 NAVY MAINTENANCE 

Add Navy:
  This will build a Navy in at least one of your ports.  Navy letters 'A'
  through 'F' will always be at your main port.  The starting positions are:

  Rome       A - F : Rome              G - I : Capua
  Carthage   A - F : Carthage          G - I : Utica
  Macedonia  A - F : Athens            G - I : Thessalonica
  Egypt      A - F : Alexandria        G - I : Gaza
  Parthia    A - F : Charax            G - I : Tarsus
  Persia     A - F : Hormuz            G - I : Tyre

  Leaders influence battle by adding to the fighting ability of ships with
  their skill and add to the morale with their Leadership.  Leader also
  increases the maximum distance a fleet moves by about 11%.

Quinqueremes- These are the main fighting ship at this time.  These have a 45%
  chance of damaging another sea unit.  Once damaged quinqueremes stand about
  a 50% chance of surviving.  A Quinquereme had a total complement of 250 men.
  This includes about 75 of its own heavily armed marines. It is assumed an
  additional 200 infantry can be crammed on one of the ships.

Triremes- are at this time a second class warship and which have a 33% chance
  of damaging another ship.  A trireme has about a 25% chance of surviving a
  damaging hit.  Each trireme can carry about 200 men including 14-20 heavily
  armored marines. Rowers (about 170) were not slaves but were armed with
  swords, spears and light armor.  Triremes are the fastest ships of the three
  types.

Transports have a 6% chance of damaging another ship.   Transports sink upon
  being damaged.  A transport can carry 200 infantry.

Each cargo factor is equivalent to 100 men.  The space needed by 100 cavalry is
equal to that taken by 600 men. 10 heavy chariots need the space of 300 men.
And, 100 cataphracts need the space of 700 men.

If a fleet is transporting an army its speed is reduced by about 10% because
about 10% of the rowers are removed in order to make room for passengers.

The tactical ability of an admiral will add to a fleets attack during battle.
The morale of a ships crew will also add to the ships combat and will increase
it's survival if damaged.

  When you split one Navy into two, the original Navy will retain its old
  morale and leader. A new leader may be selected for the new Navy.  You MAY
  NOT have an army on board when you split it.

  You may only increase the strength of your fleet at a few selected ports.
  You may only reduce the strength of a fleet at your main port.  In this case
  the ships released from the fleet go into 'storage' for one the remainder of
  the turn.  They are released back to the general pool the following turn.

  When joining two navies only one leader of the two may be selected.  The
other leader goes into transit and is unavailable for the remainder of the
turn.  When joining a fleet with one that is transporting an army the army is
kept on board.  When joining two fleets each carrying an army the armies are
both joined.  They become one, just like joining an army on land.  You will
thus send an extra leader into transit for one turn.

 Movement help is available inside the Movement Option.

 Navigation is your basic seafaring ability.  Lower navigation skills means
 your fleets must hug the coast line.  Higher navigation levels let your
 fleet move further from the coast and lets you move slightly faster.
End of Help
