Divine Actions

  • A game mode chosen when a company is founded, unrealistic and unfair by design. Rivals (AI and other players) have the same powers.
  • Powers, bought from the Divine panel (the bolt button under the trophy on the World map): each row names the power, its price now and what it does, with Unleash (greyed with why: too expensive, on cooldown, Wrath used this year, three storms out). Prices scale with company level (base x (1 + level / 50)), except Wrath, a flat $1,000,000,000. Each has a cooldown in game weeks (a week being 504 s of play). A power with a target closes the panel and has the player click it on the map (a hint at the top says what; Esc cancels): a point at sea, a port, or a rival's ship at sea.
    • Storms, three tiers, called down at the point clicked: Squall ($25M base; a gale, 180 nm, 2 days, cooldown 0.2 weeks), Tempest ($200M; a hurricane, typhoon or cyclone by those waters, 300 nm, 7 days, with an eye, closes ports under its core; 0.6 weeks) and Wrath ($1B; the tropical kind, 600 nm, 14 days, power 2: twice any natural storm's strength, so 95% slower and 5x wear at its core at Harsh settings, closing every port it crosses; once a calendar year). A divine storm starts at full strength, holds it most of its life and fades at the end (intensity (1 - (age/life)^4) x power), drifts slowly (5 knots) from where it was called, is named for its tier ("Cyclone Wrath") with "sent by <company>" under it on the map and a "Sent by" row in its popup, and acts from company level 1 even in a game founded without storms (then at Harsh settings). At most 3 of a company's storms are out at once. The sender's own ships suffer in it like anyone's.
    • Fair winds ($100M; no target; a week): the company's whole fleet sails 1.5x faster for a week.
    • Calm seas ($50M; a point): every storm within 500 nm blows out at once (natural or divine).
    • Plague of gulls ($30M; a port; a week): gulls mob the port (drawn wheeling over it); every other company's ships there take twice as long over their stops.
    • Deluge ($80M; a port; a week): rain over the port; its prices halve for everyone (buying and selling).
    • Sea change ($60M; a port; a month): a great flock (drawn as a golden ring of birds) settles on the port: it counts 40 more birds for the port blessing below.
    • The Kraken ($150M; a rival's ship at sea): the ship is lost where it is ("taken by the Kraken", maintenance 0) for a tug or recovery boat to fetch; its arms rise round the ship for 20 s.
    • Lightning strike ($120M; a port where a rival has a hub): the hub drops a level; a bolt and flash over the port for 4 s.
  • Blessings and omens, always on in a Divine game: birds following a ship speed it up 2% a bird (an albatross 4%), up to 50%; whales or dolphins within 50 nm shield a ship from a storm's wear; sharks within 100 nm of a lost ship hurry its rescuers 1.5x; frigatebirds following a ship make off with 2% a bird (up to 10%) of its sale (logged); a port's gulls, cormorants, seabirds and sea ducks (plus a Sea change) bless it, 80 birds for the full blessing: its stops up to 50% faster and its prices up to 20% better each way for ships there; a port's lamps by night turn ships round 20% faster; the first snow (1-7 December, ports north of 50 N) slows stops there 30%; cherry blossom (Japan in April) doubles delivery XP there; and one day a year a comet crosses the sky (drawn above the night at the top of the map, logged) lifting everyone's sale prices 10%.
  • Every act goes in the activity log in the actor's colour ("Northstar Freight called down a Tempest on the waters off Lagos."; red when it hits this player's ships, port or hub); the panel lists the last 12 acts. AI rivals use the powers too: about once a game week (Easy every 3, Hard every 1) a rival picks on the richest other company and uses the first power it can afford twice over that it has a target for (a storm or the Kraken on one of that company's ships at sea, a plague or deluge on its busiest port, lightning on one of its hubs, fair winds for itself, calm seas where its own ship is in a storm, a great flock on its own busiest port).
  • Multiplayer: the host does every act and sends the divine state (effects, cooldowns, ledger) with its updates; players can target each other and the AI. Achievements and company comparison are unchanged.