Leader Traits

Naval officers sometimes possess a trait that will enhance the abilities of each flotilla in the fleet they are assigned to command. This advantage is lost if the officer is currently assigned to command more flotillas than his rank allows. Sea Wolf: This officer is a superb submarine tactician. Every submarine in a fleet he commands will be much harderto spot and will gain additional attack bonuses. Note that the fleet can be of mixed classes, but only submarines will benefit from his special bonuses. Blockade-Runner: This commander is particularly adept at avoiding combat: particularly with enemy subs: when he wishes to. Of course he will have a hard time "hiding" a capital ship, but his transports and screens can often slip past a1 submarine pack undetected. Superior Tactician: A leader with this trait excels at naval manoeuvring tactics. His flotillas will enjoy combat bonuses to both their attack and their defence values. Spotter: This officer has an uncanny ability to predict the location, of the enemy, increasing the detection capabilities of all flotillas under his command.

Ports and Naval Bases Many coastal provinces have a port, but only a few of these will be full-blown naval bases with the ability to outfit and provision naval vessels. Each fleet must be assigned to a specific naval base: a large port with appropriate facilities: which will ferry supplies and fuel to the fleet when it is engaged in a mission, and to which a fleet must return to be repaired after combat or refitted with the latest technological advances. A simple port appears on the main map as a small anchor icon, while a naval base is a larger: but similar: icon. The icon will be blue if there is at least one vessel currently located in the harbour, or grey if there are currently no vessels located there.

Any number of flotillas may be assigned to the same naval base: including allied vessels: but the speed with which any repairs and upgrades occur will depend directly on the size of the base and the number of vessels it is prepared to service. You may place a production order to build a new base or enlarge an existing one. This will take some time to complete and is limited to a maximum size of level 10. The operational size of a base may be reduced if the base is subjected to enemy attack (and is severely damaged if captured) and may require an allocation of IC to repairs (reinforcements) before it is fully operational once more. Allied vessels that avail themselves of your naval base will draw their supplies from your stockpiles: which can result in some unexpected demands on your supply chains at times. Of course the reverse is true: if you base your vessels out of an ally's facilities and your ally might take a little time to adjust to your increased demands (assuming that he has the stockpiles to even meet those demands).

The location of a fleet's base will determine what sea areas it can patrol, since each flotilla's mission range is limited and cannot be exceeded exceptwhen rebasing. You will need to assign the fleet a new home base (using the rebasing order described in a subsection below) to allow it to operate in some of the more remote areas you may want it to patrol. A fleet may enter any friendly port (a province that lacks a base) to load and unload troops: or to avoid an enemy: but it cannot take on supplies or be repaired or refitted there. The combination of the above rules can lead to a very common player error: simply moving a fleet to a different port or base will not rebase it. You must either return to your home base or use the rebasing order to assign it to a new naval base.

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