Transport Ship
ShipEvolution
Transport Ship
FeudalSTRONG AGAINST
You win these trades cost-effectively.
WEAK AGAINST
Avoid these fights or bring support.
Strategic Analysis
Tactical Identity
The Transport Ship is your **island invasion enabler**. It projects land power across water.
Tactical Playbook
Water Control First
Never land without naval superiority. Losing loaded Transports loses games.
Scout Landings
Send an empty Transport first to check if the coast is defended. Then land main force.
Multiple Landings
Split your force across 2-3 landing spots. Harder for enemy to defend all.
Critical Point
**Completely unarmed**. A single Galley destroys your Transport. Always escort with war ships.
Understanding The Stats
The Transport Ship is the essential troop carrier for cross-water invasions.
Troop Capacity
Carries 5 units by default. Some civs have bonuses for more.
Good Armor
Tanky against arrows. Survives some fire while unloading.
Decent Speed
Reasonably fast. Can retreat if caught unescorted.
No Attack
Cannot fight. Purely utility ship.
Coach's Tip
100 HP with 8 pierce armor is very tanky for a non-combat ship. You can survive long enough to unload troops under fire if necessary.
Mechanics & Bonuses
Attack Bonuses
| Target | Bonus Dmg |
|---|
Armor Classes
Ship
Takes bonus from Heated Shot, Fire Ships, and Demolition Ships.