Naval Mechanics

## Basic Mechanics

### Setting Sail

- If a nation wishes to establish a settlement or fortification on a different continent which is separated by ocean from the nation's home continent, a voyage must be conducted.

- In order to set sail, the nation wishing to colonize/establish military presence must construct a naval vessel in one of their ports and load it with supplies. Supplies include gear, food items, water, etc.

- The nation must declare their desire to set sail in the voyage-announcements discord channel, either to a specific coordinate location or a direction by provided with a link to their private group channel.

- In the declaration, please state the purpose of the voyage. Either: Travel, Exploration, Colonization, Raiding, Conquest, or Blockade.

### Sailing

- Once a voyage is declared, the Lore and Idea Master or an admin will access the capabilities of the ship based on its structure and provided supplies. They will choose a realistic distance of how far the boat can travel, depending on how well its built, if the voyage crashes, or if any supplies are lost.

- Once this is calculated, the vessel will be transported to its new location using structure blocks/worldedit and the crew will be teleported to the vessel.

- In the "time frame" of the "voyage" the crew may encounter useful or interesting things such as items or end up on unintended adventures.

## Allowed Reasons for Voyages

### Travel & Exploration

- If a nation chooses to use the voyage mechanic for exploration or travel a long distance, the process will be rather straightforward.

- If a nation is going to an unknown to it location on the map, expect things like damage to the vessel, loss of supplies, etc at the expense of finding the new land.

- If the voyage is intended to transport a ship to a known location for travel, expect less things to go wrong.

### Colonization

- If a nation chooses to use a voyage for colonization for establishing settlements which are to be separated from the capital by ocean, among normal supplies, at least 2 villagers from elsewhere in the nation must also be brought aboard the ship.

- If a ship is poorly equipped colonists may die during the journey, so prepare well!

- The settlement from which the colonist villagers were taken will not automatically regain population unless the nation announces in "settlement-announcements" a "change in population event" - namely that some villagers set sail to foreign lands.

- Upon arrival of a colonizing voyage, the ship and the villagers will be transported to the new land's coast.

### Conquest

- If a nation chooses to use a voyage for conquest against another nation or for war, the same rules will apply as described in War Mechanics, however they will be adjusted to suit the naval format.

- In this case, the ship (once sailed to the new location) will act as the attacker's camp.

- During a war, once the attacker's vessel/fleet successfully arrives near the attacker's target, the attacking group must declare that they are attacking in designated discord channel for the ongoing war.

- Among supplies needed for a voyage, the attackers' ship should contain full chests of food items. 1 chest = 5 minutes of siege time.

- Attackers are allowed to bring beds to set their spawn on the ship.

### Naval Interception

- If a nation finds out which settlement a foreign enemy plans to attack with their fleet before the attacker declares they are planning to siege a settlement via naval invasion in the designated war channel, the defenders can choose to intercept the attacking vessel/fleet with their own, if they have one.

- In the case of interception, the Lore and Idea Master or another admin will choose a location for a naval battle.

- A naval battle consists of enemy vessels/fleets being placed close to each other in a realistic location for the battle to occur.

- TNT cannons are allowed in naval battles and firetick will be enabled.

- A naval battle lasts until either one side surrenders, one side's players have all died, or one side's ships have all been "sunk"/destroyed.

- A player only has one life during a naval battle.

- If a naval battle is won by the intercepting defender, the attacker may not attack with their vessel/fleet again throughout the war until they are sieged via the defender's navy. Unlike land warfare, the attacker may not intercept a defender's counterattack if they loose the naval battle.

- If the attacker wins the naval battle, they are able to move on to sieging their target. However, if some of their ships/supplies were destroyed this may negatively affect their siege time.

### Naval Raids

- A group which is allowed to conduct raids may wish to use a voyage to conduct raids. In this case, the voyage will function exactly as in the travel/exploration option. However after the fact, the raiders may disembark to loot a settlement/fortification.

- In the case of a naval raid, the raider may place chests on the vessel in order to steal more items than just what fits in their inventory.

### Blockades

- A nation may choose to use its fleet to establish a blockade against another nation. This will function as a normal travel/exploration voyage expect that the blockade may be intercepted to begin a naval battle.

- Keep in mind that if the blockaded nation chooses to intercept, this could lead to an escalation and all-out war.

- While in effect, a blockade may lead to negative population events for the blockaded nation as well as the blockaded settlement(s)'s inability to conduct voyages from its port without starting a naval battle with the blockading nation.

- Blockades must be declared in the discord "voyage-announcements" channel, with the planned location of the blockading ships provided to the admins via a map in the blockading nation's private discord channel.