How to Unlock and Use Ships in Anno 117 (March 2026) Complete Fleet Guide

How to Unlock and Use Ships in Anno 117

Ships are the lifeline of your Roman empire in Anno 117: Pax Romana. Without them, you can’t expand to new islands, establish trade routes, or defend your waters from hostile forces. After spending countless hours building my naval empire and testing every ship configuration, I’m sharing everything you need to know about unlocking, building, and effectively managing your fleet in this revolutionary Anno title.

Essential Information

AspectDetails
Unlock MethodBuild a Shipyard (requires specific City Status level)
Ship CategoriesCivilian (trade/transport) & Military (combat/defense)
Total Ship Tiers3 tiers: Penteconter, Trireme, Quinquereme
Module Slots2-4 slots depending on ship tier
Workforce CostYes – ships require ongoing workforce to operate
Ship Building LocationShipyard (must be built on coastline)
CustomizationModular system with 6+ different module types

Understanding Ships in Anno 117: Pax Romana

Unlike previous Anno games, Anno 117 introduces a groundbreaking modular ship system that’s historically inspired by actual Roman shipbuilding techniques. The Romans constructed ship hulls with flat decks and then attached different modules – and you’ll do exactly the same thing in the game.

Why Ships Matter in Your Empire

Ships serve four critical functions in Anno 117:

  1. Exploration – Discover new islands with unique resources and fertilities
  2. Expansion – Transport settlers and materials to establish new colonies
  3. Trade – Create automated trade routes between your islands
  4. Defense – Protect your waters from pirates and hostile governors

The modular system means every ship you build can be specialized for its intended role. I learned this the hard way after building generic ships early on – specialized vessels are dramatically more efficient.

How to Unlock the Shipyard in Anno 117?

Before you can construct a single ship, you absolutely must unlock and build the Shipyard. Here’s the exact process I followed:

Unlocking Requirements

The Shipyard becomes available through one of two primary methods:

  1. City Status Progression – Reach a higher City Status level (typically Tier 2)
  2. Population Milestone – Achieve sufficient Plebeian (Tier 2) population
  3. Quest Completion – Complete early game objectives that guide you toward naval capabilities

In my playthroughs, the Shipyard consistently unlocked when I reached approximately 500-600 Plebeians. The game will notify you when it becomes available in your building menu.

Building Your First Shipyard

Once unlocked, follow these steps:

  1. Open your construction menu (press B on keyboard)
  2. Navigate to the Harbour Building tab
  3. Select the Shipyard structure
  4. Place it on your coastline with deep water access (the game shows blue zones for valid placement)
  5. Connect it to your road network leading to your Trading Post

Pro Tip: Build your Shipyard near your main production areas. Ships require significant resources to construct, and proximity to warehouses speeds up the building process considerably.

For players new to base building strategy games, Anno 117 offers an excellent introduction to resource management and expansion mechanics.

Anno 117 Ship Types and Tiers Explained

Anno 117 features two main categories of ships, each with three progressive tiers. Understanding the differences is crucial for building an effective fleet.

Civilian Ships (Non-Combat)

Civilian ships focus on transportation, trade, and exploration. Here’s the complete breakdown:

Tier 1: Penteconter (Basic Civilian)

  • Module Slots: 2 modification slots
  • Best For: Early game exploration and establishing initial trade routes
  • Cargo Capacity: Limited but sufficient for starter needs
  • Speed: Moderate acceleration, decent for short distances
  • Workforce Cost: Low (approximately 10-15 workforce)

The Penteconter served as my workhorse during the first several hours of gameplay. I used them exclusively for discovering new islands with crucial fertilities like olives and lavender.

Tier 2: Trireme (Intermediate Civilian)

  • Module Slots: 3 modification slots (2 customizable)
  • Best For: Establishing robust trade networks between multiple islands
  • Cargo Capacity: Significantly increased capacity
  • Speed: Improved over Penteconter
  • Workforce Cost: Moderate (approximately 20-30 workforce)

The Trireme represents the sweet spot for mid-game logistics. With three module slots and two cargo slots that remain fixed, these ships can haul substantial goods while maintaining defensive capabilities.

Tier 3: Quinquereme (Advanced Civilian)

  • Module Slots: 4 modification slots
  • Best For: Late-game trade empires and high-value cargo transport
  • Cargo Capacity: Maximum civilian capacity
  • Speed: Slower acceleration but highest max speed
  • Workforce Cost: High (approximately 40-50 workforce)

The Quinquereme is the pinnacle of civilian maritime technology. I reserve these exclusively for my most valuable trade routes – transporting luxury goods between distant provinces or moving large quantities of construction materials.

Military Ships (Combat)

Military vessels share the same tier structure but focus on naval warfare and coastal defense.

Tier 1: Penteconter (Military)

  • Combat Role: Early patrol and light defense
  • Armament Options: Can equip Ship Archer modules
  • Best Against: Pirates and lightly armed civilian ships
  • Weakness: Vulnerable to organized fleets

Tier 2: Trireme (Military)

  • Combat Role: Balanced combat vessel
  • Armament Options: Multiple archer towers, scorpios for precision strikes
  • Best Against: Standard enemy fleets, coastal structures
  • Strength: Versatile combat platform

The military Trireme became my primary warship throughout most campaigns. The “Legio” variant requires 35 workforce per ship but provides excellent combat capabilities for the cost.

Tier 3: Quinquereme (Military)

  • Combat Role: Heavy warship and fleet flagship
  • Armament Options: Onagers (catapults), multiple scorpios, reinforced hulls
  • Best Against: Fortified positions, enemy fleets, siege operations
  • Strength: Dominates naval combat

Building Quinqueremes requires significant research investment through your knowledge tree, but they’re worth every resource. A single properly-configured Quinquereme can defeat entire pirate fleets.

If you enjoy grand strategy games with complex military systems, Anno 117’s naval combat will feel right at home.

The Modular Ship System – Complete Guide

This is where Anno 117 truly innovates. The modular system allows unprecedented ship customization, and understanding it transforms how you approach naval strategy.

Understanding Module Slots

Each ship hull provides a specific number of modification slots:

  • Penteconter: 2 slots
  • Trireme: 3 slots
  • Quinquereme: 4 slots

These slots serve dual purposes: they can hold cargo OR modules. Every module you install reduces cargo capacity by one slot, creating strategic trade-offs.

Critical Rule: Ships always retain minimum cargo capacity. You cannot fill every slot with modules – the game ensures ships maintain functionality as transport vessels.

Complete Module Types and Functions

Based on the official DevBlog and my extensive testing, here are all available ship modules:

1. Ship Mast

  • Function: Increases sailing speed when traveling with wind
  • Best For: Long-distance trade routes between regions
  • Effect: Higher maximum speed, improved efficiency on open water
  • Recommendation: Essential for inter-provincial shipping (Latium ↔ Albion)

I equip masts on every ship that travels between provinces. The speed increase pays for itself by reducing travel time and improving throughput on your trade networks.

2. Ship Oars (Rows)

  • Function: Enhanced acceleration and maneuverability
  • Best For: Combat vessels, short-range transport
  • Effect: Higher minimum speed, tighter turning radius, rapid acceleration
  • Workforce Impact: More labor-intensive than sails
  • Recommendation: Perfect for military ships that need responsive positioning

The oar system is historically accurate – Roman warships relied heavily on oar power for combat maneuverability. In my naval battles, oar-equipped ships consistently outmaneuver sail-only vessels.

3. Reinforced Hull

  • Function: Significantly increases ship Hit Points
  • Best For: Military ships, vessels operating in dangerous waters
  • Effect: Additional HP, improved survivability
  • Recommendation: Mandatory for any ship venturing into hostile territory

I learned the importance of reinforced hulls after losing three trading ships to pirates near enemy waters. Now every ship traveling through contested areas gets hull reinforcement.

4. Archer Tower

  • Function: Defensive/offensive capability with rapid-fire arrows
  • Best For: All-around defense, anti-ship combat
  • Range: Short range
  • Damage: Multiple small arrows in all directions
  • Limitation: Maximum 2 per Trireme, scaling with ship size

Archer towers provide the most cost-effective defense. I equip at least one on every civilian ship operating outside my protected waters.

5. Scorpio

  • Function: Precision mid-range weapon
  • Best For: Targeted strikes against enemy ships
  • Range: Medium range
  • Damage: High-precision spears, significant damage
  • Direction: Fires only from ship sides
  • Tactical Use: Line-of-sight attacks, eliminating specific threats

The Scorpio requires positioning awareness – since it only fires from sides, you must angle your ships properly during combat. Master this, and you’ll dominate naval battles.

6. Onager (Catapult)

  • Function: Long-range siege weapon
  • Best For: Bombarding coastal structures, softening enemy fleets
  • Range: Longest range of all weapons
  • Damage: Highest damage potential
  • Accuracy: Low – best for large targets
  • Direction: Forward-facing

The Onager is my favorite module for siege operations. When attacking enemy settlements, a Quinquereme with two Onagers can devastate coastal defenses before your land troops even arrive.

Module Combinations and Configurations

The real strategy emerges from combining modules effectively. Here are proven configurations from my campaigns:

Fast Trade Runner (Penteconter)

  • 1x Ship Mast
  • 1x Ship Oar
  • Purpose: Quick resource pickup from nearby islands
  • Strength: Speed and efficiency for short routes

Defended Merchant (Trireme)

  • 1x Ship Mast
  • 1x Archer Tower
  • 1x Cargo (fixed)
  • Purpose: Long-distance trade through contested waters
  • Strength: Balanced cargo capacity with self-defense

Heavy Warship (Quinquereme)

  • 1x Reinforced Hull
  • 2x Scorpio
  • 1x Onager
  • Purpose: Fleet combat and coastal assault
  • Strength: Maximum combat effectiveness

Speed Merchant (Quinquereme)

  • 2x Ship Mast
  • 1x Ship Oar
  • 1x Cargo
  • Purpose: Inter-provincial luxury goods transport
  • Strength: Fastest possible cargo delivery

Important Module Limitations

The game enforces realistic limitations:

  • Each module type has maximum quantities per ship
  • Trireme: Maximum 2 catapults OR archer towers
  • Module placement follows priority rules for aesthetic positioning
  • You CANNOT modify modules after construction – plan carefully!

This last point is crucial. I wasted resources early on by building ships without proper planning. Always decide your ship’s role BEFORE construction begins.

Fans of open-world games with deep mechanics will appreciate Anno 117’s systematic approach to ship customization.

Step-by-Step: Building Your First Ship

Let me walk you through the exact process of constructing a ship, with insider tips I’ve developed:

1. Access Your Shipyard

Click on your constructed Shipyard building. This opens the ship construction interface.

2. Choose Your Hull Type

You’ll see three options (if unlocked through research):

  • Penteconter (Small Hull)
  • Trireme (Medium Hull)
  • Quinquereme (Large Hull)

The interface displays a 3D preview of your ship – a brilliant feature that shows exactly how your modules will look.

3. Select Ship Category

Choose between:

  • Civilian – For trade and exploration
  • Military – For combat and defense

This determines available preset configurations and module options.

4. Customize Modules

Here’s where the magic happens:

  1. Click on empty module slots
  2. Select from available modules
  3. Watch the 3D model update in real-time
  4. Review stats: speed, HP, cargo capacity
  5. Check workforce requirements

Pro Tip: The game calculates final cargo capacity automatically. Install modules until you see the minimum acceptable cargo for your trade routes.

5. Save Configuration (Optional)

Each Shipyard can save 2 configurations per ship type (6 total). If you’re building multiple ships with identical setups, save the configuration:

  1. Click “Save Configuration”
  2. Name your design (e.g., “Trade Runner” or “Patrol Ship”)
  3. Select this configuration for future builds

This feature saved me hours when building my 10-ship trade fleet.

6. Confirm Construction

Click “Build Ship” and pay the resource cost:

  • Timber
  • Cloth (for sails)
  • Iron (for weapons, if equipped)
  • Sometimes rope or tools depending on modules

7. Wait for Completion

Construction takes time. During this phase:

  • The Shipyard consumes workforce
  • Insufficient workforce slows construction
  • You can queue multiple ships

Once complete, your ship automatically appears in the water near the Shipyard.

For similar strategic planning experiences, explore our slow gaming guide for methodical approaches to complex games.

Fleet Management Pro Tips

Building ships is only half the battle. Managing them effectively separates successful governors from bankrupt ones.

Understanding Workforce Costs

This is Anno 117’s most significant departure from previous titles: ships require ongoing workforce to operate.

Why This Matters:

  • Every ship consumes workforce from your population
  • This workforce cannot work in your farms or production buildings
  • Overbuilding ships can cripple your economy

Workforce Per Ship (Approximate):

  • Penteconter: 10-15 workforce
  • Trireme (Civilian): 20-30 workforce
  • Trireme (Legio Military): 35 workforce
  • Quinquereme: 40-50+ workforce

I learned this painfully when my economy collapsed after building 15 ships simultaneously. My production chains ground to a halt because I had no workers left for my farms and workshops.

The Golden Rule of Fleet Building

Never build more ships than your economy can support.

Here’s my tested approach:

  1. Calculate Available Workforce: Check your statistics (Ctrl+Q) for surplus workforce
  2. Plan Your Fleet: Determine how many ships you genuinely need
  3. Build Gradually: Add ships one at a time, monitoring economic impact
  4. Optimize Routes: Make each ship count through efficient trade route planning

When to Build vs. When to Wait?

Build Ships When:

  • You’ve discovered a new island with essential resources
  • Trade routes would significantly improve resource flow
  • Enemy threats require naval defense
  • You have 200+ surplus workforce

Wait to Build When:

  • Your production chains are struggling
  • Income is negative or barely positive
  • You haven’t fully explored your current island’s potential
  • Existing ships are underutilized

Fleet Composition Strategies

Based on campaign progression, here are tested fleet compositions:

Early Game (First Island Only)

  • 1x Penteconter for exploration
  • Total: 1 ship, ~10-15 workforce

Mid Game (2-3 Islands)

  • 2x Civilian Penteconter (trade routes)
  • 1x Military Penteconter (patrol)
  • Total: 3 ships, ~40-50 workforce

Late Game (Multi-Province Empire)

  • 4x Civilian Trireme (inter-island trade)
  • 2x Civilian Quinquereme (inter-province trade)
  • 3x Military Trireme (defense)
  • 2x Military Quinquereme (offense)
  • Total: 11 ships, ~350-400 workforce

Ship Control and Navigation

Anno 117 provides several tools for managing your fleet:

Fleet Overview Panel:

  • Press the boat icon at bottom of screen
  • View all ships, their status, and locations
  • Quickly select ships anywhere on the map

Grouping Ships:

  • Select multiple ships (Ctrl+Click or drag selection box)
  • Right-click destination to move fleet as group
  • Combined fleets move at speed of slowest vessel

Combat Commands:

  • Select ship(s)
  • Right-click enemy ship or structure to attack
  • Use pause (Space bar) to issue complex orders
  • Toggle “Auto Combat” for AI-controlled battles

Ship Stances (Military): The game offers three combat stances:

  1. Aggressive – Actively engages enemies
  2. Defensive – Only attacks when attacked
  3. Passive – Never attacks, flees from combat

I keep trade ships on Passive and escort vessels on Aggressive.

Trade Route Automation

Setting up automated trade routes maximizes ship utility:

  1. Open Trade Route menu (two arrows icon)
  2. Click “Create New Route”
  3. Select your ship
  4. Add destination islands in order
  5. Configure cargo:
    • Loading: What to pickup and how much
    • Unloading: What to deliver and how much
  6. Set route to repeat continuously

Advanced Trade Route Tips:

  • Assign faster ships to time-sensitive goods (food)
  • Use slower, heavily-armed ships for valuable cargo (luxury goods)
  • Create circular routes: A → B → C → A for multi-island networks
  • Always leave cargo space for both pickup AND delivery

Players who enjoy the depth of city building will find Anno 117’s logistics systems immensely satisfying.

Naval Combat Tactics

Military ships require different strategies than civilian vessels. Here’s what hundreds of hours of naval battles taught me:

Combat Basics

Key Combat Mechanics:

  • Ships have HP that depletes under fire
  • Different weapons have different ranges
  • Line of sight matters for Scorpios
  • Positioning determines combat effectiveness

The Importance of Ship Types:

  • Archers: Close-range, all-direction fire
  • Scorpios: Mid-range, side-mounted precision
  • Onagers: Long-range, forward-facing area damage

Effective Naval Battle Tactics

Tactic 1: The Anvil and Hammer

  • Position archer-heavy ships to engage directly (anvil)
  • Flank with Scorpio-equipped vessels (hammer)
  • Works brilliantly against pirate fleets

Tactic 2: The Bombardment

  • Keep Onager-equipped Quinqueremes at maximum range
  • Focus fire on stationary targets (coastal defenses)
  • Advance slowly to maintain distance advantage

Tactic 3: The Fast Strike

  • Use oar-equipped military Penteconters
  • Hit-and-run attacks on slower enemy vessels
  • Excellent for harassing enemy trade routes

Tactic 4: The Escort Formation

  • Position military ships around civilian vessels
  • Military ships on Aggressive stance
  • Civilian ships on Passive, fleeing at first sign of danger
  • Saved countless trade shipments from pirates

Defending Your Islands

Coastal defense is equally important:

  1. Patrol Routes: Create circular patrol paths near your islands
  2. Early Warning: Position scout ships at strategic choke points
  3. Rapid Response: Keep 1-2 military ships docked at each major island
  4. Watchtowers: Build coastal watchtowers (defensive land structures) to supplement naval defense

Capturing Enemy Islands

The ultimate naval objective is capturing enemy Governor Villas:

The Complete Assault Process:

  1. Naval Bombardment: Use Onagers to destroy coastal defenses
  2. Beach Landing: Transport land troops via civilian ships
  3. Naval Support: Keep military ships close for archer support
  4. Villa Capture: Land forces must capture the Governor Villa to claim the island

Once the Villa falls, the entire island becomes yours – making naval superiority essential for conquest victory.

Unlocking Advanced Ships Through Research

Not all ships are available from the start. The research system (Knowledge Tree) unlocks higher tiers and specialized vessels.

Research Priority for Ships

Essential Naval Research:

  1. Trireme Construction – Unlocks Tier 2 ships
  2. Quinquereme Construction – Unlocks Tier 3 ships
  3. Advanced Modules – Improves available module types
  4. Naval Warfare – Enhanced combat capabilities
  5. Efficient Shipbuilding – Reduced construction costs

How to Generate Knowledge Faster:

  • Build Grammaticus (schools) – generates Knowledge points
  • Meet population needs – certain needs boost Knowledge generation
  • Research “Extra Knowledge for Spinners” early – dramatically accelerates research speed

The Research Path

From my experience, follow this research path for optimal naval capabilities:

Phases:

  1. Foundation (Early Game): Focus on basic economy and first Shipyard unlock
  2. Expansion (Mid Game): Research Trireme, improved modules
  3. Domination (Late Game): Unlock Quinquereme, advanced weapons

Each phase typically requires 30-60 minutes of gameplay, depending on your efficiency.

Common Ship Mistakes to Avoid

After countless hours and several restart-worthy errors, here are the mistakes you must avoid:

Mistake #1: Building Too Many Ships Early

The Problem: Enthusiastic players build large fleets immediately, crippling their economy.

The Solution: Build only ships you genuinely need. Start with 1-2 ships maximum.

My Experience: I built 8 ships in my first two hours and watched my city collapse as farms and workshops sat idle without workers.

Mistake #2: Ignoring Module Customization

The Problem: Using default ship configurations without optimization.

The Solution: Always customize ships for their specific role – speed for traders, weapons for military.

Why It Matters: A well-configured Trireme outperforms a poorly-configured Quinquereme.

Mistake #3: No Defensive Measures on Trade Ships

The Problem: Sending unarmed civilian ships through pirate-infested waters.

The Solution: Equip at least one Archer Tower on any ship traveling outside safe zones, or provide military escorts.

My Experience: Lost 4 fully-loaded trade ships to pirates before learning this lesson.

Mistake #4: Building Ships Without Considering Workforce

The Problem: Not checking available workforce before construction.

The Solution: Always view your workforce statistics (Ctrl+Q) before building ships.

The Math: A Quinquereme requires 40-50 workforce. That’s equivalent to 20-25 production buildings!

Mistake #5: Not Saving Ship Configurations

The Problem: Manually configuring the same ship type repeatedly.

The Solution: Use the configuration save feature. Build your ideal ship once, save it, then replicate it instantly.

Time Saved: This feature saved me literally hours across multiple playthroughs.

Mistake #6: Poor Trade Route Planning

The Problem: Creating inefficient, overlapping trade routes.

The Solution: Plan routes in advance:

  • Map which islands produce what
  • Identify central “hub” islands for cargo transfer
  • Create efficient circular routes

Mistake #7: Neglecting Ship Maintenance Costs

The Problem: Ships consume ongoing money and workforce, not just initial construction resources.

The Solution: Monitor your income (top-left of screen). If it turns negative, you have too many ships or insufficient production.

Mistake #8: Building Before Exploring

The Problem: Settling islands or building trade networks before fully exploring the map.

The Solution: Use your first Penteconter to explore EVERYTHING before committing resources to expansion.

Why: You might discover better islands with multiple fertilities, saving you from needing additional settlements.

For players interested in avoiding similar pitfalls in other games, check out our challenging open-world games guide.

Advanced Fleet Strategies

Once you’ve mastered the basics, these advanced strategies will elevate your naval game:

The Hub-and-Spoke System

Create a central “hub” island with massive storage:

  • All trade routes pass through the hub
  • Specialized islands send resources to hub
  • Hub distributes resources to consumption islands
  • Requires fewer ships, more efficient

Example Structure:

  • Hub Island: Massive warehouses, central location
  • Island A: Wheat farms → sends grain to hub
  • Island B: Olive groves → sends oil to hub
  • Island C: Main city → receives food from hub

This system reduced my fleet requirements by 40% while improving reliability.

The Escort Doctrine

Never send valuable civilian ships alone:

  • Create 2:1 ratio (2 military ships per civilian ship group)
  • Military ships patrol ahead of cargo vessels
  • Dramatically reduces losses to pirates

The Rapid Response Fleet

Maintain a dedicated quick-reaction force:

  • 3-4 oar-equipped military ships
  • Station at central location
  • Deploy to any trouble spot within minutes
  • Saved my empire multiple times from surprise attacks

The Blockade Strategy

Offensive strategy against AI opponents:

  • Position military fleet outside enemy harbor
  • Intercept all incoming/outgoing trade ships
  • Starve enemy economy of resources
  • Forces early surrender or weakens defenses for invasion

Highly effective but workforce-intensive.

The Resource Convoy System

For massive resource transfers:

  • Build 5+ identical civilian ships
  • Configure same trade route for all
  • Stagger departure times (1 minute apart)
  • Creates continuous flow of resources

Perfect for supplying construction projects on distant islands.

Ship Interactions with Other Systems

Ships don’t exist in isolation – they interact with every system in Anno 117:

Ships and Diplomacy

Trading Treaties:

  • Establish treaties with AI governors
  • Unlock ability to trade directly with their islands
  • Requires ships to transport goods to their ports

Reputation Impact:

  • Destroying AI governor ships = massive reputation loss
  • Protecting ally ships = reputation gain
  • Choose your naval battles carefully

Ships and Religion (Belief System)

Neptune Bonuses:

  • Worship Neptune (God of the Sea)
  • Receive ship-related bonuses:
    • Reduced ship maintenance costs
    • Enhanced ship durability
    • Faster construction times

Multi-Island Worship:

  • Worshiping Neptune on multiple islands unlocks empire-wide naval bonuses

Ships and Prestige

Certain ship configurations grant Prestige points:

  • Building your first Quinquereme
  • Creating a fleet of 10+ ships
  • Winning major naval battles

Prestige unlocks additional specialist slots and special items.

Ships and Special Items

Like Anno 1800, Anno 117 includes Ship Items:

  • Equip Captains to individual ships
  • Captains provide bonus effects
  • Obtained through quests, events, and achievements
  • Examples: “Experienced Navigator” (+10% speed), “Veteran Admiral” (+15% combat power)

Items add another layer of ship optimization.

Frequently Asked Questions

How do I unlock the Shipyard in Anno 117?

The Shipyard unlocks by progressing your city to higher status levels, typically when you reach Tier 2 (Plebeian) population. You must have approximately 500-600 Plebeians, complete certain early objectives, or reach a specific City Status milestone. Once unlocked, you’ll find the Shipyard in the Harbour Building tab of your construction menu.

Can I change ship modules after construction?

No, you cannot modify ship modules after a ship is built. All module decisions are permanent once you confirm construction. This is why careful planning is essential – decide your ship’s role (trade, combat, exploration) and configure modules accordingly BEFORE building. If you need a different configuration, you must build a new ship.

What’s the best ship in Anno 117?

There’s no single “best” ship – it depends entirely on your needs. For overall versatility, the Trireme offers the best balance of cargo capacity, module slots, and workforce cost. For pure combat power, the Quinquereme dominates. For cost-effective exploration and early trade, the Penteconter works perfectly. The modular system means a well-configured Trireme often outperforms a poorly-configured Quinquereme.

How many ships should I build?

Build only as many ships as your workforce can support without crippling your economy. A good rule of thumb: never let ships consume more than 10-15% of your total workforce. Start with 1-2 ships for exploration and first trade routes. Add ships gradually as your population grows. Monitor your income carefully – if it turns negative after building ships, you’ve built too many.

Do ships require maintenance costs?

Yes, ships consume ongoing maintenance in two forms: workforce (continuously) and money (upkeep costs). The workforce cost is particularly significant – a Quinquereme requires 40-50 workforce that cannot work in production buildings. This makes fleet management a constant balancing act between naval capabilities and economic productivity.

How do I protect my trade ships from pirates?

Equip trade ships with at least one Archer Tower module for self-defense, or assign military escort ships. Set civilian ships to “Passive” stance so they flee from combat. Create patrol routes with military ships along your trade routes. Consider the Reinforced Hull module for ships traveling through dangerous waters. Never send valuable cargo through hostile areas without protection.

Can I save ship configurations for future use?

Yes! Each Shipyard can save up to 6 ship configurations (2 per ship type). When you create a ship setup you like, click “Save Configuration” and name it. Future ships can be built instantly using saved configurations, saving enormous time when building fleets. This is one of Anno 117’s most underrated quality-of-life features.

What’s the difference between civilian and military ship tiers?

Both categories share the same three hull sizes (Penteconter, Trireme, Quinquereme), but military variants come with combat-optimized preset configurations and focus on weapon modules. Civilian ships prioritize cargo capacity and speed modules. You can customize both types extensively, but starting with the appropriate category provides better default configurations for your intended role.

How do modular ships work compared to previous Anno games?

Unlike Anno 1800’s item-based ship customization, Anno 117 uses a modular building system where you physically attach modules (masts, oars, weapons) to ship hulls during construction. Each module occupies a slot and reduces cargo capacity. The system is visible – you see modules attached to ships – and more strategic since module choices are permanent. It’s inspired by actual Roman shipbuilding techniques.

What happens if I run out of workforce for my ships?

If ships don’t have sufficient workforce, they operate at reduced efficiency or may stop functioning entirely. The Shipyard’s construction speed slows dramatically without adequate workforce. Ships already at sea continue operating but may move slower. Your priority should be expanding population to create surplus workforce, or reducing your fleet size to match available workers.

Can ships attack land buildings?

Yes, particularly ships equipped with Onagers (catapults). Onager-equipped vessels can bombard coastal structures including warehouses, harbors, defensive towers, and even the Governor Villa. This makes naval bombardment a crucial part of offensive strategy. Archer Towers and Scorpios have limited effectiveness against buildings due to range and damage limitations.

How do I create automated trade routes?

Open the Trade Route menu (two arrows icon at bottom of screen), click “Create New Route,” select a ship, add destination islands in sequence, then configure what cargo to load/unload at each stop. Set the route to repeat continuously. The ship will automatically sail this route, picking up and delivering specified goods. You can modify routes at any time, and multiple ships can use the same route.

Are there special ship types or unique vessels?

Currently, Anno 117 features the three standard tiers (Penteconter, Trireme, Quinquereme) in civilian and military variants. However, the modular system creates effectively “unique” ships through customization. Additionally, special Ship Items (like Captains) can be equipped to make individual vessels unique. Future DLC may introduce new ship types based on the Year 1 Pass content.

If you’re enjoying Anno 117’s strategic depth, you might also love these simple games with complex depth that gradually reveal their complexity.

Conclusion

Mastering ships in Anno 117: Pax Romana transforms your gameplay from struggling settler to naval empire builder. The modular ship system offers unprecedented depth – every vessel you construct represents meaningful strategic choices about role, configuration, and resource allocation.

Key Takeaways:

  1. Build Strategically, Not Excessively – Workforce costs make every ship a significant economic commitment
  2. Customize with Purpose – Generic ships underperform specialized vessels by huge margins
  3. Plan Before Building – Module decisions are permanent, so think ahead
  4. Balance Your Fleet – Mix civilian and military ships appropriate to your empire’s needs
  5. Automate Intelligently – Well-planned trade routes multiply your empire’s efficiency

The Roman Empire was built on naval supremacy, and so too will your Anno 117 empire rise or fall based on your mastery of the seas. Start small with one or two well-configured ships, expand gradually as your economy supports it, and watch your maritime trade network become the envy of all governors.

Remember to bookmark this guide for future reference, and may your ships always sail with favorable winds toward prosperity and conquest!

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Soumya Thakur

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