Daiteikoku:Ships

Info
On Top: HP, Command, and Resources (Cost)

On Bottom: Radar (Intiative), Fighters, Lasers, Missiles, Cannons

There Are Five Known Classes of Ships: Battleships, Carriers, Cruisers, Destroyers, Other (Sub/Capture/Repair)

Unlocking Technology
1st Generations Vessels: Intial

2nd Generation Vessels: Recruit Tsunami Starting Around turn 5. (No Info event)

3rd Generation Vessels: 10 Star regions Captured (Japan Counts Towards Your Total)

4th Generation Vessels: 15 Star Regions Captured

5th Generation Vessels: 20 Star Regions Caputured

6th Generation Vessels: 25 Star Regions Caputured

Note's Technology will be Vital Towards your Progress and it is very unlikely that you will capture certain territories without them. These are general guidelines regarding the approximate technology level and progress.


 * 1st Generations will be sufficient to conquering (All Chuteikoku (China) Territories), Manila 2000, Micronesia, Shikoku.

A very few blueprints are not unlocked by conquering star regions alone and require meet some conditions:
 * 2nd Generation will be sufficient to take Malaysia, Rabaul, Vietnam, Indocurry, Siberia.
 * 3rd Generations is sufficient to punch through Arabia and Hawaii, and advance towards the Soviets.


 * Pocket Battleships require select the White-Hole events in the event phase during the invasion of Russia.
 * Rommel High-Speed Cruisers require select an event with Rommel and Retia in the event phase.
 * Submarines can be researched earlier if we formed the triple alliance and Dönitz joins (Note: Autoevent at the beginning of turn with very low priority).
 * Prototype Carrier Submarines can be researched the next turn after 3 Type 94 Aircraft Carrier and 3 Type(Mark) 10 Submarine are build; build one to enable Type 400 Carrier Submarine (needs 25 Star Regions).
 * 77 Barrier Warship can be researched the next turn that we build a 77 Barrier Battleship.
 * Orca fish can be researched and mass produced when 8 Fish markets are built and doing the event "The Good Harvest".
 * Super Battleship can be unlocked either by letting the national security of the star region of Japan fall to zero by attacks of Space Monster or enemy fleets, or by -NOT- unlocking tier 3 research by turn 25. That means, not conquering 10 star regions until after turn 25.

Misc Notes
NOTE1


 * It appears stacking ships with the same damage negating abilities will stack the abilities.
 * Ex1: -300 Laser Damage + -300 Laser Damage = -600 Laser Damage


 * Percentage damage increase/decreases and numerals damage decreases will also stack; percentage buff/debuffs are applied first, then constant value debuffs are substracted.
 * Ex2: Commander has ability to negate 50% of any damage and a ship with -300 Laser Damage, after recalculating the damage for to half the 300 Damage are substracted from the new value
 * This also works with damage reductions & increases through weather conditions.
 * All percentages of buff/debuffs are summed (and NOT multiplied) to yield net buff/debuff percentage e.g. +100% damage and a -50% damage applied on an attack at the same time won't keep the damage same, it'll actually mean (+100-50)% = +50% damage bonus to the attack.

NOTE2


 * If you edit this page to add ships, do you best to group it with similar ships (Laser ships with laser ships, according to tiers)


 * Right click on the table and choose Row -> Insert Row Before/After

NOTE3


 * Simple algebra can determine how much a ship costs after discount. Note that as buying cost increases/decreases, selling costs will also change proportionately.

Ex. If original cost is 5000 and building cost is at 85%, now the cost will be 5000 x 85/100 = 4250.


 * It is suggested that you input the original 100% cost in these tables.
 * Likewise calculations apply for research costs.

Battleships（戦艦）
Battleships are the largest Ships and possess the greatest offensive power. Trade speed for enhanced durability. Their high command points and costs limit their deployment early on. Laser weaponry is the most common among the world. Due to their high firepower and high HP, their radar scores are naturally low, with a few exceptions.

Notes: *Decorated with Alpine flowers and absurd public policy, this battleship is a joke.


 * The super battleship Nagato is tougou's ship in the combined fleet event. its in his first slot so the stats will vary depending on tougou's skill level


 * Names not confirmed.

Cruisers（巡洋艦）
Smaller than battleships and larger than destroyers, Cruisers maintain a balance of strength, durability, and speed. The Dokutsu Third Reich Cruisers have higher mobility and prefer cruisers in their main fleet.

Destroyers (駆逐艦)
Destroyer Warships are cheap, fast and maintain relatively high attack power at the cost of being frail. They are the foot soldiers of your fleet. Cheap in resources and command point usage, they augment the firepower of your squadrons. Destroyers have the highest natural radar scores when not being compared to dedicated radar cruisers. Notes:(**)the sames as the Battleships

Aircraft Carriers
Aircraft Carriers have the longest range of all warships. You do not start off with these ships. Although their HP and radar scores are lacking, they use less command points than battleships and are the main ship type able to field aircraft.

Other Ships
These are mainly support ships or unique animal-shaped ships. You will have to use some of these to bypass weather effects and negate weapon damages.

NOTE: Submarines are special ships. They can hide from enemy attack until they are the last fleet left. They require the entire fleet under the admiral to be all submarine types ships for the ability to work.. They also need to be fighting with another admiral's fleet that are not all submarines as well. Special ships exist that allow submarine fleets to be attacked at any time, however.

NOTE2: Unique enemy ships, some ships that come with admirals, and animal ships are sell only. You will get less money for selling if you have any cost building discounts from 100%.

Notes:(**) the same as the Battleships