Ship models

The Shop: every model with its speed, hold, range and crew
The Shop: every model with its speed, hold, range and crew
  • Six lines: container ships (Scooter 20, Feeder 100, Feedermax 200, Trans Atlantic, Dominator), tankers (Coastal, Aframax, Supertanker), and new ore carriers (Laker L2, Panamax Bulker L20, Capesize L45), grain carriers (Grain Laker L8, Kamsarmax L28, Post-Panamax Bulker L52), livestock carriers (Cattle Coaster L12, Livestock Carrier L30, Ocean Shearer L55) and vehicle carriers (Car Hopper L18, Car Carrier L38, Giant Car Carrier L58), plus the recovery boats. The Scooter 20 now carries 20 containers (up from 15, with no change to its fuel use). Seaway-sized models (by length): Scooter, Feeder, Feedermax, Coastal, Laker, Grain Laker, Cattle Coaster, Livestock Carrier, Car Hopper and the Buffalo (which can now also carry the small new models).
ModelPriceSpeed (nm/s)CapacityRange per legMax owned
Scooter 20$12,5005.4420490 nm (≈1 min 30 s)8
Feeder 100$125,0004.82100760 nm (≈2 min 40 s)8
Feedermax 200$500,0003.272001,175 nm (≈6 min)8
Trans Atlantic$5,000,0006.351,2504,080 nm (Rome→New York is 4,073 nm)8
Dominator$50,000,0003.9910,0009,000 nm8
Buffalo$1,250,0006.35carries 1 lost Scooter 20, Feeder 100, Feedermax 200 or Coastalrecovery jobs up to 8,000 nm8
Coastal (gas tanker)$1,500,0006.355,000 tons of fuel1,175 nm8
Aframax (gas tanker)$15,000,0005.4050,000 tons of fuel4,080 nm8
Supertanker (gas tanker)$150,000,0004.59500,000 tons of fuel9,000 nm8
Mammoth$10,000,0006.35carries 1 lost shiprecovery jobs up to 23,300 nm8
ModelFuel tank (units)Burn (units/s)Wear (%/min)Repair per 1%Port stop
Scooter 205105.551$2005 s
Feeder 1007,950371$1,33010 s
Feedermax 20025,000671$2,40015 s
Trans Atlantic555,0008101$29,20030 s
Dominator10,300,0004,0700.5$293,0001 min
Buffalo645,0004501$30,00010 s
Coastal50,5002651$9,50015 s
Aframax1,830,0002,2501$81,00030 s
Supertanker41,300,00019,1250.5$1,375,0001 min
Mammoth20,400,0004,5000.5$300,00010 s
  • Speeds keep a 30: 20: 18: 35: 22 ratio (except the Feeder 100, since sped up from 3.63 to 4.82 nm/s), scaled so a Scooter 20 sails Rome→Tunis (324.9 nm) in about 60 s. A Dominator's longest leg (9,000 nm) takes about 42 minutes with wear.
  • Range is the longest single leg a ship can sail at 100% maintenance. It's enforced when assigning routes; fuel is checked again at every departure.
  • Container ships, car carriers and livestock carriers show their cargo: empty they have a bare deck; loaded, container stacks, rows of cars or animals in the pens fill from the stern forward in quarters (any cargo shows at least a quarter), so part loads show. Smaller ships are drawn on top of bigger ones where they overlap (and a click there picks the smaller one). Colors by family, smallest to biggest: container ships yellow to red (Scooter 20, Feeder 100, Feedermax 200, Trans Atlantic, Dominator), gas tankers light green to dark blue (Coastal, Aframax, Supertanker), recovery boats brown, darker = bigger (Buffalo, Mammoth). Zoomed in, ports show their marinas, sized like the ships (see Docks and berths); a ship sailing near a port eases out from where it lay (its anchorage spot or the harbour mouth) and in towards the harbour mouth, facing the way it's really moving, over three times the mouth's distance from the port (the same stretch of sea at every zoom); tugs towing, or turning round by, a lost ship stay alongside it where it's drawn, so they ease into the harbour with it.
  • The player can own at most 10 of each container ship and gas tanker, and 5 of each recovery boat, once the company level has opened all their slots.
  • Ship names must be unique (case-insensitive). No renaming in beta.
  • Selling: a docked ship (not lost, not on a recovery job) sells for 50% of what was paid for it × its maintenance (so a first Buffalo bought for $150,000 sells for up to $75,000), from the ship popup's Sell button (click again to confirm).
  • Newly bought ships spawn docked with no route at the port picked in the buy popup ("Launch at": the HQ, the default, or any hub).
  • Light and shadow: every building (the HQ, the industry, the lighthouse, the towns' blocks) and every ship casts a shadow away from the sun, in the sun's direction on screen from the view's middle and longer the lower the sun (long at dawn and dusk, short at noon, a soft moonlight length by night), so shadows swing round through the day; the marinas are drawn again as the direction changes. Ships roll with the sea: two swells at the ship's own phase, their size from the sea where it is (a calm swell always, more in a wind, much more in a storm; a ripple at a berth or anchor), drawn as the ship narrowing as it heels, shifting a little to the side it leans, its superstructure and details further than the hull, and its shadow swinging with it. The ships' lights are drawn where the ships were drawn that same frame.
  • No two companies share a color, in single player or multiplayer: rivals pick free colors, a joining player's picker greys out the colors the game's companies have (and the host refuses one anyway, giving the first free color).