SAILING Sailing These parameters determine how your ship sails.
Max Speed: Maximum Speed How fast your ship can move in battles. Improving battle speed does not improve Open Sea speed. Acceleration: Acceleration Determines how fast the ship gains speed. Deceleration: Deceleration Determines how fast the ship loses speed. Lower values are better if you want to maintain speed, higher values are better if you want to stop quickly. Turning (Fast): Fast Turn Rate The Ship's turn rate in degrees per second. This is how fast the ship turns if it is moving at maximum speed. Turning (Slow): Slow Turn Rate The Ship's turn rate in degrees per second. This is how fast the ship turns if it is moving at a speed of at least 4 knots. Turning Accel: Max Turning Acceleration This shows how fast a ship accelerates into a turn. The higher the value, the faster the ship reaches its maximum turn rate. Turning Decel: Min Turning Deceleration Ships gradually suffer less deceleration as they turn. This shows a minimum amount of deceleration a ship has when turning. Lower numbers (relative to other acceleration stats) are better. Best Point: Best Point The wind angle at which the ship can attain its maximum speed. The wind comes from angle 0o, and angle 180o is running with the wind at your back.
Capacity: Capacity How many units of cargo the ship can hold. O.S. Visibility: Open Sea Visibility How far away other ships will spot you on the open sea. O.S. Spotting: Open Sea Spotting Increases your spotting range, allowing you to detect ships beyond their O.S. Visibility. Crew: Crew The maximum number of crew on your ship. Shows the fighting strength of your crew. Target Tracking: Target Tracking Reduces the accuracy penalties you suffer due to your movement and your target's movement. Improves your chance to hit fast moving ships.
LEVEL (SIZE): Level and Size The level required to use this ship, and the size of the hull. DURABILITY: Durability The number of ships you have left. Decreases by 1 whenever the ship is defeated in combat (with the exception of skirmish). INSURANCE VALUE: Insurance Value Amount of doubloons you will receive for this ship if she is sunk or scuttled.
HEALTH Health The ship's Health stats show how much damage it can sustain.
Hull: Hull (Structure) The internal structure of your ship. When your structure runs out, your ship sinks. Port: Port (Left) The ship's port armor. Armor facings protect the ship's hull. Stbd: Starboard (Right) The ship's starboard armor. Armor facings protect the ship's hull. Bow: Bow (Front) The ship's bow armor. Armor facings protect the ship's hull. Stern: Stern (Rear) The ship's stern armor. Armor facings protect the ship's hull. Sails: Sails & Masts Shows how much damage the ship's sails and masts can sustain. Ships lose speed as they take sail damage.
Integ. Integrity The ship's Integrity stats show how much damage it can sustain.
485 309 309 157 76 622
DR Damage Reduction Shows how much the ship's armor reduces the damage it receives.
- 1 1 0 0 0
MODIFIERS Modifiers These change your chance to hit, chance to get hit and the damage you take.
Sails: Sails Offense, defense and resistance values for your ship's sails and masts. Crew: Crew Offense, defense and resistance values for your ship's crew. Bow: Bow (Front) Offense, defense and resistance values for your ship's bow armor. Stern: Stern (Rear) Offense, defense and resistance values for your ship's stern armor. Sides: Broadsides (Left & Right) Offense, defense and resistance values for your ship's broadsides. Grapple: Grappling Grappling offense makes it easier to board ships. Grappling defense protects you against hostile boarding attempts.
OFF Offense Offensive modifiers are a percentage increase to your chance to hit. The numbers here include any benefits from 'Accuracy, All' items.
0.0 0.0 0.0 0.0 0.0 0.0
DEF Defense Defensive modifiers are a percentage decrease to the chance enemies will hit you. The numbers here include any benefits from 'Defense, All' items.
43.0 43.0 43.0 43.0 43.0 0.0
RES Resistance Resistance is a percentage reduction in the damage you take.
0.0 0.0 0.0 0.0 0.0 -
BATTERIES Batteries The guns on your ship are divided into batteries. Guns within a single battery are identical and are controlled as a group.
Type Quantity & Weight This shows number and size of the guns in the battery. Heavier guns do more damage, have longer range and penetrate armor better. Lighter guns reload faster and are better at dealing sustained damage against unarmored targets.
Reload Reload The time it takes to reload the entire battery of guns, in seconds.
Damage Maximum Damage This shows how much damage each cannon can do at minimum range using heavy round shot. Damage gradually decreases as your target gets farther away.
Range Maximum Range This shows how far the cannons can fire heavy round shot. Other ammo types modify this range.
Acc Accuracy This shows the cannon's percentage chance to hit a standard target at 200 or 400 yards away. The chance to hit is increased based on target size, and decreases based on movement.
200 / 400 Accuracy This shows the cannon's percentage chance to hit a standard target at 200 or 400 yards away. The chance to hit is increased based on target size, and decreases based on movement.
Swivels: Swivel guns fire anti-personnel shot, spraying enemy decks with a lethal cloud of musket-balls.
-- / --
99 / 78
Upwind & Luffing
32% - 42%
6.36 - 8.35 knots
Open Sea Speed: 64
Information based on version 02.12.39.00
Current game version is 18.104.22.168
Jamaican Sloops were slightly different to Bermuda Sloops, the most obvious difference being that these ships were built on the shores of Jamaica. Their beams were narrower than the ocean-going Bermuda sloops, and they carried gaff rig, where Bermuda sloops might carry either gaff or Bermuda rig. The keel for Jamaican sloops would usually be between 50–75 feet, but could be built longer. They usually had a speed of around 12 knots, which is equivalent to about 13 mph. The sloops were built near the shore and usually out of cedar trees, since these were very resistant to rot, grew very fast and tall, and had a taste displeasing to animals. One of the reasons why Jamaican sloops were built out of cedar, and not oak, was because of the specific properties of cedar. The oak that would normally be used would rot in about 10 years, while cedar would last for close to 30, and was considerably lighter than oak, as well. The change in weight also made the ships made of cedar faster and more able to maneuver quickly.
Since piracy was a significant threat in Caribbean waters, merchants sought ships that could outrun pursuers. Ironically, that same speed and maneuverability made them highly prized and even more targeted by the pirates they were designed to avoid.
When the ship had to be careened, pirates needed a safe haven on which to ground the ship. Sloops were well suited for this because they were able to sail in shallow areas where larger ships would either run aground or be unable to sail through at all. These shallow waters also provided protection from many of the naval ships of the English, which tended to be larger and required deep water to sail safely.
Strategy and Use
The Jamaica is notable for its speed. Though it has a small hold, speed alone makes it a useful freight ship because expensive cargo is well protected - the Jamaica can outrun most trouble. The fore-and-aft rigging makes her particularly good at angles closer to the wind. If you end up having to fight, then weak gunnery and armour will put her at a disadvantage. The only saving grace then is manouverability, allowing the captain of a sloop to turn quickly to keep guns and armour facing the enemy.