Players may build two kinds of ships in Olympia: galleys and roundships.
A galley, also known as a warship, is a slender rowed vessel. Galleys require 14 sailors as oarsmen for travel, and may carry up to 5,000 units of cargo. The oars permit the ship to be maneuvered regardless of wind conditions.
Galleys may be fitted with rams, which are used to crush the sides of enemy ships in battle.
The roundship, also known as the merchantman, is a deep, wide sailing ship, usually with one or two masts and steered with great, oar-like paddles. The large cargo space makes it well suited for trade and extended ocean travel.
With favorable winds, roundships will make better time than galleys, even when fully loaded. Roundships require a crew of eight sailors travel, and may carry up to 25,000 units of cargo.
The Shipcraft [600] skill category allows nobles to train sailors, and has sub-skills for building and sailing ships.
ship capacity sailors ---- -------- ------- galley 5,000 14 roundship 25,000 8
Ships may be damaged while sailing by storms, or by submerged rocks in
coastal waters. Damaged ships may be repaired with the repair
command. Repairing a damaged ship requires one unit of pitch [261].
The capacity of a damaged ship is a reduced in proportion to the amount
of damage. A galley with 10% damage may only carry 4,500 units of
cargo.
The Sailing [601] subskill of Shipcraft [600] is required to pilot a
ship. Shipcraft may be learned in any port city. For information about
piloting galleys and roundships, see the
Construction of ships requires a character to have the Shipbuilding
[602] skill, a subskill of Shipcraft [600].
To begin construction of a ship, the shipbuilder should unstack from
beneath other characters and issue one of the following
One-fifth of the lumber will immediately be deducted from the
shipbuilder's inventory and put to use building the new ship. The
shipbuilder and his workers will be placed inside the new ship.
At least three workers are needed to begin construction of a ship.
Until the ship is completed, it will be shown as `
The remaining construction materials are deducted from the builder's
inventory as work on the ship progresses. A second fifth of the lumber
is required when the ship becomes 20% complete, a third fifth when the
ship becomes 40% complete, etc. Construction halts if the builder runs
out of materials
For example, a noble who wanted to build a galley would need to know
Shipbuilding [602], have at least three workers, and start with at
least 10 wood [77]. (40 more wood is required to bring the galley to
completion).
As soon as the required number of worker-days has been invested in
construction, the ship will be christened and declared seaworthy.
To resume construction of a partially completed ship, first enter the
ship, then issue the either
Ships may only be built in port cities.
There are several commands useful for operating a commercial ferry:
The captain of a ferry must issue `
For instance, if the captain wanted to charge 1/2 gold per unit weight
of the passengers stack, he would issue `
The fee is a property of the captain, not the ship.
A character may clear the fee with the `
Passengers issue `
The captain shouldn't issue an
Suppose now that the captain has a ship, has set a fee, announced his
service in the Olympia Times and with
Passengers should travel to the port the ferry will be arriving at and
issue `
When the ship arrives at port, the captain should order
Note that passengers should not use
Example:
Captain McCook's orders:
Passengers wishing to travel on McCook's ferry:
How to sail
sail
order.
Making ships
ship effort material
---- ------ --------
galley 250 worker-days 50 wood
roundship 500 worker-days 100 wood
build
orders:
build galley
name of galley
build roundship
name of roundship
in progress
':
Ships docked at port:
HMS Pinafore [1111], galley-in-progress, 28% completed, owner:
Osswid the Constructor [5499], with five workers
build galley
or build roundship
.
Operating a ferry
fee
board
unload
ferry
' command
to set a fee which will be charged to passengers wishing to fee
goldboard
his ship. The fee is expressed as how many gold pieces per 100 weight
of the passenger's stack will be charged.
'. (a 50
gold fee for every 100 weight).
fee
50
' order. If no
fee is set, then the ship is not considered to be operating as a ferry,
and characters are may not use the fee
0board
order to enter the ship.
' to board a ferry. The
order will fail if the ship is not present, or if it is not operating as
a ferry (the captain of the ship has no fee set). board
shipboard
will
cause the character to pay the captain the required boarding fee, then
move the character's stack onto the ship.
admit
order to let characters on
board who will be paying to take the ferry. Otherwise they could board
the ship with move
instead of board
, bypassing the ferry
fee.
Ferry synchronization
post
, and is now
ready to ferry passengers. What should he tell them? How will the
synchronization work?
'.
wait ferry
shipunload
to
eject his current load of passengers, then ferry
to signal any
passengers waiting in port that they may now board.
wait ship
to wait for the
ferry. Otherwise, they will attempt to board
as soon as the ship
reaches the port. The captain's unload
order may not have
executed at this point. In this case, board
orders might fail
because there won't be any room to enter the ship until the existing
load of passengers has disembarked.
Posted by Captain McCook [3402]:
"Captain McCook's ferry to Drassa departs each
Sunsear on the 15th. The fee is 1 gold/wt.
Issue WAIT FERRY 1234 then BOARD 1234 for
ferry service. Arrr!"
> fee 100 # 1 gold/wt. is our fee
> sail ... # arrival at port
> unload # unload current passengers
> wait day 15 # wait until stated time of departure
> ferry # sound our horn
> sail ... # on to the next port
> wait ferry 1234 # [1234] is McCook's ship
> board 1234 # pay our gold and embark
> wait loc destination # Captain McCook will
unload
us at the
# end of the journey, so wait until we
# find ourselves in the destination city.