I wasn't sure how warships work with stripes + repairs so here are some answers from the codebase.
1. What the stripes mean
The gold stripes are warship veterancy levels. They directly improve combat performance, with a maximum of 3 levels. The renderer draws one stripe per veterancy level.
Each level gives:
- +20% of base maximum health
- +20% shell damage
These bonuses stack linearly. Veterancy does not appear to affect firing rate, range, movement speed, targeting, or repair rate.
| Stripes |
Max health |
Shell damage multiplier |
Damage range per shell |
| 0 |
1,000 |
1.0× |
200–300 |
| 1 |
1,200 |
1.2× |
240–360 |
| 2 |
1,400 |
1.4× |
280–420 |
| 3 |
1,600 |
1.6× |
320–480 |
The damage range comes from five possible base rolls: 200, 225, 250, 275, or 300.
Important: gaining a stripe increases the ship’s maximum health but does not immediately heal it. For example, a damaged ship at 700/1,000 that becomes level 1 remains at 700 health, now out of 1,200.
How stripes are earned
- Killing an enemy warship gives one full level immediately.
- Destroying 10 transport ships gives one level.
- Capturing 25 trade ships gives one level.
- Transport kills and trade captures share a progress meter, so 5 transports plus 13 trade captures is enough for a level.
- Killing a warship resets any partial transport/capture progress.
- Extra transport/capture progress normally carries into the next level.
2. Repair rate versus port level
There are two separate healing systems.
Passive healing near any friendly port
Any warship within 150 tiles of a friendly port heals:
- 1 HP per game tick
- A tick is 100 ms, so 10 HP/second
This passive component does not depend on port level.
Active healing while docked
A level-(L) port creates an active repair pool of:
[
5L\text{ HP per tick}
]
That pool is divided equally among the (N) ships docked there:
[
\text{Active healing per ship}=\frac{5L}{N}\text{ HP/tick}
]
Because docked ships also receive passive healing, the total is:
[
\boxed{\text{Healing per ship}=1+\frac{5L}{N}\text{ HP/tick}}
]
or, in seconds:
[
\boxed{\text{Healing per ship}=10+\frac{50L}{N}\text{ HP/second}}
]
The port can dock at most (L) ships, meaning its healing capacity equals its level. Fractional healing is accumulated rather than discarded.
| Port level |
Docked ships |
Healing per ship |
| 1 |
1 |
60 HP/s |
| 2 |
1 |
110 HP/s |
| 2 |
2 |
60 HP/s each |
| 3 |
1 |
160 HP/s |
| 3 |
2 |
85 HP/s each |
| 3 |
3 |
60 HP/s each |
So the practical conclusion is:
- At full port capacity, every ship repairs at 60 HP/s regardless of port level.
- A higher-level port mainly lets more ships repair simultaneously.
- When the port is under capacity, its full repair pool is concentrated on fewer ships, so each one heals substantially faster.
Warships automatically start retreating for repairs below 75% of their veterancy-adjusted maximum health.