   If every necessary stuff is stored in Player’s warehouse, player can click on “Craft”.
   •   The manufactured items are placed in Player’s warehouse.
7.5.4 Forge
The forge is the place to craft cannons and carronades. All types of cannons, carronades and mortars can be
crafted, except the 2 pounder medium guns, which can only be purchased in any port.
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When in the port where the forge was built:
    •   Player clicks on “Forge” and “Craft”.
    •   The Blueprints windows opens
    •   Player choses what he wants to craft, among the blueprints (here 32 pd carronades).
    •   This opens this particular crafting window.
    •   Player choses the quantity of cannons he wants to craft (or clicks on Max)
    •   If every necessary stuff is stored in Player’s warehouse, player can click on “Craft”.
    •   The cannons are placed in Player’s warehouse.
The necessary resources for building cannons and carronades are iron ores, coal, reals and labour hours.
When the necessary resources are not enough for the quantity demanded by Player, the crafted quantity is
reduced to the maximum number of guns that can be crafted with available resources.
The table below gives the resource needs for each type of cannon to be crafted
                                                                             Labour
                                 Guns              Iron     coal   Reals
                                                                             Hours
                             Carronade 12lbs        1        1       6         0.6
                             Carronade 18lbs        2        2       15        0.6
                             Carronade 24lbs        2        2       18        1.2
                             Carronade 32lbs        3        2       37        1.8
                             Carronade 42lbs        4        3       61          3
                             Carronade 68lbs        6        5      111        5.4
                           Medium Canon 4lbs        1        1       1         0.6
                           Medium Canon 6lbs        2        2       5         1.8
                           Medium Canon 9lbs        2        2       9         2.4
                           Medium Canon 12lbs       2        2       13        2.4
                           Medium Canon 18lbs       3        2       24          3
                           Medium Canon 24lbs       3        2       31        3.6
                           Medium Canon 32lbs       4        3       48          6
                           Medium Canon 36lbs       4        3       55        6.6
                           Medium Canon 42lbs       5        4       76        6.6
                            Long Canon 4lbs         1        1       3         1.2
                            Long Canon 6lbs         2        2       9         2.4
                            Long Canon 9lbs         2        2       13          3
                            Long Canon 12lbs        3        2       24          3
                            Long Canon 18lbs        3        2       31        3.6
                            Long Canon 24lbs        4        3       48        4.8
                            Long Canon 32lbs        5        4       68        7.8
                            Long Canon 36lbs        6        5       91          9
                            Long Canon 42lbs        6        5      103          9
                             13 Inch Mortar         9        7      179         12
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7.5.5 Academy
The Academy is the place to craft the most precious upgrades and books.
When in the port where the academy was built:
    •   Player clicks on “Academy” and “Craft”.
    •   The Blueprints windows opens
    •   Player choses what he wants to craft, among the blueprints previously learnt (here Nassau Fencing
        Masters).
    •   This opens this particular crafting window.
    •   Player choses the quantity he wants to craft (or clicks on Max)
    •   If every necessary stuff is stored in Player’s warehouse, player can click on “Craft”.
    •   The produced upgrades or books are placed in Player’s warehouse.
8 Missions in game / Built-in Game Content
We are ready! Let’s play Naval Action!
Player is the King of his activities, he will choose his own playing style, with focus on different areas in game.
And the focus may change while Player is taking seniority, or just for some variety purpose…
There are several possible in-game missions, none is imposed to Player; missions that Player will have to
complete for some reward are just missions that Player chose to do.
First mission is not to be chosen: Go in the Open World, take opportunities, attack enemy players, attack
enemy NPC’s, attack traders to sell the cargo, defend friendly players, contribute to nation development in
RVR, screening or Port Battles, go to port battles areas to find players to attack or to help, etc. All these
belong to the basic mission of a Naval Action player.
8.1 Missions
Some missions can be taken in ports (see §5.3.9 -Port Quests).
To have look on them, click on the “Port Quests” icon, in port, on the bottom of the screen. The main mission
types are listed below
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8.1.1 Economy Missions
Economy missions are Cargo Deliveries and Passenger Deliveries. They are a good alternative to classical
trading because the cargo does not belong to Player. If the cargo is lost, Player loses nothing. If the trader is
captured by the enemy, Player lose the trade ship only, not the trade ship and the cargo value. There is no
investment by Player, the trader can be a captured one.
Cargo Deliveries
In above example, player would have to transport an 800-ton cargo to Santanillas, for a reward of 44,229
reals and 800 doubloons. For taking this mission, Player would need some spare hold in the main ship (800
tons min), and available mission (it can be seen here that player ever took 10/10 missions).
Player has 10 days (In Real Life days) to complete the mission.
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Passenger Deliveries
In above example, player would have to transport a passenger (1 ton including luggage) to Serrana, for a
reward of 28,042 real. For taking this mission, Player would need some spare hold in the main ship (1-ton
min), and available mission.
Player has 3 days (In Real Life days) to complete the mission.
8.1.2 Battles
Battle missions can be:
    •   Kill missions,
    •   Group kill missions
    •   Hunt missions,
    •   Search & destroy missions,
    •   PVP hunt
    •   Raids
Battle missions are more or less difficult, and more or less rewarded. Failing to complete a mission has no
consequence on Player’s XP or reputation, to risk is only to lose the ship in the battle (a good retreat is
sometimes preferable to a bad fight). It is strongly recommended to take repairs in ships for completing
missions, at least what necessary to repair the ship hull three times, the sails one time, the crew one time.
There is no time limitation to complete a battle mission.
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Kill Missions
When Player takes a Kill Mission, a battle spawns on Player’s map, localized by two crossing swords (here,
near Belize).
The player ship size is limited (here, 4th rate or lower), the player target is mentioned in the description (here,
three 4th rate NPC’s), and the reward is mentioned too (here, 394 doubloons and a Silver Chest).
After completing the mission, Player will have to go back to a friendly port to claim the reward.
IMPORTANT NOTE: If Player takes one or two ships in fleet to help him, the number of enemy NPC’s will be
multiplied by two or three, and the reward will stay the same. This is not the best strategy…
Group kill missions
When Player takes a Group Kill Mission, a battle spawns on Player’s map, localized by two crossing swords
(here, near Belize). This battle can be fought by a group of 3 players maximum.
The player ship size is limited (here, 4th rate or lower), the player target is mentioned in the description (here,
one 1st rate NPC, one 2nd rate NPC, one 3rd rate NPC), and the reward is mentioned too (here, 2100
doubloons, a mission chest and a Silver Chest).
After completing the mission, Players will have to go back to a friendly port to claim rewards.
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Hunt missions,
After taking a Hunt Mission, Player kills and assists of ships of a certain rate are summed. Here, Player has to
kill 12 first rates, in PVE or in PVP, but only in Open World battles (kill missions won’t be considered).
Rewards can be very high in Combat Medals and in chests (including Gold Chests).
After completing the mission, Players will have to go back to a friendly port to claim rewards.
Search & destroy missions,
After taking a Hunt Mission, Player kills and assists of ships of a certain type are summed. Here, Player has to
kill 7 USS United States, in PVE or in PVP, but only in Open World battles (kill missions won’t be considered).
Rewards can be very high in Combat Medals and in chests (including Gold Chests).
After completing the mission, Players will have to go back to a friendly port to claim rewards.
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PVP hunt
PVP Hunt missions are similar to Hunt missions, but only PVP Kills and Assists will be considered.
There are three possible PVP Hunt missions, one for ranks 1 to 3, one for ranks 4 et 5, one for rank 6 and 7.
Rewards are very high in terms of Combat Medals and Chests.
Raids
Raids can be made by a group of 6 players. Each region proposes some ports that can be raided in a
particular day.
A group of 6 players maximum can do the mission, in which they will have to sail from a determined friendly
port to determined enemy port. In this port, they will have to fight an NPC strong fleet, and collect some
valuable chest out of this battle. The NPC fleet is composed of war ships and of Hulk Indianmen, which are
containing chests.
To get the chests, the attackers have to board or sink all the NPC defender war ships, then to board or sink
the hulk Indianmen. The loot is available in Indianmen only if all war ships are sunk (do not sink the Hulk
Indianmen first!) The loot is heavy. Friendly Indianman in the attacker fleet can be necessary.
Attackers have to sail back to the initial friendly port in less than 3 hours to open the chests.
8.1.3 Conquest
Conquest (RVR) is clearly a group activity in Naval Action, only clans or clan members can participate to Port
Battles.
8.1.3.1   Acquire the flag
Having a flag in a port Warehouse or in the main ship hold is necessary to launch the conquest of an enemy
or neutral port. Here an example of 5 flags in a warehouse:
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The only way to acquire a flag is attacking some Home Defence Fleet around enemy capitals, sinking their
ships and looting them. Once acquired, flags must be used during the next 7 days (they become useless in 7
days after initial capture). Expired flags can be traded in Admiralty. Flags drop from Home Defence Fleets
(10% drop rate for each looted ship).
8.1.3.2    Pick a port and announce attack
Once a least a Flag is acquired, Player has to sail to a friendly port or a Free Town near the port he plans to
attack, go in Port Quests (see §5.3.9 - Port Quests), select “Missions” and “Conquests”, then chose in the list
the Port he plans to attack. Player can validate “Take Flag” only during the time defined in the “Attack
Window”.
Flag allows attacking the two nearest enemy ports from the port in which Player is) plus the nearest port of
one of the three strongest nation. Some timers are added to prevent too many attacks on the same port
(recent raided or recent Port Battle)
8.1.3.3    Plant the flag near the port
Once the flag is taken,
    •     All players of the present owner of the enemy port are warned that an attack is planned against their
          port (example below)
    •     Player has 30 minutes to go to the targeted port, at a distance shorter than 4 kilometres.
    •     Player will be clearly identified as a flag holder, by a red flag placed over his ship on open world,
          visible by all friendly and enemy players.
    •     When sailing - captain will have slower speed due to transport and organization penalties.
    •     Once at less than 4 km from the targeted port, Player can click on “Set Conquest Flag” to launch the
          Flag Battle.
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8.1.3.4    Survive for 30 mins
Once the Flag Battle is Launched, the Flag Holder has the only mission to survive 30 minutes, from the
moment when the first enemy enter in battle.
    •     Flag battle remains open to friends and enemies during 15 minutes from the moment when Player
          has launched it.
    •     If no enemy enters during the first 15 minutes, Battle is won and the flag is planted.
    •     When the 1st enemy enters in the battle, the battle timer is prolongated of 30 minutes. The flag holder
          must survive until the battle is over.
    •     The Flag Holder is identifiable by friendlies and by enemies by an [F], placed before his name in the
          battle player list (press TAB).
    •     The Flag battle location is limited by a “circle of Death”, radius 2500 meters, out of which players will
          sink if they stay out more than 5 minutes.
The Port Battle is detailed in §9.9 (The Port Battles (PB’s))
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8.2 Events
Events are special challenges proposed for the day or for the week.
They are a great source of Combat Medals and doubloons.
8.2.1 Patrol Zone
The patrol Zone changes every day. Player just has to go in the Patrol Zone and fight. More damages he will
make to enemy ships, more combat medals he will earn.
Go in Patrol Zone, not in your best ship, sink, be sunk, make damages to enemy. All damages you make are
cumulating points.
In the journal, by a simple click on the daily patrol zone, Player will see how many Medals he ever earnt (6
medals are earnt). When the payer wishes to close his presence in Patrol Zone, he just claims the medals to
get them directly in his chest.
At the end of the day, do not forget to claim your reward.
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8.2.2 Weekly Line Ships, Weekly Frigates, Weekly Light Ships
This challenge is weekly, it is rewarding players who made the greatest number of sunk BR, using ships in the
three main categories (rank 1-3, rank 4-5, rank 6-7).
Player has to make from 3 to 10 kills, the highest sunk BR give more points for the weekly rewards.
Player can check in the Journal his weekly position and provisional earns.
8.3 Journal
In Journal, Player can see all his on-going, completed (or failed) mission:
    •   To see the status of unfinished missions
    •   To claim rewards of completed missions
    •   To abandon failed or useless missions
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8.4 Special features
8.4.1 Admiralty Events
Admiralty events spawn at random locations in the open world. They can be seen in Open World, but not on
the map. Admiralty events are 1st rate events or 4th rate events.
Admiralty events can be made by groups of 6 players maximum, in ships of the maximum rate similar to the
rate of the event. In the battle, the group of players will find an NPC fleet of fast and strong ships (4th rates or
1st rates). These fleets are dangerous, but wrecks contain “Deadman chests”, some valuable item in which
player will find useful books and upgrades, ship notes and rare permits.
8.4.2 Rumours of sunk ships
From times to times, all players will receive a message showing a sunk fleet location. Going to there with a big
trader, players can loot very valuable chests in these sunk ships, that can be found in the area mentioned on
the map.
Another way is to go to there in a war ship, to try and capture enemy traders which have found the heavy loot.
8.4.3 Home Defence Fleets
Home Defence Fleets and Light Fleets can be found around capitals. They are very fast in open world
(classical speed in battle instance) and strong. Above screen shot shows a Home Defence Fleet composed of
8 ships of the line and 3 frigates.
These Home Defence Fleets would attack any enemy fleet whose BR is greater than 100. It belongs to the
protection of Capital waters.
Light Fleets are composed of 5 light ships (Cerberus, Surprise, Prince de Neufchâtel, Xebec). They attack all
player whose BR is greater or equal to 30 and lower to 99, except traders.
If Player forms a group and deliberately attacks a Home Defence Fleet or a Light Fleet, some Wooden Chests
can be looted from the Home Defence Fleet ships. These chests are very valuable and may contain what
necessary for building seasoned wood forests, and some seasoned wood logs. They are also necessary to
upgrade some ports.
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8.4.4 Loki Rune
Loki Rune can be looted out of player and NPC ship wrecks after she sinks.
When using a Loki Rune, Player is sent into a PVE battle, taking command of an NPC ship at the place of the
computer. The enemy player is not warned of a player presence, Player in command of the former NPC has
no access to the chat, he can’t repair his ship and he cannot loot a wreck. Sometimes, he will be dropped in at
the beginning of the fight, sometimes at the end, at random.
8.4.5 Logbook
Logbook can be looted out of player ship wrecks after she sinks.
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When using a Logbook, Player will see on the map all battles around the position where he was when using
the logbook, and information about forces in presence. This is very useful to find PvP battles to enter in! See
the example below:
8.5 Chests
There are many kinds of chests that can be earned from missions, raids, or attacking Home Defence Fleets.
The list of chests is detailed in https://na-map.netlify.com (click on Game Tools, Loot and chests). This list is
still in development and evolution, with game improvements and adjustments.
Some chests (Wooden chests and Deadman chests) have a timer and must be used before time is out (3
hours after looting the chest).
After looting or earning a chest, Player has to sail to a friendly port in which he will open the chest. The chest
content will be dropped in the warehouse or in the hull of the ship in which it is open. These contain
randomized items, but some can be very precious (Deadman chests, wooden chests, golden chests).
Details on chests can be found in https://na-map.netlify.com (game tools, Loot and chests), will show the
updated list of chests and the probability to get some particular item out of randomization.
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9 Battles in Naval Action
Battles in Naval Action is the main activity. The rest is just ship owner activities to prepare the ship the best
way to have some advantage, if possible, in the battle.
Ship preparation is very important, but player skill is what will often decide the result of a battle. And to
improve battle skill, the only way is to fight, against NPC and against other players. Experienced players
(veterans) can also give good advises, in addition to the game tutorial and to several useful and fun videos
that can be found in the internet.
This paragraph has not the objective to be an exhaustive explanation of how to fight in Naval action:
This would take at least 100 pages more just to get the author personal opinion, choices and preferences.
And others could have different opinions to be discussed… We shall stay here on basic rules and advises,
Player will have to make his own doctrine.
Success in Naval Action battle mostly linked to Player ability to keep his mobility (move fast and to turn
rapidly), to get an accurate fire on vulnerable parts of enemy ships, to limit damages to his own ship, to
coordinate with friendly ships in the same battle, if any. Enemy has the same targets. Reducing Enemy’s
mobility, being difficult to hit, splitting enemy fleet to reduce cooperation between enemy ships are also
valuable targets.
To achieve that, Player has a ship, the wind, crew and guns. Optimized sailing, accurate gun fire and adapted
crew management are the keys for success. In great lines:
Combat Sailing
      The wind direction is a strong key for success. Player shall move to earn the fight initiative, to impose
      his fighting rules to the enemy and this depends on the wind direction.
      In battle instances manual sailing of yards is strongly recommended, to increase ship capabilities and
      shorten reactions, and to allow some manoeuvres which are impossible in auto-skipper.
      You have a % of crew required to work sails and if you don't do any other tasks you will not suffer any
      penalties to speeds of raising sails or turning yards. If you have enough crew, you can work sails and
      man guns at the same time.
Crew Management
      All main tasks have a certain allocation of crew depending on ship type. All main tasks have a minimum
      and optimal size of crew required.
        •    Optimal crew – task will be fulfilled at max speed
        •    Minimal crew – task will be fulfilled with penalties
        •    Less than minimal crew – task won’t be fulfilled at all.
        •    Details on crew management is given in §5.4.4 - Crew Assignment.
Weaponry:
      All major types of naval artillery are implemented: long and medium guns, special guns, carronades and
      mortars. The choice of armament is of course limited by the ship role and its hull) Fort and land
      batteries will provide support during port battles. Fire ships and branders are also be present in the
      game.
      Every cannonball is tracked in the air and after it hits the target. One shot can hit the stern, damage the
      rudder, then hit the cannon carriage, injure crew, ricochet from the floor and hit the opposite side.
      Listing and wind affects the shooting distance and will require change of tactics.
      Leaks, splinters, loose cannons, dismasting, raking, fires and all other hazards possible in that era.
      Damaged ship fittings and modules will change behaviour of the ship.
9.1 Different types of battles
Not all battles in Naval Action look like each other’s. Some against NPC’s and some against players, some
remaining open during a time to other players, some being closed.
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9.1.1 Kill Missions
This kind of missions can be taken in Admiralty. The Player ship rate must be lower or equal to the rate
mentioned in the Kill Mission description (here rank lower or equal to 4), the target being from 1 to 3 ships of
the same rate or the rate just above. More difficult the mission is, higher the reward will be.
When Player takes a Kill Mission, a battle spawns on Player’s map, localized by two crossing swords. If
Player takes one or two ships in fleet to help him, the number of enemy NPC’s will be multiplied by two or
three, and the reward will stay the same. No ship in fleet can be of a higher rate than the one defined in Kill
Mission.
Player goes on Open World to the Kill Mission location and launches the mission. No enemy player can enter
in this kind of mission, except Loki Runes (one player taking control of an enemy NPC instead of computer
control). In any case the number of enemy ships cannot be increased in battle by enemy, and the battle
location will not be visible to other players.
If Player cannot complete the mission, because of being too much damaged or for any other reason, Player
can leave the battle when timers are elapsed (5 mins initial, plus 3 minutes without making or receiving
significant damages). If the mission stays uncompleted, Player will not be granted of Kill Mission Rewards
(doubloons and chests), but he will receive XP for damages made to enemy.
If the mission is completed, Player will go to a friendly port for claiming the rewards.
9.1.2 Group Kill Missions, Raids
Group Kill Missions are similar, to be achieved by a group of 1 to 6 players.
Raids must be achieved by a group of maximum 6 players. The fleet must start from the port where the raid
mission is taken, go to the enemy port and strike the enemy NPC fleet, capture or sink (for looting) the NPC
Indiamen, and go back to the starting port in less than 3 hours to claim the rewards. This kind of mission is
clearly not a mission to be taken when starting in Naval Action.
9.1.3 Attack of NPC ships in Open World
This is the easiest way to freely choose your NPC target.
While sailing in the Open World or staying at a port entrance, Player sees an enemy NPC or NPC fleet that
seems suitable for him. He decides to attack. The type of main enemy ship is clearly written when clicking on
the enemy ship, and the number of ships in fleet. The ships in fleet shall be of the same rank than the main
enemy ship.
Player clicks on the target and on “Attack” when he decides so. A few seconds timer is down counting, after
what the battle starts in the approximative position the ships had at the end of the timer.
There is no specific reward on such mission, Player will win some XP and reals depending on the battle result.
Player can also decide to board and capture some enemy ship (less XP, less reals, but earning one ship).
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Elite ships can be found in open world. They are more powerful than standard NPC’s, they have a very
accurate fire power, and they are very difficult to board, but they spawn “elite ship notes” and special guns
when being sunk or captured, as loot. “Elite ship notes” can be transformed in ships of the same type in port.
It is also valuable to attack Home Defence Fleets or Light Fleets around enemy capital waters. The main
purpose of these fleets is to provide some safety for national players around capitals (see §8.4.3 - Home
Defence Fleets). Home Defence Fleets ships, when sunk, will spawn very valuable wooden chest (one chest
per ship) and can spawn flags for RVR activities. Home Defence Ships and Light Fleets ships are very fast in
open world and in battle instance, they are very strong, have an increased fire power and are very good in
boarding.
9.1.4 Special Events
Admiralty events spawn at random locations in the open world. They can be seen in Open World, but not on
the map. Admiralty events are 1st rate events or 4th rate events. Admiralty events can be made by groups of 6
players maximum, in ships of the maximum rate similar to the rate of the event. In the battle, the group of
players will find an NPC fleet of fast and strong ships (4th rates or 1st rates). These fleets are dangerous, but
wrecks contain “Deadman chests”, some valuable item in which player will find useful books and upgrades,
ship notes and rare permits.
Several times a year, events are voluntarily created by the Development Team is some map regions, for
looting special items or for capturing rare ships (Diana, Santa Cecilia, Admiral de Ruyter, etc.) or same ship
notes. These events are announced in Steam Forum and in official Discord).
9.1.5 Player versus Player battles (PVP)
9.1.5.1   Attacking / Being attacked
While sailing in Open World, Players sees an “Enemy Player” and decides to attack (or the other player does
try and launch the attack).
Player clicks on the target and on “Attack” when he decides so. A few seconds timer is down counting, after
what the battle starts in the approximative position the ships had at the end of the timer.
Sometimes, attack will fail, because the target is too far at the end of the timer, or because the attacker does
not have sufficient BR to attack. If Player (or Enemy Player) belongs to a battle group, the overall battle group
BR’s shall be compared for battle entrance authorisation. See §9.3 - Battle entrance.
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      9.1.5.2    Joining a battle
      Player can choose to join in an Enemy Player battle, when possible, by placing his ship in the right battle
      entrance circle and by click on “Join”.
      Joining another battle is possible whatever the BR in presence during around 2 minutes after the battle is
      launched. After that time, joining is only possible in the weaker side, up to the moment when both sides have
      similar BR (+/- 15%), moment when battle closes and becomes invisible in Open World.
      Player can never enter in a battle against his own nation.
9.1.6 Port Battles
      The Port Battle is detailed in §9.9 (The Port Battles (PB’s))
      9.2 Ship Preparation
      A god ship preparation is necessary. This is easier if Player know exactly which fight he would probably have,
      but there are some principles in the choice of guns, repairs and the type of ships.
          •     First of all, never go in fight in an under-crewed ship. Yes, I know the temptation is strong to sail
                the wonderful frigate you saw in shop for a little price and going out of the port with 120 sailors on
                board instead of 240 is possible. But in fight, you will have very slow sailing reactions, it will take ages
                to reload guns, you will be out of defence against any boarding attempt. You will lose your favourite
                frigate just because Under-crew ship = sitting duck.
          •     Wisely choose your armament: long guns, medium guns or carronades. For fighting at long range,
                long guns are better. For fighting at short range, carronades are better (more powerful at short range).
                Mediums can be a good option, the cheapest one. Long guns for bow chasers are a very good option,
                chosen as default choice by a lot of players. Some players use a mixed set of guns and carronades
                on medium frigates.
          •     When preparing a ship, instead of “correcting” the drawbacks of the ships, try and improve her strong
                points. If you have a sturdy live oak / white oak vessel, increase even more planking and resistance
                by appropriate upgrades, increase repairing efficiency. If you have a fast ship, increase again speed
                and manoeuvrability.
          •     Never go in open world, even in a trader, without guns and repairs.
      Before leaving a port, some checks are necessary to avoid stupid errors. Some errors are so strong that they
      will prevent Player to leave port (strong under-crew), some will just generate a warning before leaving port.
          •     Check the perks: Don’t go fighting with “trader/fishing” perks. Do you need sextant? Do you have
                double load and double charge perks, but carronades in armament, etc.
          •     Check the ship knowledge: Adapt them to present needs, add them if necessary. A ship which was
                placed to fleet loses all knowledge. They must be set on again.
          •     Check the hold: Do you have necessary repairs? Do you carry unnecessary stuff in hold?
          •     Check the fleet: don’t go trading forgetting in port a part of the ships you prepared before, don’t go to
                fight with the ship you previously captured in fleet, etc.
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          •   Check your armament: The most stupid error is to go to fight without guns!
          •   Check the crew: Is your crew on board completed.
          •   Check the upgrades: They don’t change when prepared once, but they need to be prepared once.
      9.3 Battle entrance
      The battle starts for Player in several cases:
          •   Player launch a mission (kill mission, Admiralty Event, raid)
          •   Player attacks another ship
          •   Player is attacked by another player
          •   Player joins an ongoing battle.
          •   RVR activities (Flag missions, Port Battles).
9.3.1 In missions
      In kill mission, group kill missions, Admiralty events and similar, the ships in battle are just initially facing each
      other’s, at beam reach, in a strictly symmetric position. Player has no choice in the position.
      The best for player is to sail a bit upwind to have the wind gate when ships will be on range, and not to sail to
      rapidly during the approach course, to let time for loading guns.
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9.3.2 Attacking another ship, or being attacked
      Player clicks on the target and on “Attack” when he decides so. A few seconds timer is down counting, after
      what the battle starts in the approximative position the ships had at the end of the timer.
      The challenge of the attacker is to enter in battle in the best position, leaving good battle possibility, or few
      escaping possibility for the target, Player having the wind gate. Experience plays a role here, and the other
      player (if this is PVP) will try and counter maneuverer for having the best position for him.
      Attacker will often try to start battles at close range from the enemy, defenders will often try to start at long
      range.
      Defender, if he does not want the fight, will try to escape the fight by moving out of the attack circle before the
      end of the attack timer.
      Each player will try to get the best position for the battle entrance, generally trying to be upwind of the other
      player, or looking for external support (allied NPC fleets, forts and towers, other allied players).
      Battle groups:
      All ships being inside the battle circle and belonging to one of the nations (attacker or defender) will be
      aspired in the battle, sometimes without warning. The only way to avoid that is to form a battle group before
      launching the battle. Only players belonging to the attacker group or to the defender group will be set in battle.
      Battle rating checks:
      If a small ship or a small group tries to attack a big ship or a big group, the battle may not launch if the Battle
      Rating (BR) of attackers is not sufficient.
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9.3.3 Joining an ongoing battle
      Sometimes, Player can choose in which side he will enter in, and sometimes not (if his nation is ever in that
      battle, of if another player of the same nation than Player is ever in that battle). Player has to move inside one
      of the two joining circles and click on “Join” when possible.
      It is often advisable to enter as close as possible to the battle centre (the two crossing swords) to avoid having
      too long way to go before being on fighting range.
      An ongoing battle stays open on both sides during around 2 minutes after it started. After this time, only the
      weaker side will stay open. The battle closes when both sides have balanced BR, +/- 15%.
      Flag Missions, Port Battles
      This type of battles, very specific to RVR activities, are described in §8.1.3 - Conquest and §9.9 - The Port
      Battles (PB’s).
      9.4 How to use the wind
      In all battles, the proper use of the wind will often “make the difference” between who wins the battle and who
      loss it. Most ships are faster downwind than upwind, but fore and aft rigged ship and Xebecs are faster
      upwind.
      Generally, the player or the player team who is upwind can control the fight. He can go rapidly to the enemy if
      he wants to attack and he can be slowly upwind if he wants to retreat (but enemy will be slow too).
      9.4.1 Position in battle entrance
      Player will choose the best position to have initiative of the fight.
          •   If player is square rigged and enemy too: Player and enemy are faster downwind. The one who is
              upwind has clearly the initiative on the other one. This is the most frequent case.
          •   If player is square rigged and enemy fore and aft: Player is faster downwind. Enemy is faster
              upwind. Player choice is to be upwind to attack, or to be downwind if he wants to leave the fight.
          •   If player is fore and aft and enemy square rigged: Player is faster upwind. Enemy is faster
              downwind. Player choice is to be downwind to attack, or to be upwind if he wants to leave the fight.
          •   If player is fore and aft rigged and enemy too: Player and enemy are faster upwind. The one who
              is downwind has clearly the initiative on the other one.
      9.4.2 Keep the Wind Gate
      As far as possible, always stay upwind of the enemy. If the battle starts with enemy having the wind gate, try
      and sail upwind as soon as you have the possibility to do it, until you are upwind, then stay upwind, this you
      the initiative of the fight.
      If you have to turn around, prefer to tack in the wind (turn through the wind) than turning in the wind.
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During the battle, Player has to stay at his wind advantage at all moment. If both Player and Enemy Players
are squared rigged, accepting to “loose the wind” (going downwind to the enemy) for placing a (single) good
broadside is a frequent error.
If Player is upwind:
    •   Player can rapidly go to the enemy, send a broadside at short range and go upwind again taking
        advantage of speed stored sailing downwind.
    •   Player will have a shorter shoot range
    •   Player will have less risk of receiving leak shots from the enemy (See 9.5.2 - Ship Protection)
If Player is downwind:
    •   Player cannot go to the enemy before firing, he can try and increase distance before Enemy fire.
    •   Player will have a Longer shoot range
    •   Player will have more risk of receiving leak shots from the enemy (See 9.5.2 - Ship Protection)
Clearly, upwind position is the attacker favourite.
9.4.3 Manual Sailing
The wind is the only engine of sail ships. As a consequence, to win a battle in Naval Action, manual sailing is
not an option, it is mandatory.
Several parts of the in-game Tutorial are dedicated to manual sailing (Sailing Tutorial and Special
Manoeuvres). Player needs to handle properly his sails for that purpose.
Several useful videos can be found in the to explain manual sailing.
This one made by Author: Manual Sailing Tutorial
This one made by “Koltes”: In Depth - Basic Manual Sailing Tutorial (Naval Action), with Koltes kind
authorization.
Player use manual sailing to increase his turning speed, limit his turning radius, sometimes sails at negative
speed, accelerate, decelerate, all manoeuvres necessary to place his ship in a good position to fire at the
enemy, and to avoid being heavily damaged by enemy fire. Here below an in-depth explanation, based on an
existing document kindly linked to Author by Game Labs.
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9.4.3.1   Sailing Controls
Controls are summarized in the below scheme. Command keys shown here are default ones, they can be
modified as explained in §5.1 - Keyboard shortcuts.
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All the sailing controls and the sailing information are displayed in the compass.
9.4.3.2    Rudder
Maintain ‘Left’ [A] or ‘Right’ [D] to turn your vessel to the left or to the right. The position of the rudder is
indicated in the compass.
Double click ‘Left’ or ‘Right’ to keep the rudder to “Full Left” or to “Full Right”, indicated as “FL” or “FR” in the
compass. Press the opposite direction to re-centre the rudder.
The turning effect is not immediate:
    •     The helmsman needs some time to position the rudder.
    •     The vessel needs some time to react to the position of the rudder.
With experience Player will anticipate those delays. Each vessel has her own turning acceleration and turning
deceleration. Light vessels are more responsive than heavy vessels.
The rudder works as a water flow deflector. The faster your vessel, the faster the flow, the more turning effect.
When a vessel is stopped, the rudder does not have any effect.
Turning creates additional drag, which reduces the speed of the vessel.
When a vessel makes sternway (reverse motion), the turning effect of the rudder is on the opposite side: to
turn the bow to the left, you need to set the rudder to the right. Don’t forget to switch the rudder when your
vessel reverses her way (Player can watch the speed in the compass, which is negative when sailing
sternway).
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9.4.3.3   Sail Area
Press ‘Sails Up’ [W] or ‘Sails Down’ [S] to switch from a sail sequence to another. To set the maximum sail
area, press 4 times ‘Sails Up’. The sail sequence and the percentage of sail area are indicated in the
compass.
The Xebec “Le Requin” (a lateen sailed vessel) has only 3 sail sequences: Stop, Battle and Full in battle
instance.
More sail area gives more power to the vessel. Once the sails are set, the vessel needs some time to
accelerate to her full speed.
Each vessel has a specific acceleration and a specific deceleration. They depend on the vessel weight and on
the form of the hull.
The vessel speed is indicated in the compass. To measure the speed, a log attached to a rope knotted at
regular intervals is dropped. The sailors count the knots that pass over during a given time.
Press ‘Battle Sails’ [B] to switch directly to the ‘Battle Sails’ sequence. In ‘Battle Sails’ the yards pivot faster,
and the sails are more resistant.
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9.4.3.4   Direction of the Wind
The speed of a vessel depends on her direction to the wind. This direction is called the point of sail. The origin
of the wind is indicated in the compass.
Sailing against the wind is called sailing upwind. Sailing with the wind is called sailing downwind. Some
vessels sail faster upwind, some sail better downwind.
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Close to the origin of the wind, there is a dead zone where the sails cannot bring any headway. If a vessel
stays in the dead zone, she stops or even makes sternway. Turning through the dead zone is a manoeuvre
called tacking.
Each vessel has specific speeds at the different points of sail. A polar diagram shows the speeds in knots at
different angles to the wind in degrees. With experience Player will know those polar speeds, becoming more
efficient at engaging and chasing other captains.
9.4.3.5   Sail Types
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There are 2 general categories of sails. Both can pivot about the mast to a maximum angle.
There are 4 types of sails, in two categories:
    •     Lateral:
              o Square Sails
    •     Longitudinal (fore-and-aft):
              o Gaff Sails
              o Lateen Sails
              o Staysails
Each sail type reacts differently to the action of the wind, because of its shape and maximum angle. Thus, the
performance of a vessel to the wind depends on her rig:
    •     Square-riggers sail, better downwind (Brigs, Frigates, Ships of the Line)
    •     Fore-and-afters sail, better upwind (Cutters, Schooners, Xebecs)
Square sails, gaff and lateen sails are controlled with the yard controls. Staysails are controlled with the
‘Depower’ control.
9.4.3.6    Leeway
A vessel not only sails forwards or backwards but has also a lateral motion called leeway. The leeway is
always downwind. The amount of leeway is not indicated in the compass. You can appreciate it by watching
your vessel in her environment, and you will learn her behaviour with experience.
Because of the leeway, the course of a vessel (the direction in which she is moving) is different than her
heading (the direction in which the bow is pointing). The leeway can be described as an angle between the
heading and the course. The effect of the leeway can be corrected by heading slightly more into the wind.
The amount of leeway depends on the lateral force created on the sails. The less lateral force, the less
leeway. No lateral force, no leeway.
The amount of leeway depends on the type of vessel (Ships of the Line, especially, make more leeway). The
hull, with its elongated shape, resists the lateral motion. The amount of leeway depends on the lateral
resistance of the hull.
The faster the vessel, the less leeway. As the vessel accelerates, the keel creates a lift effect (like a flat hand
passing underwater at an angle). The lift counters the leeway. At maximum speed there is some remaining
leeway, but it is minimum.
The amount of leeway is usually light enough to be manageable. But a large and slow vessel sailing upwind
may experience considerable leeway, which can be inconvenient during a chase.
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The way of escape may be blocked by a lee shore, where the vessel might run aground. A change of wind
direction can be critical inside a bay. Leeway may also affect the combat when manoeuvring at low speed.
9.4.3.7   Heel
The lateral force created on a sail is partly transformed into heel. The heel is measured as the angle between
the vertical and the mast. The heel angle is indicated in the compass in degrees.
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The heel increases with the lateral force (sail area and orientation of the sails). The heel is countered by the
ballast and by the shape of the hull side. A large side creates more buoyancy.
Each vessel has a different heeling behaviour. Some vessels with a lot of sail area and little side buoyancy
may capsize if too much lateral force is applied.
The heel particularly affects the gunnery. It can help when shooting at long range to windward, but it can
prevent from reaching targets to leeward.
Being shot by enemy at player’s Windward side increases the risk of receiving leaks, which can create some
flooding in the hull.
Heel can be managed by staysails and yard controls.
9.4.3.8   Staysails and Depower
The staysails are longitudinal sails without any yard, rigged between two masts. The front staysails (rigged
between the fore mast and the bowsprit) are called jibs.
The ‘Depower’ [T] control quickly reduces the staysails, without having to touch the Sail Area control. It is a
toggle: if you press it again, the staysails are set again.
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                           The status is indicated in the compass in case the staysails are depowered.
Depowering the staysails has 2 main functions:
    •     Losing or re-gaining speed quickly
    •     Decreasing the heel quickly (the heel can be too high to aim the guns high enough or low enough)
The staysails do not create the same force at any point of sail. They are most effective when the vessel sails
at beam reach (perpendicular to the wind) and they don’t create any force when the vessel sails head to wind
or on a run (parallel to the wind). Hence depowering the staysails affects speed and heel differently depending
on the point of sail.
9.4.3.9    Yard controls
The yard controls can be used in combination with the “depower” control to decrease the heel.
The orientation of some sails (square, gaff or lateen) can be changed with the yard controls. Those sails are
grouped into 2-yard stacks:
    •     Front Yard: sails located on the front mast
    •     Rear Yards: sails located on the main mast and on the mizzen mast (if any).
The ‘Auto Skipper’ [F] is the default mode of the yard management. In Auto Skipper, your crew automatically
orients the yards. The yards are trimmed to get the best forward speed at this point of sail. The yards are
trimmed to balance the rig, so that the sails do not make the vessel turn.
The Manual Skipper is automatically triggered from the moment you move any yard. In Manual Skipper, the
rig is not balanced anymore: the vessel can turn without the rudder, by the action of the sails only.
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Player can change the orientation of the yards by maintaining the control, or by double hit on the keys. The
orientation of the front and rear yards can be changed at the same time. Double click the control to orient the
yards to the maximum angle.
Each vessel has a different yard orientation speed. Heavier vessels require more time to orient the yards.
The manual yard orientation has many uses:
    •      Reducing the heel.
    •      Managing the speed without modifying the Sail Area.
    •      Turning by the action of the sails (without or in addition to the rudder).
    •      Combining speed management and turn to perform a more complex manoeuvre.
When the manual manoeuvre is finished, press ‘Auto Skipper’ [F] to get the best speed again.
9.4.3.10    Tacking
Mastering the yards in combat requires a lot of experience. Player will learn many manoeuvres over time. The
first of those manoeuvres (which is quite easy to learn) is turning through the dead zone, called “tacking”.
Tacking is turning through the dead zone. In the dead zone, your vessel loses speed. If you stay there for too
long, your vessel will stop or even make sternway.
Fore-and-after ships (longitudinal sails), can tack without the help of the yards if having enough initial speed.
The rudder brings a turning effect if there is a water flow until the end of the manoeuvre.
The square-riggers require the use of the yards, because their square sails create some backwards force in
the dead zone. Because of this backwards force, the square-rigger loses speed quickly and the rudder
becomes ineffective before the end of the manoeuvre.
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Sometimes the initial speed is not fast enough and the manoeuvre cannot be performed without making some
sternway (negative speed). In that case, just switch the rudder when speed becomes negative (and switch
back it when speed is positive again). Sometimes it can be useful to depower the staysails when making
sternway, to increase the negative speed and make the rudder more effective.
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9.4.3.11   Managing the Speed
Reducing the Sail Area may take too much time when Player needs to stop the vessel. Instead, yards can just
be oriented parallel to the wind to remove any force, by depower your staysails, press the front and rear yard
controls at the same time, release them at the same time. Press ‘Auto Skipper’ and repower to re-accelerate
quickly. Stopping the vessel with the yards is not possible at every point of sail because of the maximum
angle of the yards.
Orienting the yards parallel to the wind also decreases the heel. At some points of sail, only depowering the
staysails may not decrease the heel enough, and manual yard reorientation can be necessary. This is often
used for aiming properly a broadside.
Sometimes, just a small speed reduction is needed. Press the front and rear yard controls together in either
direction, during a short time. Reducing the forward speed with the yards is possible at any point of sail. Press
the ‘Auto Skipper’ to get the best speed again.
Sometimes, Player needs to sail backwards, or to decelerate as fast as possible. Depower and orient the front
and rear yards together to create the most backwards force or the less forwards force. Try to orient the square
sails perpendicular to the wind as often as possible (this is where they generate the most force). Finding the
best backwards force can sometimes require a fine-tuning of the yards.
From the moment when yards and manually moved, the Manual Skipper is triggered, and the rig is not
automatically balanced anymore. Even with the 2 yards parallel to each other, there may be a little turning due
to the sails.
9.4.3.12   Turning with the yards
The yards can help to turn the vessel at any point of sail (not only when tacking). The principle is to unbalance
the rig as much as possible, creating opposite forces at the bow and at the stern. When no force can be
created in the desired direction, the yard should be kept parallel to the wind.
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Turning clockwise through 360°, sometimes you have to constantly keep a yard approximately parallel to the
wind. With experience and practice, Player will master all those yard orientations.
Turning with the yards reduces the ship speed. Using the yards is trading some speed for some turning.
Turning with the yards is more effective at low speeds.
In ‘Battle Sails’ the vessel turns tighter (smaller turning radius), but the speed is slower, and the yards pivot
faster. Also, sails and masts are more resistant.
9.4.3.13    Complex Manoeuvres
9.4.3.14    Crew Allocation
Please refer to crew §5.4.4 - Crew Assignment.
The crew allocation controls, and necessary information are indicated in the interface.
The 4 crew focuses are toggles. Crew is automatically allocated into the active crew focuses. The icons
appear greyed-out when deactivated. Current allocated crew and the optimum crew can be seen in the icons.
Having less crew than the optimum decreases the performance:
    •      Sailing - speeds for setting the sail area and orienting the yards
    •      Gunnery - reload
    •      Survival - capacity to fix the leaks, to use the pumps and to fight the fires
    •      Boarding - amount of Preparation
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If having not enough crew left, Player can choose active crew focuses depending most important needs. Crew
allocation can be rotated to improve the performances successively (for example, stop allocation on gunnery
when all guns are reloaded will send more crew in sailing and repairing).
Deactivating the survival focus (which takes crew only when needed, but will take all necessary crew), can be
dangerous. This option is possible only if Player’s ship has some fire ship upgrades (to allow Player’s ship
explosion near the enemy).
Some crew is automatically allocated to repairing when you use a repair.
The ‘Crew Brace’ [F10] control makes crew brace after 10 seconds. This decreases all the damage to crew,
including the explosions damage. But the repairing and reloading are interrupted – only the rigging orientation
can still be controlled. Re-press the control ‘Crew Brace’ [F10] to stop the effect (this launches the start of a 5-
minute timer, which prevent immediate re-use of ‘Crew Brace’ [F10]).
9.4.4 The wind shadows
                                          Battle of Cuddalore (June 20th 1783)
Ships fought in lines, station keeping was important. Captains who could not - were court martialled, as lack of
station keeping caused great danger to fleets and their task. Why they had to keep station and plan
manoeuvres carefully? One of the main reasons was wind shadow.
Wind shadow significantly cuts the wind to leeward. At certain range (depending on the height of the mast) the
wind could be heavily reduced. This increase again the importance of being upwind of the enemy in battle.
Upwind ships can cut the wind to downwind ships, especially if they are full sails including staysails and jibs.
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Player’s position to an enemy or a friendly ship is very important. On above picture, Author’s ship (the Xebec)
is unable to pass ahead of the frigate, although being full sails, at her best sail angle for the Xebec and the
worst for the frigate. But the frigate is upwind the Xebec, at full sails, cutting the wind.
A team should also take care of the position of various ships, according to the position of enemy ships.
9.4.5 The Battle Sails
Captains of the Age of sail fought on battle sails (lower sails furled). Battle sails allowed to have a clear deck,
improved visibility and reduced the risk of fires and falling sails. Many did not know why this allowed the ships
to perform, sail and turn and the sailing model did not allow for that. Ships sails worked in linear progression.
Extra sails have diminishing power and every next sail that is set provides less and less power to the ship. For
the majority of vessels sail settings sequence is: stop, slow, half, battle, full.
It takes a longer time to furl (remove) the sail than to set it (drop it down). In active battle it is way preferable to
turn yards and depower sails instead of furling them, because ail furling takes two times the necessary time
for sail setting.
The necessary crew for battle sails and lower is less than full sails, this gives more crew to other activities
(gunnery, boarding and repairs). Sail damage resistance is greater at minimum sails.
By fighting at reduced sails, Player would get:
    •   Turning bonus: better rudder performance due to less heel and water pressure at keel at certain sail
        positions.
    •   Yard torque bonus: less resistance at keel produces better yard side torque
    •   Crew on sail reduction: less sails = less crew to operate
    •   Sail damage resistance: less sail open, less damage to rig and entanglement from chain
    •   Mast thickness bonus: less sail open results in less wind pressure on masts, thus they are harder to
        take down.
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    •   Mast damage reduction: less sail open results in less wind pressure on masts, thus they are harder to
        break if rig is damaged or mast is hit.
Bonus/malus are summarized in below table:
                Sail position       Stop         Slow       Half     Battle           Full
               Turning bonus           -           5%       10%       15%              0%
             Yard torque bonus         -            -       10%       10%              0%
          Crew on sail reduction.    85%         -85%      -75%      -50%              0%
          Sail damage resistance       -         -75%      -60%      -40%       10% more damage
           Mast thickness bonus      45%          35%       25%       25%      -20% less thickness
          Mast damage reduction     -80%         -65%      -50%      -30%       20% more damage
9.5 Giving and receiving fire
How to hit hard the enemy depends on circumstances, but some principles remain as basics.
First of all, Player shall choose the right ammunition type (please refer to §5.4.2 - Gunnery Controls for a
recall on how to make this choice). As loading cannons takes some time, the ammunition choice must be
anticipated. Have cold blood!
    •   Default ammunition is simple round ball, which makes damages to hull and masts, and a few
        damages to sails and crew. Cannons will be loaded with this kind of ammunition per default at the
        start of the fight or when limited ammunitions of other types are no more available.
    •   If player wants to slow down the enemy, he will choose “chains”, and the best will be to open fire
        when enemy is facing him or turning his stern to him to place a raking shot (each chain hitting several
        sails). But the range of chains is limited, and the chain ammunitions are limited too. Use this wisely!
    •   If player want to hit enemy’s crew, he will choose “grapes”. This ammunition is very efficient on crew,
        if the armour of this side of the ship is low enough or totally destroyed. Grapes have a limited range
        and must be used very close to the enemy
    •   At short range, Player can choose using double load. Shooting this kind of ammunition makes more
        damage to enemy hull, but as initial speed of balls is lowered, the penetration is reduced, and balls
        could bump more easily on enemy armour. The use of double charge is limited to short range fights.
        The double load ammunition is limited.
    •   To fight against very “tanky” ships, Player can choose double charge. This increase penetration (20%
        more), for a slight reduction of damages made to hull and masts. Double charge is also very efficient
        for dismasting. The double charge ammunition is limited.
The point from which player will shoot a broadside is very important too.
    •   Raking shots are good for de-crewing, hitting sails and masts, hitting enemy cannons. They can hit
        directly the enemy ship structure (the central bar), but they have little effect on the planking.
    •   Side shots are efficient on the planking, few balls will bump on his hull, most balls will destroy
        something if the enemy hull is perpendicular to the shooting direction.
    •   Shooting when the enemy hull is angulated at 45° is the best way to waste a broadside in the water…
        It is better to wait for a better opportunity.
    •   Shooting high on the hull will make more damages to crew, and less damages on hull.
    •   Shooting at the waterline level can create leaks to the enemy ship. A lot of leaks can sink a ship, even
        without damages on structure and armour.
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9.5.1 Aiming
Just spreading broadsides to enemy is not efficient. It is better to shoot a single good volley to the enemy than
to send 2 bad broadsides. What to aim, and why?
If you are chasing a running ship,
Player have to keep Enemy in battle, making enough damage before timer elapses. Player can aim to the
stern with balls or to the sails with chains if he is not too far (close enough to read enemy’s name over the
ship).
If you are chased, trying to escape,
This is the reverse case. There is no shame to break a fight. A chased player needs to wait the end of battle
timers, without hitting the enemy or being hit. As a consequence:
    •   Do not counter shoot if the timer is going to let you escape!
    •   Just after being hit, it the timer resets, return the fire in topmasts and sails, using chains at short
        range.
The raking shot,
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Firing in enemy’s stern can make a lot of damages to the crew, destroy cannons, and even damage enemy’s
structure without having to destroy planking. It is a good tactic when being in a smaller ship than the enemy.
This can be done, at short range, using grapes if enemy’s stern armour is off. Raking with chains in the sails is
the most efficient chaining.
Using double load at short range:
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Track shot before sending a broadside
If you are not sure of gun elevation (Too low? Too high?), shot a single ball and check with the spyglass
where it is arriving. When you are sure: fire!
9.5.2 Ship Protection
It is important to know how to protect your own ship, hull and sails.
Protection of the Hull: The tactic is simple, Player has to show an angulated hull (at least 45°) to enemy fire,
then come back parallel to return broadside and angulating again.
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Protection of the sails: When Player think that an enemy can send a chain broadside, he can depower (to
hide all stay sails), go to battle sails (to limit the number of exposed sails), and place his sails parallel to the
direction of enemy fire (to offer a very small surface to hit)
Protection against leaks: It is very important to limit leak damages, in particular if Player is downwind and
enemy upwind
To avoid being leaked, Player has to use manual sailing to hide his water line to enemy fire, by manual sailing
(depower, square sails orientation) while enemy is firing. This requires some seconds of anticipation too.
If player go some leaks anyway, a part of the crew will go to emergency repairs (survival). They will repair
leaks and pump water. In case of having a lot of leaks, Player can limit the flooding by increasing the heel in
the direction that puts leaks out of water (but this exposes to other leaks). Reducing the speed will also reduce
the water flooding.
Protection against fire:
If Player’s ship is on fire, a part of the crew will go to survival activities for firefighting. If the crew to firefighting
is enough, and if Player do not received further shot to reactivate fire, fire will be extinguished after some
variable time, otherwise, it will grow-up, making damages to structure and sails, up to fire-shock (all crew
disabled of any activity, except sail orientation) and finally explode Player’s ship.
If Player’s ship is equipped with fire-ship mods (such as “Open Magazine Access”) Player can voluntarily put
survival OFF (hitting key “8”). Crew will stop firefighting and pumping activities and the ship will go to fire-
shock, then explode (or sink before). The explosion can make damages to ships located in the vicinity
(friendly and enemies).
If an enemy ship is on fire, near Player, it is impossible to know if the enemy player will fight against fire or
decide to explode. If fire expands, the risk of explosion is important.
If enemy is far enough form friendly ships, going on shooting at the ship on fire will increase the fire, the
damages and may rise-up the explosion.
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If enemy is close to Player’s ship, to avoid being damaged, player has to stop firing at enemy’s hull (not to
increase fire), sail far from the enemy and watch the “fire shock” warning. When enemy goes to fire shock (or
even before) if player is not far enough for safety, Player must set battle sails or lower to limit damages to
rigging and hit F10 (default key for brace) to limit the explosion damage to his crew.
Do not forget to repair but do it wisely, don’t wait to be sunk before launching a hull repair! Player can repair
hull or sail every 12 minutes, crew every 24 minutes, rudder and pump every 10 minutes (or 5 minutes with
the Emergency repair perk.
    •   When Player sees that Enemy is repairing hull, Player can try and shoot at masts and sails, that
        cannot be repaired before 12 minutes!
    •   When Player sees that Enemy is repairing sails, it is useless to chain for a few minutes, because
        damages will be repaired as soon as made. This is the moment to hit hull and crew!
    •   Masts are repaired by rig repairs, after all sails are full repaired.
9.5.3 Focus fire
When Player is fighting in a group, instead of each group member strikes different enemies, it is way
preferable that all the team shoots at the same Enemy, to sink this one rapidly before switching to another
enemy.
9.6 Boarding
Naval Action has a round based boarding system with commands and counter-commands. If you are actively
defending the attacker has to have significant advantages to overcome your defences. A boarding action
consists of two phases.
9.6.1 Boarding Preparation
Before boarding the enemy ship, Player needs to launch Boarding Preparation (default key “9”). Preparation
will start to increase (here 53/100). Preparation needs to be greater than 50/100 to allow boarding an enemy
ship.
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To launch the boarding (“Launch grapples!”), the two ships need to be close enough and at low speed (both
below 3.2 knots). It is sometimes advisable to push the enemy in the wind (in irons) to force his speed
reduction. Similarly, if you want to avoid being boarded, try to keep a high speed.
When all is ready for boarding, (preparation, distance and speed), Player will see the message “Boarding
possible [G]”. Pressing G (per default) will launch the boarding battle
A good tip before boarding is to remove the priority on sails and gunnery (default keys “6” and “7”), so that a
maximum of crew would join the boarding squadron, to get preparation to 100/100, which is an advantage
during the boarding battle.
When pressing “G”, or if enemy does it, Player can read “Pulling” in place of “Boarding possible [G]”. Some
party launched the grapples and are pulling the rope. The two ships are dropping sails, but the boarding may
break if the distance between the two ships becomes too long dur to the acquired speed of the ships when
launching grapples.
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If pulling got successful, the screen “Prepare for boarding displays”.
Reading this screen, Player has 15 seconds to take information about his enemy:
    •   Does he have marines onboard? Marines are very efficient troops for boarding combat (here, it can be
        seen that Aquillas has none, but Javan Myrdal has marines.
    •   Number of muskets? Some players take perks to increase the number of muskets, making them
        dangerous when firing muskets.
    •   Morale of each party: this is an important victory condition
    •   Preparation of each party: this has a direct impact on what both players can do.
At the end of the 15 seconds, the boarding battle starts.
9.6.2 The boarding battle
The main screen of the boarding battle displays, showing the following areas:
    •   Player crew morale and preparation to be compared to enemy’s crew, morale and preparation.
    •   Players possible actions: Brace, Defend, Musket Volley, Fire Deck Guns, Fire Grenades, Disengage.
        All that actions will consume some preparation, when there is no preparation enough to do something,
        this area turns to grey letters, being inactive. The action chosen by Player is displayed below
        “Command next round”. When Player choses some action, he can’t change it anymore for 7 seconds.
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    •   The Round timer show how many seconds are remaining before the actions chosen by player and
        enemy are executed, at the end of the round. To be noted that the exact action chosen by enemy is
        not displayed.
    •   Foreseen result for next action areas (player action, enemy action): This show what will be the result
        of the choices presently made by both adversaries, if they do not change until the end of the round.
        Firepower is the number of kills by muskets, pistols and deck guns. Melee is the number of kills by
        swords, cutlasses and pikes.
Player can change his choices up to the end, and this can be a way to mislead enemy’s decisions:
Here Aquillas “Attacks” at the beginning of the round: It can be seen that his preparation drops from 82 to 74.
Javan reacts (his preparation moves from 90 to 86). Aquillas can see the foreseen result of his attack (melee= 4),
he noticed that the answer by Javan is (melee= 6 + firepower= 1). This probably because Javan clicks on “Defend”.
At the last second (so that Javan can’t see and counter it), Aquillas will click on “Fire Deck Guns”, which is a good
counter measure over “Defend”.
Aquillas has now Firepower =12, and Javan’s answer is reduced to Firepower= 1. Below the result:
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Aquillas put out of the battle 12 crews to Javan, for a loss of 1.
It can be seen that the last second action had for Aquillas a great cost in preparation, but Javan’s morale dropped
down to 53.
This was one round, now written in the boarding log.
    •    Fk= Firepower kills, by muskets, pistols and deck guns
    •    Bk= Battle kills, by swords and pikes
    •    Ok= Other kills (by other players who could fire on you or on the enemy and remove some crew)
At the beginning of each new round, the log of the previous one is written, and both players receive +13 in
preparation (to compensate what was consumed).
9.6.3 Possible choices during boarding battle
    •    Brace: This command is the default used at the start of boarding and when a previously selected command
         is no longer available. With “Brace” your crew heads for cover to reduce casualties from ranged attacks
         and some men fire back. “Brace” is ideal to protect your crew against incoming fire and increase your
         preparation for other commands. This command aims to reduced Players casualties.
             o Effective to counter Musket Volley, Fire Deck Guns, a bit less effective versus Fire Grenades
             o No effect on Defend
             o Vulnerable to Attack
             o Preparation cost = None
             o Duration = 1-Round
             o Reload = None
    •    Defend Your crew assembles to face a boarding charge and very few men fire from afar. It is the most
         powerful response vs “Attack/Counter-Attack”.
            o No effect on Brace and Defend
            o Very effective against Attack
            o Very vulnerable to Musket Volley, Fire Deck Guns, Fire Grenades
            o Preparation cost = Low
            o Duration = 1-Round
            o Reload = None Cool down time = Medium
    •    Attack: You send a boarding party to attack the enemy ship. If you reduce the enemy’s morale to zero
         while this command is enabled, then the enemy surrenders the ship to you. Attack, Counter-Attack is
         very powerful vs all commands except “Defend”. You need to have great numbers and increased
         morale to win the “Defend” command of your opponent. Furthermore, if there is deck difference
         between the ships, the attacker faces heavy penalties vs the defender.
             o Effective on Brace
             o Variable effect on Attack, Musket Volley, Fire Deck Guns (can give and receive high losses,
                  depending on marines, perks and upgrades)
             o Very effective on Fire Grenades
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        o   Very vulnerable on Defend
        o   Preparation cost = High
        o   Duration = 1-Round
•   Musket Volley Organized firearms volley inflicting casualties from range. It is more powerful when
    your ship has more decks and crew than your opponent (the efficiency of Musket volley can be widely
    improved by some powerful upgrades, like “Redoutable Muskets” for example).
        o Little effect on Brace
        o High effect on Defend, especially if upgraded
        o Variable effect on Musket Volley, Fire Deck Guns, Fire Grenades (depending on both parties’
            upgrades)
        o Vulnerable to Attack, unless highly upgraded
        o Preparation cost = Medium
        o Duration = 2-Round (needs a reload time after use)
•   Fire Deck Guns: The available upper deck guns of your ship can fire at the enemy while it adds some
    protection against Attack / Counter- Attack. Damage is higher if your ship has more decks. Note: The
    command is unavailable if deck difference between the ships is greater than 1 or you have lost all your
    upper deck cannons.
        o Little effect on Brace
        o High effect on Defend
        o Variable effect on Musket Volley, Fire Deck Guns, Fire Grenades (depending on both parties’
             upgrades)
        o Preparation cost = Medium
        o Duration = 3-Round (needs a reload time after use)
•   Fire Grenades: Your crew tosses grenades to the enemy while initiating a ranged attack. It is more
    powerful when your ship has more decks and crew than your opponent. The explosion effect makes
    “Brace” almost useless. However, your men are more vulnerable to boarding attacks.
        o Moderate effect on Brace
        o Effective against Defend
        o Very vulnerable to Attack
        o Variable or low effect on Musket Volley, Fire Deck Guns or Fire Grenades (depending on
            upgrades)
        o Preparation cost = Medium
        o Duration = 2-Round (needs a reload time after use)
•   Disengage: By enabling this command you try to escape from your opponent. While in Disengage
    mode, you are unable to Attack/Counter-Attack, and because a large proportion of your crew is
    allocated to cutting the grappling hooks and moving away your ship, there is decreased efficiency in
    defending your ship from boarding or ranged attacks.
         o Disables “Attack/Counter-Attack”
        o Reduces damage of all commands
        o Reduces “Brace” effect
        o Preparation cost = high (44 preparation)
        o Duration = 4-Round
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9.6.4 Winning conditions:
Boarding is won when:
    •   Enemy crew is reduced to zero
    •   Enemy’s morale is at zero and Player is attacking
Boarding is lost when:
    •   Player’s crew is reduced to zero
    •   Player’s morale is at zero and Enemy is attacking
9.7 End of the battle
When the battle starts, a “battle timer” starts (5 minutes). This timer prevents any player to exit the battle.
After this timer is finished, a “Exit timer” starts (3 minutes). This timer is particular to each player. It is reset to
3 minutes when this player gives or receives some damage (a minimum value is necessary to reset the timer,
to avoid endless reset by placing a single shot from far distance in sails that made no real damage).
When these timers are elapsed, Player can exit the battle at will, by pressing the “Esc” key and validating
“Leave Battle”.
Otherwise, the battle will end after 90 minutes or when one side of the battle is completely sunk or captured.
Ships repairs hull, planking and sails when exiting instances.
9.8 Tutorial video.
A lot of tutorial videos can be found in the Internet on how to fight in Naval Action.
This Endurance Exam Tutorial was built a step by step tutorial, with a special focus on:
    •   Boarding
    •   Hull protection (angulation)
9.9 The Port Battles (PB’s)
The Port battles are particular big battles dedicated to conquest. The port battle is initiated the day before by
conquest flag missions (see §8.1.3 - Conquest).
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Once the port battle is schedule, Player can see in the map what is the clan who initiated the PB (Attacker
clan) and the clan what is the present owner of the port (defender clan). Both clans will update their friendly
clan list, because only players belonging to attacker clan and his friendly clans, or to defender clan and his
friendly clans can participate to PB. Both parties have 24 hours to prepare for Port Battle (select players,
select ships to be used by each player, set a strategy, etc.)
9.9.1 Port Battle preparation
Both clans will ideally nominate a PB leader who will determine the fleet composition (number and type of
ships), captains who want to participate registering for one of these ships. The total BR of the Port-Battle fleet
is limited, and the total number of ships is limited to 25 in each side.
Players who cannot participate to the PB for some reason (simply because the fleet is complete) can
participate in screen fleets, trying to intercept the enemy port battle fleet, if this fleet decides not to use
“Transport to Port Battle” (see below).
9.9.2 Transport to Port Battle.
If a port battle is planned to start in the 5 next minutes, Player can use the item to transport a group of
captains directly to the port battle. The steps to do it are the following:
    •   Acquire the item, in Admiralty (the price is very expensive, in doubloons).
    •   Create a group.
    •   Request the group to enter in the same port and click “Ready”.
    •   Use the item.
    •   Select the port to transport the ships to.
    •   Admiralty will transport the battle group of players to one of the locations that is used by NPC Raiders.
Once sent to the port battle the PB Fleet ships will have 300 second of invulnerability, to spawn at the chosen
place in the PB. PB Fleet players won’t be able to attack during these 300 seconds, only join battle.
The following requirements must be fulfilled.
    •   All captains must be in the same port
    •   Only group leader who is a member of the clan alliance or clan can use the item
    •   Holds of ships can only contain repairs (no trading goods)
    •   Ships must not be overloaded
    •   Ships must be combat ships (not trading ships)
    •   Every group member must click “Ready” button of the battle group list and stay in port (green highlight
        on the battle group list)
    •   Transport to port battle stops working 30 mins after port battle starts
Two battle groups can be teleported to a particular port battle.
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9.9.3 Fleet positioning
Unless using the “Transport to Port Battle” tool, the attacking fleet will have to start from a friendly port to join
the PB location.
During this travel, the defending screening fleet may try to intercept it or to disturb the optimal prepositioning
of the attackers (obliging them to spawn in battle far from the port, or without the wind gate). The attacking
screening fleet will try to intercept defender screen.
The defender PB fleet has little way to go to enter in the PB. Intercepting it is very unlikely to occur.
When the Port Battle starts, by a click on the swords, two circles appear:
    •   The defender fleet have to start the battle inside the inner circle
    •   The attacker fleet have to start outside the outer circle
9.9.4 PB rules
The port battle is rules by three circles (A, B, C) located in front the port and around.
On this example (Nassau), extract from https://na-map.netlify.com, the location of the three circles can be
seen, and the location of the fortifications (2 fortresses in red and 2 towers in black).
Seen in game, the circles are very visible.
A team starts marking points with circle if the invaded at least two of these circles (which can be seen over the
mini map), and if no enemy player is in these circle (a single enemy player in stop the marking).
    •   To take a circle, have more ships in than the enemy
    •   To make points, take at least two circles and chase the enemy out.
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On this example of a minimap taken during a PB, it can be seen that:
    •   The friendly team controls circles A and C.
    •   Enemy controls circle B
    •   Friendly team has 795 points
    •   Enemy has 430 points.
To increase the number of points, kill enemy ships (80 points each) or enemy fortifications (fortresses and
towers), and/or fully control circles.
Points from circles cannot be marked during the first 10 minutes of the PB.
9.9.5 Winning conditions
    •   Attacker wins
            o If they mark 1000 point
            o If the entire defender fleet is sunk or captured
    •   Defender wins
            o If they mark 1000 point
            o If the entire attacker fleet is sunk or captured
            o If no team wins before the end of the PB timer (1h 45 minutes)
10 Clans
Clans are a significant part of Naval Action gameplay. This will allow player to reach all parts of the game, with
the best ships (including port bonuses), and belonging to a clan is the only way to participate to RVR (and
thus, to earn Victory Marks).
Player can create his own clan for a little price in reals and try to recruit players to help. Then, he will have to
capture several ports to the enemy and start earning Victory Marks to build the necessary infrastructures. This
was ever made by very experienced groups of players, changing nation and rebuilding for the costs of dozens
of millions reals, dozens of thousands doubloons and several hundreds of Victory Marks (see §10.2 - Clan
Management).
10.1 Belonging to a clan
The mot normal way for a player is to enlist in an existing clan. The choice of the clan can be motivated by
language preferences, friends, some fights with friendly players or reply to a recruiting message by some clan.
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The clan leaderboard (see §5.3.12) can also give useful information on active clans of Player’s nation.
Players in a clan have different roles:
Member
The basic player in a clan, who have his role in the clan life (battle leader, implication in training new players,
clan trading activities, resources sapling for crafters. Member can contribute in adding stuff in the clan
warehouse.
Officer
This promotion gives the player the ability to invite new members in clans, to remove stuff from the clan
warehouse and to promote a member to officer.
Diplomat
This promotion gives the officer the ability to add and remove friendly clans, to modify the management of
ports owned by the clan, and to promote an officer to diplomat.
Creator
This is the player who created the clan, with all power on clan and properties, including disbanding the clan.
He can promote a Diplomat to creator, but this would demote himself to diplomat.
10.2 Clan Management
Clan leaders will organize the life of clans, around several in-game functions including the clan warehouse,
organization of friendly clans and of clan owned port management.
10.2.1 Clan Warehouse
For a limited investment in reals, clan officers can create a clan warehouse in some port. The choice of this
port is very strategic, because clans can have a single clan warehouse.
The main role of this warehouse is to create a common property to all clan members, in which:
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    •   All clan members can send material (crafting material, upgrades, books, doubloons, marks, etc.). Just
        right click on the equipment to be sent in the clan warehouse and “Send to clan warehouse”.
    •   To send reals in the clan warehouse, Player has to click on the “Clan Warehouse” icon, then on
        “deposit”, then precise the amount to be sent and “confirm”.
                                                    Details on a clan warehouse.
                        (some information hidden by Author: name of the clan taken as example, location and quantities)
    •   To be noted that all clan members can send stuff or reals in the clan warehouse, they can see what is
        in the clan warehouse, but they can’t withdraw. Only officers, diplomats and clan creator can withdraw
        material and reals from the clan warehouse.
10.2.2 Friendly clans
Clan diplomat and clan creator can manage “friendly clans”, adding or removing clans to the list. Actions are
logged and available to all clan members
Friendly clan members only can participate the Port Battles. It is important to check the friendly clan list before
any PB.
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Friendly clans have access to crafting development made in a port by the port owning clan. If for example a
clan develops the teak forest in a port this clan owns, all members of this clan and all members of friendly
clans can build a teak forest in this port. They will be allowed to exploit this forest even if the friendly clan is
modified, or if leaving the friendly clan to another or to be independent player. This rule applies too to
shipyards and to port bonuses added in a particular port.
All clans can help developing a port (see next paragraph). If an investment made by a friendly clan is not
accepted by the port owning clan, this development can be removed by the port owner diplomats.
10.2.3 Port Management
After a successful port battle, the clan which raised-up the hostility becomes owner of this port.
10.2.3.1   Port Investments
The diplomats and the creator of the port owning clan can decide investments in this port, to create new
forests or mines that clan members and friendly clans can use.
To be noted that this kind of investment are expensive in doubloons, Victory Marks and Tools. The
cooperation between players is mandatory to achieve a raid and efficient development.
The maximum number of points of a port can be increased by any clan member or any friendly clan member,
by feeding the necessary stuff to do so (in Victory Marks, Money Lockers and Wooden Chests). The price is
very expensive and in practical, this can be paid only by cooperation of a significant group of players (Victory
marks are weekly earnt by Port Battle victories, Money Lockers and Wooden Chests are farmed by chasing
Home Defence Fleets).
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10.2.3.2   Port Features
The diplomats and the creator of the port owning clan can decide characteristic “features” of the port,
developed in below picture.
Defence Time defines the time window (server time based), during which the port can be attacked.
Labour Hours can be increased (giving higher crafting capabilities in the port for a higher daily cost for the
owning clan)
Trading can be increased, giving more resource drop in the port (for a higher daily cost for the owning clan).
Tax rate defines the taxes income rate for the owning clan.
Entry rights can allow entrance in the port to nation war ships only, or for all war ships. Enemy traders can
enter in all ports.
Investment right allow the benefit of investments in ports to the owning clan only, or to owning clan and
friendly clans.
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10.2.3.3   Shipbuilding
The diplomats and the creator of the port owning clan can decide Shipbuilding advantages (port bonuses) for
ships crafted in a port.
These port bonuses (described in §4.6.3 - Port Bonus) are built-in improvement of all ships crafted in this port
by the owning clan member, and friendly clans.
The choice of which bonus in which port is decided by clan diplomats, knowing that the number of “points” in a
port is limited (variable limit, please refer to https://na-map.netlify.com to find the exact limit of one particular
port). All port bonuses cannot be developed in a port, the maximum point limit does not allow all port bonuses.
To be noted that this Shipbuilding investment is very expensive in doubloons, Victory Marks and Combat
Medals.
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10.2.3.4    Defence
The diplomats and the creator of the port owning clan can decide to add fortresses and tower for the port
defence.
The position of the towers and forts is predetermined in game map. Their position can be seen in battle
instances (when built) or in https://na-map.netlify.com by a maximum zoom on the relevant port on the map
(forts in red squares, towers in black circles)
To be noted that defences are requiring the same “points” than ship building. The owning clan would have to
decide between a strongly defended port and a fully developed port for crafters.
11 Conclusion – Further development
This guide is available in the Game Labs forum and on Steam forum, via the following links:
    •      https://forum.game-labs.net/topic/33234-naval-action-user-guide/
    •      https://steamcommunity.com/app/311310/discussions/11/2924479876993613970/
Player can find there a link to the last update of this guide and can leave comments or ask questions.
12 Next Revision
Next revision of this guide should be issued after the Arsenal Patch, which should affect a lot of mechanics.
    -      Modification on rewards from exams.
Thanks for reading and HAVE FUN!
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