Warships protect your trade income and enable amphibious assaults, but most players overbuild them and start expensive arms races that drain both sides. This lesson covers when to build, when to stop, and the boat banking technique that lets your team slam a coordinated attack.
Learning objectives:
- Warships serve three purposes: steal enemy trade ships, protect your own trade, and shoot down transport boats
- Only escalate warships if it is cheaper than nuking the player stealing your trade; compare costs before building
- Maintain a small standing fleet in high-traffic sea lanes; do not match every enemy warship build
- Use auto-boat (left click on overseas territory) to send transport boats for amphibious assaults
- Boat banking: the whole team holds troops rather than attacking, builds to roughly 2x their combined cap, then slams simultaneously
- Boat banking is used when no single player can break a strong opponent; coordinated overwhelming force is the goal
- After a nuclear conflict eliminates players, land routes close and ports become the primary late-game income source
- Late-game port priority: once nuclear fallout shrinks viable land, trade routes matter more than territory tiles
- Ports can serve as train line anchors; a port at the end of a factory line adds a payout stop and trade ship income simultaneously
- Cancel trade with enemies before building ports; ships reaching enemy ports donate gold to them
Key note: Boat bank signal: when the comms player calls a boat bank, everyone stops sending donations to the frontliner, accumulates troops to roughly 2x cap, then coordinates a simultaneous send. Timing is everything.