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Naval Overhaul Guide

Everything you need to know about the naval rework: new ship lines, technologies, fishing changes, and the new water meta.

What Changed

The naval overhaul represents one of the largest changes to water gameplay in Age of Empires 2 history. The update introduces entirely new ship lines, reworks existing naval technologies, overhauls fishing mechanics, and fundamentally changes how water control is contested across all ages.

The centerpiece additions are the Hulk ship line, a new heavy warship class that fills the gap between Galleys and Fire Ships, and the Catapult Galleon, a siege ship available to Meso and other civilizations that previously lacked Cannon Galleons. These units create new tactical layers on water maps that reward diverse fleet compositions over pure Galley spam.

Fishing Ships have been rebalanced with lower HP, the ability to garrison in Docks, whale gold gathering, and a new Fishing Lines technology. These changes make fishing more strategic and vulnerable to aggression, rewarding players who protect their fishing economy while punishing those who neglect water control.

Multiple new technologies including Medium and Heavy Warships, Carvel Hull, Clinker Construction, Siphons, and Incendiaries add depth to naval tech trees. Each technology serves a specific strategic purpose, and knowing when to research each one is now a key skill for water map gameplay.

The Hulk Ship Line

The Hulk is a new heavy warship available in the Castle Age that upgrades to the War Hulk and then the Carrack in Imperial Age. Hulks are slow, heavily armored ships with high HP and strong melee-range attacks. They serve as the tanky frontline of your fleet, absorbing damage while faster Galleys deal ranged damage from behind.

The Hulk's primary role is to counter Fire Ships. Hulks have enough HP and armor to survive Fire Ship attacks and deal devastating damage in return. This creates a new rock-paper-scissors dynamic on water: Galleys beat Hulks at range, Hulks beat Fire Ships in close combat, and Fire Ships beat Galleys with their splash damage. Understanding this triangle is essential to the new naval meta.

The War Hulk upgrade in mid-Imperial improves attack and HP significantly, making them formidable in fleet engagements. The final Carrack upgrade adds even more durability and damage, creating a ship that can tank almost anything. However, Carracks remain slow, so they must be protected from massed Galleons that can kite them indefinitely.

When building Hulks, aim for a ratio of roughly 1 Hulk per 3-4 Galleys. The Hulks serve as your frontline while Galleys provide DPS. In tight waterways, Hulks become even more powerful because enemies cannot kite around them. On open water, keep your Hulks near chokepoints or use them to protect your fishing ships from Fire Ship raids.

Catapult Galleon

The Catapult Galleon is a new siege ship available to Meso civilizations and others that lack access to the Cannon Galleon. It fires large stone projectiles with area damage, serving as the primary naval siege option for civilizations that previously had no answer to coastal fortifications.

The Catapult Galleon deals significant damage to buildings and can attack from range, making it effective against Docks, coastal Towers, and Castles built near water. However, its projectiles are slow-moving and inaccurate against moving targets, so it is ineffective against ships in combat. Use Catapult Galleons exclusively for building destruction and shore bombardment.

Production-wise, you only need 3-5 Catapult Galleons to threaten coastal buildings. Any more is wasteful since their damage is area-based and overlaps. Pair them with a defensive fleet of Galleys and Hulks that protect them from enemy ships while they bombard. Position them behind your combat fleet and focus-fire on key buildings like Docks and production facilities.

For Meso civilizations like Aztecs and Mayans, the Catapult Galleon finally gives water map viability. Previously, these civilizations had no answer to fortified coastlines, making island maps nearly unplayable. Now, a well-protected Catapult Galleon fleet can crack open any coastal defense, though it requires significant investment and fleet support.

New Technologies Explained

Medium Warships and Heavy Warships are the new naval armor and attack upgrades that replace the old system. Medium Warships is available in Castle Age and provides a baseline improvement to all warships. Heavy Warships in Imperial Age is the final upgrade tier. These function similarly to Forging and Iron Casting for land units, providing essential combat stats.

Carvel Hull is a Castle Age technology that improves ship turning speed and acceleration. This seemingly minor upgrade is actually crucial for Galley micro, as faster turning means your ships can dodge projectiles and reposition more efficiently. Research Carvel Hull as soon as you commit to a water strategy in Castle Age.

Clinker Construction improves ship HP and pierce armor. This is your defensive naval upgrade, making your fleet more durable against ranged attacks. It is particularly important when facing Galley-heavy opponents, as the extra HP and armor let your ships survive longer in prolonged engagements.

Siphons and Incendiaries are Fire Ship upgrades. Siphons increases Fire Ship range and damage, while Incendiaries adds extra blast radius. These technologies make Fire Ships more threatening but also more specialized. Research them if you plan to commit to a Fire Ship strategy, but skip them if your fleet relies primarily on Galleys and Hulks.

Fishing Lines is a new economic technology at the Dock that improves Fishing Ship gathering rate and carry capacity. It is essential for any fishing-based economy and should be researched as soon as you have 8+ Fishing Ships. The improved gathering rate pays for itself quickly and helps you maintain economic parity even as fish sources deplete.

Fishing Ship Changes

Fishing Ships have received a significant HP reduction, making them much more vulnerable to military ships and even Galley fire. This change means that unprotected Fishing Ships will be destroyed quickly by even a small raiding force. You can no longer ignore water military and expect your Fishing Ships to survive.

The new garrison mechanic lets Fishing Ships retreat into Docks when threatened. This is a crucial defensive tool: when enemy ships approach your fishing fleet, garrison your Fishing Ships in the nearest Dock to save them. The Dock provides arrow fire against attackers while your Fishing Ships remain safe inside. Always build Docks near your fishing grounds for this purpose.

Whale gold gathering is a new mechanic that allows Fishing Ships to collect gold from Whale resources on the map. This creates a new economic incentive for water control: Whales are typically located in contested areas of the map, and the civilization that controls them gains a significant gold income boost. Contest Whales aggressively, as their gold value can rival land gold mines.

The Fishing Lines technology at the Dock improves Fishing Ship efficiency significantly. Research it in the Feudal or early Castle Age to maximize your fishing economy. The improved carry capacity reduces travel time between fish and Dock, effectively increasing your food income without needing additional Fishing Ships. Combined with the garrison mechanic, a well-managed fishing economy is now both more productive and more sustainable.

New Naval Meta

The new naval meta revolves around the expanded rock-paper-scissors triangle: Galleys beat Hulks at range, Hulks beat Fire Ships in close combat, and Fire Ships beat Galleys with their splash damage. Understanding and exploiting this triangle is the foundation of successful water play. Pure Galley spam is no longer optimal; you need a mixed fleet.

Fleet composition now matters more than ever. A balanced fleet typically includes a core of Galleys for DPS, a few Hulks for tanking and Fire Ship defense, and possibly Fire Ships for anti-Galley pressure. The exact ratio depends on what your opponent is building: scout their Docks and adjust your production accordingly.

Technology timing has become critical. Researching Carvel Hull, Clinker Construction, and Medium Warships at the right time can swing naval engagements dramatically. Falling behind on naval tech is now as punishing as falling behind on Blacksmith upgrades on land. Prioritize naval techs according to your fleet composition: Carvel Hull for Galley-heavy fleets, Clinker Construction for Hulk-heavy fleets.

Map control and Dock placement are more important than ever. With Fishing Ships being more vulnerable and Whale gold being contestable, the positioning of your Docks determines your economic potential on water. Build forward Docks to contest fishing grounds, protect them with military ships, and use the garrison mechanic to keep your economy safe during raids. The player who controls the water economy typically wins the game on hybrid and island maps.

Civilization Impacts

Vikings gain access to Fire Galleys, adding early water aggression to their already strong naval identity. However, they lose Demolition Ships, removing their burst damage option. Vikings now favor sustained engagements with their free Wheelbarrow and Hand Cart, using Fire Galleys in Feudal and transitioning to Galleys and Hulks in Castle Age. The loss of Demolition Ships means they must avoid situations where burst damage would have been decisive.

Portuguese gain the Circumnavigation technology but lose Demolition Ships. Circumnavigation provides map-wide vision of all water, giving Portuguese unparalleled naval intelligence. This compensates for the loss of Demolition Ships by letting you see and avoid unfavorable engagements. Portuguese now play a more strategic, information-based water game.

Byzantines receive stronger Fire Ships through their existing bonuses plus the new Siphons and Incendiaries technologies. Byzantine Fire Ships become the most powerful in the game, with extended range and blast radius. This makes Byzantines the premier Fire Ship civilization, excelling at breaking Galley formations and controlling chokepoints.

Wu receive free Careening and Dry Dock, giving them an automatic naval tech advantage. These free technologies save significant food and gold while providing immediate HP and speed benefits to all ships. Wu fleets are inherently tougher and faster than other civilizations' fleets at equal investment, making them strong on any water map without needing to invest in naval techs as heavily.

Meso civilizations (Aztecs, Mayans, Incas) gain the Catapult Galleon, finally giving them naval siege capability. This transforms their water map viability from nearly nonexistent to competitive. While they still lack some naval technologies available to other civilizations, the ability to bombard coastal buildings means they can now contest island maps and break through fortified shorelines.