Uncharted Waters Origin

Uncharted Waters Origin

26 ratings
Ships and shipbuilding
By Quizzical
What you need to know in order to build the ships you want.
3
3
   
Award
Favorite
Favorited
Unfavorite
List of ships
There are many ships in the game. You can find out a lot of details about most of the ships from the blueprints section. I've copied some data from there into the table below for ease of reference. I'm ignoring the special ships in this guide, but do cover both eastern and western ships.

Additionally, the captain's cabin of every ship provides a large bonus to some stat that varies by ship. All ships give a 10% bonus to your supply stat, plus a numerical bonus to some other stat. Some on which stat a ship gives bonuses to is take from the Korean wiki, which seems to stop at grade 20. I got some higher grade ship information from Maurice and MWest.

ship
rank
side
field
combat
bonus
val
Tallette
1
west
trade
ram
Purchasing
900
Barque
1
west
adven
artillery
Nature
900
Hansa Cog
1
west
combat
melee
Melee
900
Budgerow
1
east
adven
support
Supply
900
Brigantine
2
west
combat
melee
Melee
1300
Cog Redonda
2
west
trade
ram
Purchasing
1200
Cog Latina
2
west
trade
artillery
Sales
1200
Light Proa
2
east
adven
support
Nature
1200
Caravel Latina
3
west
trade
artillery
Sales
1400
Caravel Redonda
3
west
trade
ram
Purchasing
1400
Light Galley
3
west
combat
melee
Melee
1400
Kohaya
3
east
combat
melee
Melee
1400
Sloop
4
west
adven
support
Supply
1500
Felucca
4
west
trade
ram
Sales
1500
La Pinta
4
west
combat
melee
Melee
1600
Sampan
4
east
trade
support
Purchasing
1500
Cutter
5
west
combat
melee
Melee
1800
Pinnace
5
west
combat
ram
Ramming
1800
Fluyt
5
west
combat
ram
Ramming
1800
Proa
5
east
adven
support
Nature
1700
Zouge
5
east
combat
ram
Ramming
1800
Nao
6
west
trade
ram
Sales
1900
Galley
6
west
combat
melee
Melee
2000
Sambuk
6
west
adven
support
Supply
1900
Dhow
6
east
adven
support
Aesthetics
1900
Maengseon
6
east
combat
artillery
Artillery
2000
Schooner
7
west
adven
support
Nature
2000
Heavy Galley
7
west
combat
melee
Melee
2100
Heavy Caravel
7
west
trade
ram
Purchasing
2000
Tanjaq
7
east
combat
melee
Melee
2100
Light Sha-chuan
7
east
combat
ram
Ramming
2100
Carrack
8
west
trade
artillery
Sales
2200
Xebec
8
west
adven
ram
Nature
2200
Frigate
8
west
combat
artillery
Artillery
2300
Karakoa
8
east
combat
melee
Melee
2300
Joseon Charging Ship
8
east
combat
ram
Ramming
2300
Buss
9
west
trade
artillery
Purchasing
2300
Galleon
9
west
combat
artillery
Artillery
2500
Victoria
9
west
adven
support
Nature
2300
Fu Ship
9
east
trade
melee
Sales
2300
Jounseon
9
east
combat
ram
Ramming
2500
Ottoman Galley
10
west
combat
melee
Melee
2700
De Sperwer
10
west
trade
support
Purchasing
2500
Mayflower
10
west
trade
artillery
Sales
2500
Sha-chuan
10
east
combat
ram
Ramming
2700
Sekifune
10
east
combat
melee
Melee
2700
Corvette
11
west
combat
ram
Ramming
2800
Esmeralda
11
west
adven
artillery
Nature
2700
Roman Galley
11
west
combat
melee
Melee
2700
Byungseon
11
east
combat
melee
Melee
2800
Tuham
11
east
combat
melee
Melee
2800
Flanders Galley
12
west
combat
melee
Melee
3000
Santa Maria
12
west
adven
support
Nature
2800
Saint Gabriel
12
west
adven
support
Aesthetics
2800
Hainan Ship
12
east
trade
support
Purchasing
2800
Flatbed Ship
12
east
combat
artillery
Artillery
3000
List of ships (continued)
ship
rank
side
field
combat
bonus
val
La Reale
13
west
combat
melee
Melee
3200
Heavy Carrack
13
west
trade
artillery
Sales
3000
Large Schooner
13
west
adven
support
Nature
3000
Red Seal Ship
13
east
adven
support
Aesthetics
3000
Nujeon Ship
13
east
combat
ram
Ramming
3200
Large Galleon
14
west
combat
artillery
Artillery
3400
Santa Catarina
14
west
trade
support
Sales
3100
Prins Willem
14
west
combat
melee
Melee
3400
Lorcha
14
east
adven
support
Nature
3100
Araki Ship
14
east
trade
support
Purchasing
3100
Galleass
15
west
combat
melee
Melee
3500
Quebec
15
west
adven
support
Nature
3300
Razee Frigate
15
west
combat
artillery
Artillery
3500
Large Sekifune
15
east
combat
melee
Melee
3300
Dan
15
east
trade
support
Sales
3300
Large Frigate
16
west
combat
artillery
Artillery
3700
Golden Hind
16
west
combat
artillery
Artillery
3700
Bermuda Sloop
16
west
adven
support
Supply
3400
Junk
16
east
trade
support
Trade
3400
Higaki-Kaisen
16
east
trade
support
Sales
3400
Long Schooner
17
west
adven
support
Supply
3600
Neapolitan Galleass
17
west
combat
melee
Melee
3900
Nordic Galleon
17
west
combat
artillery
Artillery
3600
Atakebune
17
east
combat
melee
Melee
3900
Bay Junk
17
east
trade
support
Sales
3900
Flemish Galleon
18
west
combat
artillery
Artillery
4200
Halve Maen
18
west
trade
support
Sales
3900
Beagle
18
west
combat
melee
Melee
4200
Large Sha-chuan
18
east
combat
ram
Ramming
4200
Ghanjah Dhow
18
east
adven
support
Supply
3900
Norske Love
19
west
combat
ram
Ramming
4500
Adventure Galley
19
west
combat
melee
Melee
4500
Bounty
19
west
combat
artillery
Artillery
4500
Large Jounseon
19
east
trade
support
Sales
4200
San Buenaventura
19
east
adven
support
Supply
4200
La Royale
20
west
combat
melee
Melee
4800
Ship of the Line
20
west
combat
artillery
Artillery
4800
Clipper
20
west
trade
support
Trade
4500
Sagyeonseon
20
east
adven
support
Supply
4500
Large Joseon Charging Ship
20
east
ccombat
ramming
Ram
4800
Ottoman Galleon
21
west
combat
melee
Melee
5100
Neptuno
21
west
combat
artillery
Artillery
5100
Surprise
21
west
combat
ramming
Ram
5100
Dragonhead Ship
21
east
adven
support
Nature
4800
Treasure Ship
21
east
trade
support
Trade
4800
Temeraire
22
west
combat
artillery
Artillery
5400
Endeavor
22
west
adven
support
Trade
5100
Flying Cloud
22
west
trade
support
Nature
5100
Tetsukabutosen
22
east
combat
melee
Melee
5400
Louchuan
22
east
combat
ramming
Ram
5400

It was necessary to split the table because Steam caps the length of a single section. Combat ships always give a bonus to their combat type.

A Sagyeonseon or Dragonhead Ship also gives land exploration bonuses of +2 combat, +2 observe, and +1 gather.
Ship grade data
Here's a table of level requirements by ship grade. I've have listed the amount of experience that you gain from building a ship. You gain this much per ship, until the ship blueprint level reaches 20. At that point, experience per ship drops to 10% of the original. You gain double experience the first time you build a particular type of ship.

Once you gain enough experience, your shipbuilding gains a level. For each level, I have listed the amount of experience needed to move to the next level. Your shipbuilding level is tracked separately for eastern and western ships.

Finally, I have listed the time required to build each ship, in minutes. If your shipbuilding level is at least as high as the grade of the ship that you want to build, the time to build the ship is cut in half. If you don't meet the level requirement, then you can still build the ship, but it just takes longer.

grade
exper
level up
minutes
1
15
30
10
2
30
110
40
3
60
150
80
4
120
230
147
5
180
1500
250
6
250
2250
350
7
450
4500
490
8
500
5630
700
9
750
9000
900
10
800
10500
1200
11
1300
17500
1400
12
2000
26800
2000
13
2600
37400
2400
14
3600
52500
2650
15
4800
72000
2980
16
6100
94000
3660
17
8000
125000
4110
18
10600
174000
6480
19
13600
230000
6840
20
17200
300000
7020
21
22100
395000
7020
22
510000
7020
Materials
Building a ship requires materials, blueprints, and either ducats or blue gems. You must also be at a shipyard that can build the particular type of ship that you want. The blueprints section has a map pin marker that will show you the locations where each ship can be built, so I won't replicate that here. It takes 10 blueprints to build an unimproved ship, which can be either 10 blueprints for the exact ship type or 10 common blueprints for the ship size.

The exact materials depend on the ship grade. I list the materials required for unimproved ships below. You can see how improved ships differ in their own section. Here, every ship requires exactly one keel. In the table below, the wood, mast, and gun columns are the numbers of parts. The wood type and gun type columns say exactly which parts. Mast types always match wood types. I exclude "Wood", "Wood Mast", and "Gun Port" from the names to save space.

grade
keel
wood
mast
gun
wood type
gun type
1
small
30
0
0
cedar
none
2
small
80
40
20
cedar
training
3
small
40
20
10
spruce
small
4
small
140
70
30
spruce
small
5
medium
60
30
10
pine
medium
6
medium
70
40
20
pine
medium
7
medium
70
30
20
alder
improved medium
8
medium
80
40
20
alder
improved medium
9
medium
80
40
20
beech
enhanced medium
10
medium
90
40
20
beech
enhanced medium
11
medium
80
40
20
rosewood
special enhanced medium
12
medium
160
80
40
rosewood
special enhanced medium
13
large
100
50
25
teak
large
14
large
120
60
30
walnut
improved large
15
large
120
60
30
ebony
enhanced large
16
large
120
60
30
enhanced cedar
special large
17
large
120
60
30
enhanced spruce
special improved large
18
large
120
60
30
enhanced pine
special enhanced large
19
large
120
60
30
enhanced alder
improved enhanced large
20
massive
120
60
30
enhanced beech
enhanced beech
21
massive
120
60
30
enhanced rosewood
enhanced rosewood
22
massive
120
60
30
enhanced teak
enhanced teak

Ship materials and blueprints come from mostly the same sources. Sometimes they come as exact materials or blueprints for a particular type of ship. Other times they come as vouchers that can be exchanged for any materials of a particular type (e.g., masts) or blueprints up to some particular grade. For blueprint vouchers of high grades, they offer common small or common medium blueprints to cover the lower grades.

I summarize the sources of ship materials and blueprints below, as well as what they give you. "Exact" means you get exact parts, such as teak wood. "Vouchers" means you get vouchers that let you pick which parts or blueprints. "Mixed" means some of each, most commonly a combination of blueprint vouchers or common blueprints together with exact ship materials. Keels always come as exact parts, not vouchers.

Not all sources of materials release at the same time. I list a delay column to say when they tend to release. A value of 0 means that you can obtain materials for a ship the day that the ship launches. A value of 1 means that they will first become available for one grade when the next higher grade launches. 0.5 is somewhere in between, as they won't be available when the ship first launches, but they will be available before the next higher grade releases. Similarly, 1.5. means that they won't be available when the next higher grade launches, but they will before two grades higher.

Source
Type
Delay
Ship combat
exact
0
Land exploration
exact
0
Login events
mixed
0.5
Competitions
vouchers
0.5
Dailies/weeklies
vouchers
1
Shipyards
mixed
1.5
Black markets
exact
1.5
Palace reward
mixed
1.5
Attendance
exact
1.5
Dispatch
exact
2+
Guild contribution store
mixed
forever
Materials (continued)
Normal ship combat gives small amounts of materials that depend on where you do the combat. Higher level areas give higher grade ship materials. The white elites that spawn for an hour once every six hours give far more ship materials, but are far stronger enemies. White elites in the top end areas are the main source of materials for ships just after they launch, making the ships generally exclusive to the top end combat players at first.

Land exploration also gives small amounts of materials. The grade of materials depends on where you do the land exploration, with higher level areas giving higher grade materials. Materials for the top grade of ship will generally be exclusive to the highest end land exploration zones, which makes them pretty exclusive at first, though this source is also available to high end adventurers who are weak at combat.

Login events and competitions are more sporadic, but generally available to everyone, including lower level players who are active. You don't have to win the competitions to get rewards, but just have a modest amount of participation.

Dailies and weeklies give vouchers for any grade of materials or blueprints up to the lower of either your highest shipbuilding skill (out of western and eastern) or one less than the highest grade of ship that has launched. Dailies give ship materials proper, while weeklies give blueprints. This is the main source of materials for relatively high end ships, but not quite the top end.

Shipyards sell unlimited quantities of materials for small ships, including keels, which is the main source of materials for small ships. Above that, there are several cities for each grade, which vary by grade. These sell a limited quantity of materials per week, and it requires some investment in the port to get access to them. This is enough of a nuisance that I only bother buying materials from shipyards for small ships.

Members of the monopolizing guild in every capital city can buy three large common blueprints per week. This is only available in capital cities, but if the same guild monopolizes multiple capitals, they can buy three large common blueprints in each capital where they have a monopoly.

Black markets at item malls sell particular materials or blueprints only sporadically. Each grade is in the possible loot table for the black market in several cities. This is a significant source of materials for medium ships, but for large ships, they are expensive and require investment in the port, so I advise against relying on black markets as a source of materials for large ships.

Palace rewards cost contribution, and most require a minimum admiral rank. Materials for large ships are expensive, so I recommend using your contribution for medium ship components or for large common blueprints instead. This is useful as a way to mass produce medium ships for collections.

Attendance rewards and dispatch rewards tend to trail well behind the cutting edge in grade. Attendance rewards don't depend on your own level, so they can be useful for new players to get some higher grade ship components. Take what you get from dispatch rewards, but don't try to turn them into a major source of ship materials.

Guild contribution only gives you vouchers for medium grade ship materials and common blueprints. The large common blueprints are useful, but the ship materials are really only useful as a way to build more medium ships to level shipbuilding or complete collections.
Materials (old version)
This section is deprecated, but still has some data that I want to copy to the new versions above. Once I copy the data, I'll delete this section.

Building a ship requires materials, blueprints, and ducats. You must also be at a shipyard that can build the particular type of ship that you want. The blueprints section has a map pin marker that will show you the locations where each ship can be built, so I won't replicate that here. It takes 10 blueprints to build a ship, but I don't focus on how to get them here.

I will, however, list the materials required to build each ship. The materials always require one keel, as well as some wood, masts, and gun ports, with only the exception that grade 1 ships skip the masts and gun ports. I'll list the quantities first, then come back to what the materials are and how to get them.

grade
keel
wood
mast
gun
1
small
30
0
0
2
small
80
40
20
3
small
40
20
10
4
small
140
70
30
5
medium
60
30
10
6
medium
70
40
20
7
medium
70
30
20
8
medium
80
40
20
9
medium
80
40
20
10
medium
90
40
20
11
medium
80
40
20
12
medium
160
80
40
13
large
100
50
25
14
large
120
60
30
15
large
120
60
30
16
large
120
60
30
17
large
120
60
30
18
large
120
60
30
19
large
120
60
30
20
massive
120
60
30

The materials required vary by ship. For grades 1-4, that is, the small ships, the materials are purchasable in unlimited quantities and in many shipyards. Furthermore, you can buy the blueprints for those ships in unlimited quantities in any shipyard that can build them. For this reason, when trying to level your shipbuilding level, it's usually best to max your blueprint level in all ships of grades 1-4, at least apart from the golden ships for which you can't buy the blueprints.

Grades 1-2 require cedar wood, cedar wood masts, and training gun ports. Grades 3-4 require spruce wood, spruce wood masts, and small gun ports.

Materials for most higher grade ships can be purchased in various ports. It generally requires some amount of investment in order to unlock the ability to purchase the parts. Even one the investment is done, you can only purchase a limited amount of each material per port per week. Besides the keel, the other three materials for a given ship grade can be purchased in the same ports.

For each set of materials, I'll give a table with the required investment to unlock a part (in millions of ducats), the price per item to buy it once it is unlocked, and the quantity that you can buy per week.

I'll also list the ports where you can buy the items. I know the English names for all ports in Europe or northern Africa, but Google translate botches names of some others, so there is some uncertainty for some of the ports.

First of all, the medium keels require military investment rank 2 in order to purchase. Once that is done, they cost 1.24 million ducats each, and can be purchased in London, Amsterdam, Lisboa, Seville, Constantinople, Abidjan, and Santo Domingo. That is, all of the starting capital cities, plus two other ports.

Grades 5-6 require pine wood, pine masts, and medium gun ports. These are available in London, Amsterdam, Lisboa, Seville, Constantinople, Candia, Bremen, Ceuta, Edinburgh, Casablanca, Abidjan, Luanda, Santo Domingo, and Port Royal.

wood
mast
gun
investment
0.5
1
1.5
price
11
21
42
quantity
30
15
5

Grades 7-8 require alder wood, alder wood masts, and improved medium gun ports. These are available in Syracuse, Bergen, Timbuktu, Rio de Janiero, Buenos Aires, Mozambique, Massawa, Baghdad, and Kozhikode.

wood
mast
gun
investment
1
2
3
price
20
40
80
quantity
40
20
10

Grades 9-10 require beech wood, beech wood masts, and enhanced medium gun ports. These are available in Copenhagen, Beirut, Cape Town, Valparaiso, Lima, Suez, Malacca, and Jayakarta. Gun ports require military investment level 4 in the port to unlock rather than personal investment.

wood
mast
gun
investment
8
10
*
price
42
84
168
quantity
20
10
5

Grades 11-12 require rosewood, rosewood masts, and special enhanced medium gun ports. These are available in Venice, Nassau, Porlamar, Merida, Copiapo, Tumbes, Kolkata, Pasay, Palembang, and Manila. Gun ports require military investment level 7 in the port to unlock rather than personal investment.

wood
mast
gun
investment
30
40
*
price
76
152
304
quantity
20
10
5

Grade 13 requires teak wood, teak wood masts, and large gun ports. These are available in Lubeck, Marseille, Trujillo, Banjarmasin, Pangkal Pinang, Ushuaia, Natal, Cohasset, and Pondicherry.

wood
mast
gun
investment
80
100
120
price
364
727
1453
quantity
16
8
4

Grade 14 requires walnut wood, walnut wood masts, and improved large gun ports. These are available in Kokkola, Veracruz, Panama, Hanoi, Okinawa, Ceuta, Nantes, Timbuktu, Karibib, and Jeddah. The port name for Okinawa is likely wrong, but it's something on that island.

wood
mast
gun
investment
180
210
240
price
398
796
1591
quantity
12
6
3

Grade 15 requires ebony wood, ebony wood masts, and enhanced large gun ports. These are available in Hobe, Baghdad, Pinjarra, Ohlone, and Southside.

wood
mast
gun
investment
280
320
360
price
?
?
?
quantity
12
6
3

You can also buy 1 large keel per week in Southside. It requires admiral level 8.

Grade 16 ships require enhanced cedar wood, enhanced cedar wood masts, and special large gun ports. Grade 17 ships require enhanced spruce wood, enhanced spruce wood masts, and special improved large gun ports. These don't yet seem to be available to buy anywhere in the game.
Cabins
Every ship has several cabins. All ships have a captain's cabin, as discussed earlier. In addition to that, there are five different types of cabins. For lack of an in-game name, I'll call them A, B, C, D, and E. Types A, B, and C allow you to assign a mate to the cabin, in addition to giving some stat bonuses. Types D and E only give stat bonuses, but do not allow you to assign any mate.

There are two major benefits to assigning mates to cabins. One is that it makes the mate active so that he'll gain experience from the various things that cause you to gain experience as you play the game. The other is that it adds the mate's personal stats to the ship stats, as well as making his skills available to the ship. For adventuring and trade stats and skills, this generally makes them available to the entire fleet. Combat stats and skills are specific to the ship.

All assignable cabins have some stat rates for adventuring, trade, and combat mates. A mate's stat contribution is multiplied by the stat rate for the mate's type. You usually want to switch cabins from the default to something that gives 100% for some type of mate, and then assign that type of mate to the cabin.

It's important to understand that the rate is by type of mate, not by skill. For example, a medium rowing cabin is rated at 100% adventuring, 50% trade, 50% combat. An adventuring mate will apply his full stats of all types, including trade and combat, to the ship. A trade mate will only provide 50% of his stats to the ship, even adventuring. Thus, for this type of cabin, an adventuring mate is likely to contribute higher trade stats than a trade mate of the same grade.

Some cabins are available from the start, while others are available only after you increase your blueprint or understanding level for a ship far enough. I list cabins available from the start as A, B, C, D, or E, and then those that require higher blueprint or understanding level as B+, C+, D+, and E+. The number of cabins per ship, by ship grade:

grade
A
B
B+
C
C+
D
D+
E
E+
1
2
0
0
2
0
0
2
0
1
2
2
0
1
2
0
1
1
0
1
3
2
0
1
2
0
1
1
0
1
4
2
0
1
2
0
1
1
0
1
5
2
1
0
3
0
1
2
1
0
6
2
1
0
2
1
1
2
1
0
7
2
1
0
3
0
1
2
1
0
8
2
1
0
2
1
1
2
1
0
9
2
1
0
3
0
1
2
1
0
10
2
1
0
2
1
1
2
1
0
11
2
1
0
2
1
1
2
1
0
12
2
1
0
2
1
1
2
1
0
13-19
2
2
0
2
1
2
1
1
1
20+
2
2
0
3
1
2
1
1
1

As you can see, the number of cabins tends to increase as the ship size does. However, grades 5, 7, and 9 have more assignable cabins at blueprint and understanding level 1 than the other medium ships do. Grade 11 does not do this. But this does mean that you might not want to be in a hurry to upgrade by a single grade and lose an assignable cabin.

Type B and C cabins have the same options regardless of ship grade, at least up to grade 8. The other cabin types of different options depending on whether you have a small or medium ship. They're analogous options, but the medium ship options give higher stats.

You can change the cabins from among various options for each type. Changing a cabin on one ship changes all cabins for the same type of ship. For example, if you change a schooner's old aide's cabin to an accounting room, that will change the corresponding cabin for all schooners that you have or will build in the future. Schooners have three type C cabins, however, so each of those three must be changed independently.

It typically costs about 10k ducats per ship grade to change a cabin on a small ship, or 100k ducats per ship grade for a medium ship. The exception is that some options for type A cabins cost 10 blue gems per ship grade for a small ship or 20 blue gems per ship grade for a medium ship. Large ships are probably more expensive in both cases, but I haven't yet seen the price tags.

For type A cabins, the options available depend on whether the ship is an adventuring, trade, or combat ship. Old rudder and old deck are available on all ship types, but the other options all have stat rates of 100%/50%/50%, and cabins with a stat rate of 100% on some mate type are only available for ships of the corresponding type.

The stat rates for various mate types increase by 10% per grade over the base numbers, though they are always capped at 100%. I give the numbers for small cabins only, but you can add 10% for medium cabins, 20% for large, and 30% for massive.

Cabins that increase mate stats by some percentage only boost the stats of the particular mate who is assigned to that particular cabin, not everyone else on the ship, let alone the fleet.

A mate gains full experience for the type for which his cabin has a 100% stat rate, but only half experience for other types. Or perhaps rather, for which the small ship version of his cabin has a 100% stat rate. Cabins that have something like 100/50/70 for the small version would have 100/80/100 for the massive version, but the mate would only gain adventuring experience at the full rate, not also combat experience. In particular, ship captains gain full experience of all types and mates in an aide's cabin only gain half experience of all types.

If your flagship has an aide's cabin, then your aide can automatically use consumables to end disasters for your entire fleet. As such, you generally want your flagship (first ship in fleet 1) to have an aide's cabin. It is generally preferable for other ships not to have an aide's cabin, as a mate in that cabin only gains half experience of all types.

If you have an accounting room somewhere in your fleet, then you can negotiate better prices for trade goods. Negotiation will never happen if you don't have an accounting room. Having multiple accounting rooms does not give extra benefit here. You should nearly always have at least one accounting room somewhere in your fleet.
Improved ships
Every type of ship in the game has an improved version of the same ship. The improved ship has the same graphics, same grade, same captain's cabin, and same classification as a combat, trade, or adventuring ship. Improved ships are regarded by the game as a completely separate time of ship from the base ship, with separate cabin choices, blueprint levels, and so forth. The differences are:

  • The improved ship has an extra type C cabin.
  • All cabins in the improved ship are unlocked from the start, rather than being gated by blueprint or understanding level.
  • The stats range for the improved ship is about half a grade higher than the base ship.
  • The improved ship does not require blueprints or a keel to build, but does require a base ship as part of the building materials.
  • The improved ship build time is half that of the base ship.
  • The improved ship does not require investment or admiral rank to build.
  • If built in a port where you are not part of the monopolizing guild, then the improved ship will cost blue gems instead of ducats. The cost in blue gems is 100 times the ship's grade.
  • Repairing an improved ship with blueprints requires common blueprints rather than blueprints for the particular type of ship.
  • Repairing an improved ship with blue gems costs twice as much as a normal ship.
  • Improved ships cannot be added to collections.

High level players have differing opinions on whether it is better to use improved ships or unimproved ships. The extra cabin is a big deal, as that allows each ship to have an extra mate contribute his stats. But the extra repair cost is also a big deal, especially once you get to massive ships.

Having to use ship materials to build the base ship and then more materials to build the improved ship makes the materials cost of the improved ship effectively double that of the base ship. This means that if you build many of the same ship, the improved ship will only have half of the blueprint level of the base ship, which can easily mean that it tends to have lower stats than if you built twice as many of the base ship.

There is no rule that you must use exclusively improved ships or unimproved. I recommend improved ships for dispatch fleets, as the extra cabin is a huge deal. I personally use improved ships for all but my flagship, so that the flagship can have an aide's cabin without forcing any other ships to have one, and without the flagship having to be a different ship type that I don't want. Players who will build 40+ of the same ship so that they can get some ships with near max stats at blueprint level 20 tend to rely on normal ships for their primary fleet.

The blue gem cost of improved ships will mean that players not in a major guild that controls some ports will tend to avoid improved ships as being too expensive. Improved ships are one of the main reasons why it is beneficial to be in one of the top guilds rather than just making your own solo guild.
List of cabins
The type A cabins are:

ship type
cabin type
adv
trade
combat
price
effect
small
med
large
mass
all
Rudder
70
70
70
ducats
ramming
+3%
+6%
+10%
+15%
all
Deck
70
70
70
ducats
melee
+3%
+6%
+10%
+15%
scouting
+2%
+4%
+6%
+10%
adventure
Ice Breaking Enhancement Room
100
50
50
blue gems
ice breaking
+3
+5
+7
+8
adventure
Seaworthiness Enhancement Lab
100
50
50
blue gems
seaworthiness
+1
+2
+3
+4
adventure
Momentum Enhancement Lab
100
50
50
blue gems
momentum
+3
+5
+7
+8
adventure
Rowing Cabin
100
50
50
ducats
rowing
+3
+5
+7
+8
adventure
Luggage Management Room
100
50
50
ducats
supplies cost
-1%
-2%
-3%
-4%
adventure
(adventure skill) Lab
100
50
50
blue gems
adventure skill
+3%
+6%
+10%
+15%
trade
Supply Management Room
50
100
50
ducats
load capacity
+3
+5
+7
+10
trade
(trade skill) Strategy Lab
50
100
50
blue gems
trade skill
+3%
+6%
+10%
+15%
trade
(goods type) Management Room
50
100
50
ducats
goods type purchase quantity
+5%
+8%
+10%
+12%
combat
Disguise Management Room
50
50
100
ducats
additional ram attack
+5
+10
+15
+20
additional ram crit chance
+1%
+2%
+3%
+4%
combat
Weapon Management Room
50
50
100
ducats
additional melee attack
+5
+10
+15
+20
additional melee crit chance
+1%
+2%
+3%
+4%
combat
Ammo Management Room
50
50
100
ducats
additional artillery attack
+5
+10
+15
+20
additional artillery crit chance
+1%
+2%
+3%
+4%
combat
Enhancement Management Room
50
50
100
ducats
additional repair recovery
+10
+15
+20
+25
combat
Crew Management Room
50
50
100
ducats
max crew
+4
+8
+12
+16
combat
Lounge Management Room
50
50
100
ducats
additional medical recovery
+5
+10
+15
+20
combat
Banquet Management Room
50
50
100
ducats
additional mobility
+6
+12
+18
+20
combat
(combat skill) Lab
50
50
100
blue gems
combat skill
+3%
+6%
+10%
+15%

Note that I've bunched some together to save table space. For example, "Small (adventure skill) Lab" covers "Small Nature Lab", "Small Aesthetics Lab", "Small Scouting Lab", and "Small Supply Lab", which are four separate cabins that each increase one stat. There are analogous cabins for the other skill types. Similarly, "Small (goods type) Management Room" has 20 separate cabins, one for each type of goods in the game. Small and medium ships put the prefix "Old" on the Rudder and Deck cabins.

The only massive ships that I have built are adventuring ships, so I don't have the stat gains for the cabins specific to other types of massive ships.

The type B cabins are:

cabin type
adv
trade
combat
effect 1
small
med
large
mass
effect 2
small
med
large
mass
Mast
70
70
70
scouting
+5%
+8%
+13%
+18%
Crow’s Nest
100
50
70
scouting
+3%
+6%
+10%
+15%
artillery
+2%
+4%
+6%
+10%

Small and medium ships up to and including grade 10 have both the small and medium cabins available, with the former given the "Old" prefix.
List of cabins (continued)
The type C cabins are:

cabin type
adv
trade
combat
effect
small
med
large
mass
Aide’s Cabin
70
70
70
negotiation
+3%
+6%
+10%
+15%
trade
+2%
+4%
+6%
+10%
Infirmary
70
70
70
support
+3%
+6%
+10%
+15%
Recreation Room
70
70
70
support
+3%
+6%
+10%
+15%
supply
+2%
+4%
+6%
+10%
Chapel
70
70
70
supply
+5%
+8%
+13%
+18%
Personal Quarters
70
70
70
support
+3%
+6%
+10%
+15%
melee
+2%
+4%
+6%
+10%
Measuring Room
70
70
70
scouting
+3%
+6%
+10%
+15%
artillery
+2%
+4%
+6%
+10%
Kitchen
70
70
70
supply
+3%
+6%
+10%
+15%
support
+2%
+4%
+6%
+10%
Strategy Room
70
70
70
scouting
+3%
+6%
+10%
+15%
negotiation
+2%
+4%
+6%
+10%
Livestock Pen
70
70
70
supply
+5%
+8%
+13%
+18%
Library
100
60
60
aesthetics
+3%
+6%
+10%
+15%
Laboratory
100
60
60
nature
+3%
+6%
+10%
+15%
Lumber Storage
100
50
70
support
+3%
+6%
+10%
+15%
Accounting Room
60
100
60
purchasting
+3%
+6%
+10%
+15%
sales
+2%
+4%
+6%
+10%
Marine Barracks
70
50
100
melee
+5%
+8%
+13%
+18%
Training Room
70
50
100
melee
+3%
+6%
+10%
+15%
support
+2%
+4%
+6%
+10%
Gun Port
70
50
100
artillery
+3%
+6%
+10%
+15%

As with type B cabins, small and medium ships up to and including grade 10 have both the small and medium cabins available, with the former given the "Old" prefix.

The type D cabins are:

cabin type
effect
small
med
large
mass
Supply Storage
load capacity
+3
+8
+15
+20
Weapon Storage
additional melee attack
+5
+15
+25
+25
Ammo Storage
additional artillery attack
+5
+15
+25
+25
Concealed Storage
additional ram attack
+5
+15
+25
+25
Enhanced Storage
additional repair recovery
+9
+14
+19
+18
Luggage Storage
supplies cost
-1%
-3%
-4%
-6%
(goods type) Storage
goods type purchase quantity
+5%
+8%
+10%
+12%

The type E cabins are:

cabin type
effect
small
med
large
mass
Lounge
additional medical recovery
+3
+8
+13
+13
Banquet Hall
additional mobility
+3
+9
+15
+18
Crew’s Quarters
max crew
+2
+6
+10
+10
Rowing Deck
rowing
+3
+7
+10
+11

For both type D and E cabins, the cabin name starts with "Old Small", "Medium", "Large", or "Massive", depending on the ship size. Large ships also have the medium options available, but they are clearly inferior to the large ship options. In all ship sizes, as with type A cabins, there is a separate cabin type for each type of trade goods.
11 Comments
erobotan 10 May, 2023 @ 7:06am 
the port near Aceh that sell rosewood is Pasay

also Pasay, St Petersburgh, and Malacca occasionally sells teak wood in black market
erobotan 29 Apr, 2023 @ 9:17pm 
360 million .... life is suffering ...
Quizzical  [author] 29 Apr, 2023 @ 12:13pm 
I've added the rank 13-15 building material ports, as you said. For now, I'm assuming that they're also available at the ports on the Korean wiki. I've seen the purchase quantities and requirements for the ebony materials, but can't see the prices without investing 360 million ducats in Southside.
erobotan 28 Apr, 2023 @ 11:33pm 
according to the patch note, they added more in recent patch https://uwo.floor.line.games/us/bbsCmn/detail/1682329981605005474

- Teak Wood/Teak Wood Mast/Large Gun Port: Ushuaia/Natal/Cohasset/Pondicherry.

- Walnut Wood/Walnut Wood Mast/Improved Large Gun Port: Ceuta/Nantes/Timbuktu/Karibib/Jeddah.

- Ebony Wood/Ebony Wood Mast/Enhanced Large Gun Port: Hobe/Baghdad/Pinjarra/Ohlone/Southside.

- Large Keel: Southside.
erobotan 25 Apr, 2023 @ 4:28am 
thanks for the fix!!
Quizzical  [author] 24 Apr, 2023 @ 2:42pm 
Kozhikode was previously listed as Calicut. I realized that I can find the game's port names in the list of achievements, so I've switched it. I also changed Calcutta to Kolkata.
erobotan 20 Apr, 2023 @ 6:31pm 
Thanks for the guide! Just want to add that Kozhikode's shipyard sells Alder wood/mast/improved medium gunport
Quizzical  [author] 14 Apr, 2023 @ 4:12pm 
You can see which ships can be built where for yourself in-game. Top right corner menu -> Journal -> Blueprint -> click the ship you want -> pin icon near the top center of the blueprint window. That only shows you ports that you've visited, however.
YunoAloe 14 Apr, 2023 @ 2:11pm 
Icapa is indeed Cape Town.
thorbaldin 14 Apr, 2023 @ 10:58am 
a list of high level ship and wich port build them would be a plus