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Cog

438 bytes removed, 11:01, 8 August 2022
m
ordering vessel details, removing creation chances info.
Cogs are great merchant ships as they are a large size, not difficult to build and as a result inexpensive to buy. They are good for long journeys but are impractical for short hops, especially in light winds.
 
You will need 22 [[Mind_logic|Mind Logic]] to be able to command it.
== Vessel details ==
*Requires 22 [[mind logic]] to be able to command it.*Passengers: 1 Captain captain + 8 crew.
*Maximum speed: 33.22 km/h (solo, with a [[gale]] in the back)
*Maximum speed: 35(?) km/h (full crew)*Hold Capacity: 50916 29 large crates. see [[Container|volume#Loadable Items]] units (67 rafts). Weight(kg) has no effect on thisfor more info.
*Creature Cage Capacity: 6
*The Hold's item count is limited to 100. If more is needed, use containers like [[small barrel]]s or [[raft]]sMinimum passable depth: 20 dirt.
*Size: ~ 5 tiles long and 2 tiles wide
*Height: 40 dirt from water level to deck(?) and ~ 170 dirt from waterlevel to top
*Requires 20 dirt water depth
==Notes==
**Repairing a ship can sometimes result in the ship retaining a quality above 10, thus being commandable once again.
*The quality of each of the keel sections affects the chance of being created.
*Keel sections can be improved (Carpentry items) before attempting assembly.
 
Keel section improvement examples (30.33 Carpentry and 18.21 Shipbuilding):
* QL6.12 + QL5.97 = 14% chance
* QL5.97 + QL18.33 = 23% chance
* QL10.46 + QL18.33 = 26% chance
== Loadable Items ==
435

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