# \[Ships\] Famous Ship You'd like to play

**URL:** <https://forums.ageofempires.com/t/ships-famous-ship-youd-like-to-play/267995>\
**Category:** II - Modding\
**Created:** [January 2, 2025, 2:35am UTC](https://forums.ageofempires.com/t/ships-famous-ship-youd-like-to-play/267995 "2025-01-02T02:35:35Z")\
**Posts on this page:** 20\
**Page:** 6

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**Author:** ![Ekarlath](https://forums.ageofempires.com/user_avatar/forums.ageofempires.com/ekarlath/32/146833_2.png) [@Ekarlath](https://forums.ageofempires.com/u/Ekarlath)\
**Post date:** [July 25, 2026, 10:57am UTC](https://forums.ageofempires.com/t/ships-famous-ship-youd-like-to-play/267995/101 "2026-07-25T10:57:09Z")

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Polished and ingame ready, Xebec, Polacre, Rowring-Line and Galleass:

 ![galleass_newhull_001_with_polacre_xebec](https://forums.ageofempires.com/uploads/default/original/3X/5/8/5862e33f7f9cfa851b2318ccec036201917bdbba.jpeg)  
 ![galleass_newhull_002_motion](https://forums.ageofempires.com/uploads/default/original/3X/1/6/160d9d07979e0cdb26ef91f6058b37098c5e0133.jpeg)

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**Author:** ![Ekarlath](https://forums.ageofempires.com/user_avatar/forums.ageofempires.com/ekarlath/32/146833_2.png) [@Ekarlath](https://forums.ageofempires.com/u/Ekarlath)\
**Post date:** [August 7, 2026, 4:20pm UTC](https://forums.ageofempires.com/t/ships-famous-ship-youd-like-to-play/267995/102 "2026-08-07T16:20:55Z")

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Finally finished the Second Rate model, and modified abit the First Rate model.

 ![ship_of_the_line_newhull_03_warship_sol_flagship](https://forums.ageofempires.com/uploads/default/original/3X/6/5/65b9550c5308c7ba0ec4ce49bdefc9cd0c915028.jpeg)

From the left to the right:

- Warship (Antiquity War Galley)
- Ship of the Line (Elite Galley)
- Flagship (Leviathan)

I got one last ship to work on, the Tallship to replace the Antiquity Galley and then I’m probably going to publish the models on separated mods per ship reskins and also start working on the gameplay part.

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**Author:** ![Mahazona](https://forums.ageofempires.com/user_avatar/forums.ageofempires.com/mahazona/32/213405_2.png) [@Mahazona](https://forums.ageofempires.com/u/Mahazona)\
**Post date:** [August 7, 2026, 4:27pm UTC](https://forums.ageofempires.com/t/ships-famous-ship-youd-like-to-play/267995/103 "2026-08-07T16:27:05Z")

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Those sails in front looks really weird.

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**Author:** ![Ekarlath](https://forums.ageofempires.com/user_avatar/forums.ageofempires.com/ekarlath/32/146833_2.png) [@Ekarlath](https://forums.ageofempires.com/u/Ekarlath)\
**Post date:** [August 7, 2026, 4:42pm UTC](https://forums.ageofempires.com/t/ships-famous-ship-youd-like-to-play/267995/104 "2026-08-07T16:42:42Z")

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On certain angles they do yes, I’ll try someday to fix them, but they are actually kinda historical, and they were weird.

I’ll maybe just remove one of the two, as I managed to have a unique identification feature on those ships. My concern beeing that people would not recognize what ship is what otherwise.

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**Author:** ![Ekarlath](https://forums.ageofempires.com/user_avatar/forums.ageofempires.com/ekarlath/32/146833_2.png) [@Ekarlath](https://forums.ageofempires.com/u/Ekarlath)\
**Post date:** [August 7, 2026, 7:04pm UTC](https://forums.ageofempires.com/t/ships-famous-ship-youd-like-to-play/267995/105 "2026-08-07T19:04:05Z")

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> [@Mahazona](#):
>
> Those sails in front looks really weird.

Better like that ?

 ![ship_of_the_line_newhull_04_with_man_o_war](https://forums.ageofempires.com/uploads/default/original/3X/1/5/15d93c75112cba92db73f58ce63b9216c4f2f3ad.jpeg)

The two on the bottom are reskin of the Catapult Ship and Onager Ship.

So now the “Sailing Ship” of the Galley era… Need to find ideas for it, I’m still not sure how to make the model I want, maybe a blend of the Golden Hind and Carracks, if I can’t find historical depiction of Sailing Ships of that era.

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So here is a first shot of the Sailship WIP (will be for antiquity galley replacement)

 ![sailship_01_wip](https://forums.ageofempires.com/uploads/default/original/3X/5/2/52f20b07369188bcb550a6b62ceb05471a36b1a6.png)

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**Author:** ![Ekarlath](https://forums.ageofempires.com/user_avatar/forums.ageofempires.com/ekarlath/32/146833_2.png) [@Ekarlath](https://forums.ageofempires.com/u/Ekarlath)\
**Post date:** [August 11, 2026, 4:13am UTC](https://forums.ageofempires.com/t/ships-famous-ship-youd-like-to-play/267995/106 "2026-08-11T04:13:49Z")

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And final model completed.

Left: Line Frigate. Right: Sailship.

 ![line_frigate_sailship_01](https://forums.ageofempires.com/uploads/default/original/3X/f/2/f20731af57ac2ecd147333dc1b5a573a3c452b2d.jpeg)

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Now with a video showcasing the entire ship collection I’m gonna use so far.

[![](https://img.youtube.com/vi/GD573g9m7rc/maxresdefault.jpg "[Empire of Sails] Full Ship Roaster Showcase (Pre Viking Sagas)") ](https://www.youtube.com/watch?v=GD573g9m7rc)

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**Author:** ![Ekarlath](https://forums.ageofempires.com/user_avatar/forums.ageofempires.com/ekarlath/32/146833_2.png) [@Ekarlath](https://forums.ageofempires.com/u/Ekarlath)\
**Post date:** [August 11, 2026, 6:23pm UTC](https://forums.ageofempires.com/t/ships-famous-ship-youd-like-to-play/267995/107 "2026-08-11T18:23:11Z")

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So here is a side-view showcasing of the ship selection so far, showing the idea I got in my head about the ship line upgrading / evolution. (they are sorted by hull design, not by upgrade-lines on the images)

 ![showcase_newbatch_001](https://forums.ageofempires.com/uploads/default/original/3X/8/5/8589810bcab9f169749a870a32124629ee2f464c.jpeg)  
 ![showcase_newbatch_002](https://forums.ageofempires.com/uploads/default/original/3X/8/3/83b6cd0bac2d7d3f023e37bff9b010a1238e65ef.jpeg)  
 ![showcase_newbatch_003](https://forums.ageofempires.com/uploads/default/original/3X/c/c/cc3f45a4d8c0447ba47b600fe4fbda1966e7ce2a.jpeg)

I’ve based my choices on historical documentaries and podcasts and lots of wikipedia researches about what the middle age and age of sail warfare was. As I can’t really do some Broadside system outside of trigger modification of TWO units (not enought to fit a roaster), I’m gonna focus more on vanilla like combat type rather than historical combat style.

The **Rower Ships** will feature 4 units: **Galiot \> Galizabra \> Bastarda \> Lanterna** , replacing the Lembos-line ships.  
-_(Class: “Ship”)_-  
They will be fast-moving ship, not very tanky but swift enought to do hit & run, basically it’s Cav Archer for water combat. They will have hooks for close combats and frontal Culverin, think of them like the Fire Lancer, having a burst shot to engage and then goes melee, while having the Hit & Run battlefield role of a Cav Archer.

The **Galleass** is going to specially counter the Rower ships, replacing Lou Chuan.  
-_(Class: “Long-Range Warship”)_-  
Historically the Galleass was invented to counter the Spanish Bastardas (3rd upgrade of the Rower ships) and were bascially galley-era BattleShips, where the Rower-ships were kind of sub-marines if you compare it to ww1 naval combats.So they’re going to be extremly tank and powerfull, but slow. I’m using the Lou Chuan so it will also feature a different attack against buildings, a Mortar ballistic style shot, while main attacks will be closer to the Hussite Wagon style.

The **Fire Dromon** is going to replace the Dragon Ship.  
-_(Class: “Fire Ship”)_-  
As the entire “Fire-Ship” line was designed in the original game to represent Byzantine Dromons, I made a Dromon inspired by AoE4 model, based on a museum model. The difference will be that I’m gonna give them the Greek Fire doctrina, spawning fire-area taken from the Mounted Trebuchet unit to make some “napalm like” vibe.

The **Cruiser Ships** will feature 5 units, split into two branch based on civs design: **Hoy \> Zabra \> Galeoncete** / **Hoy \> Brigantine \> Frigate** replacing Monorem-line & their Hero variant ships.  
-_(Class: “Ship”)_-  
Historically, the “Frigate” is a very old ship type, that was kind of a secret weapon. It featured low profile hull, meant for speed and boarding. So this ship-line will be mainly focused on boarding combat (melee attacks) while still featuring a ranged capability (charged projectile). The main difference between them and the Rower-Ships will be the fire-power. The Cruiser-Ships will have a strong ranged punch capability, designed to “wound” the ennemy (or to “disable” it) before boarding. Think of them more like Ratha/Immortal that can swap from ranged to melee, while the Rower-Ships are limited to the long reload of their ranged attack. The way of using them will be a compromise between risking to die from enemy ranged attacks, or from ennemy melee attacks. They will be agile, but not as fast as the Rower-Ships so not mean to engage-disengage, but not meant to sustain long fights. They are more slow-ship hunters, to counter the heavy combat ships.

The **Dutchman** will feature 2 units: **Dunkirker \> Pinace** replacing Turtle Ships.  
-_(Class: “Capital Ship”)_-  
Those ship will be some more heavily equiped Cruiser Ships, slower but more tanky too, focusing more on fire-power than boarding but not bad at boarding. Historically they are not military ships that much, more some private people turning into fighters, some went rogue as pirates, but later the type of ship they used were incorporated into military navies too. They are a direct counter to the Cruiser-Ships, so you can think of them as Jinete/Genitor.

The **Tall Ships** will feature 5 units, split into two branche based on civs design: **Sail Ship \> Heavy Frigate \> Ship of the Line** / **Sail Ship \> War Fregata \> War Galeon** replacing Antiquity Galley & their hero ships.  
-_(Class: “Long-Range Warship”)_-  
To make simple: Broadsides. Those ships will be extremly powerfull in ranged combat, but also very tanky, and slow. While still capable of wild melee fights, due to the amount of crewman, their main purpose is ranged combat. The first ship will be kinda weak against Rower-Ships due to historical reason of technology evolution, and mainly because of their light-artillery fitting, the other upgrades will be artillery beasts. You can think of them as naval version of Teutonic Knight but if the Teutonic Knight was a ranged unit instead of melee unit.

The **Indiaman** will feature 2 units: **Double Frigate \> Man-o-War** replacing Catapult/Onager ships.  
-_(Class: “Long-Range Warship”)_-  
Historically the first ships of that period to be designed from the start as War ships, featuring heavy fire-power and strong sail rigging. They are the ancestor of the Ship of the Line type ships, but are more recent than the Sailing Ships of the Galley warfare era. They were, if I recall correctly, designed to fight against the Dunkirker Privateers, so I’m gonna give them that Countering logic, to counter the Dutchman type ships. Think of them as the Camel, there to counter cavalry.

The **Line Frigate** will be a special ship, replacing the Thirisadai.  
-_(Class: “Capital Ships”)_-  
It will be a blend of Tall-Ship and Cruiser-Ship purpose, not as powerfull as a Tall-Ship while not as fast as a Cruiser-Ship. Designed specifically to counter the Cruiser-Ships, think of them as “Pirate-Hunter” ships, keeping the original Thirisadai purpose of “killing galleons” but extending it abit more. You can think of the “Scareborough” in Black Sails tv show for this ship, and in AoE2 unit equivalent, I’d say Cataphract in ship version.

The **Flagship** will be a First Rate ship, replacing the Leviathan.  
-\*(Class: “Long-Range Warship”)-  
It will represent the most heavily armoured ships you can make, basically the fleet commander ships. While using the Leviathan, which already feature an Aura system, the goal is to boost friendly ships moral while the commander is there, but not yet sure if I keep the current bonus or if I’ll change them. If you need more specific idea of what this ship will be, basically: HMS Victory. Outside of Chronicle, the only unit I can think of to compare it is the Centurio, strong unit, boosting another type of unit arround it.

The **Xebec** will be a faster trade ship, replacing the Junk.  
-_(Class: “Ship”)_-  
I’m gonna try to see if I can give it combat capability without causing crashes, if I can’t, it will still be there to do trading.

The **Polacre** will be an even better trade ship, replacing the Merchant Ship.  
-_(Class: “Ship”)_-  
Same as the Xebec,but with a better rigging, eventually an upgrade of the Xebec, not decided yet.

I tryied to change the edmolition ship behavior but it seems their self-kill mechanic is hardcoded, so I may use their model on the “Boarding Ships”, as it was my base idea for them, making some monk type ships for piracy purpose.

In addition to that, I got a reskin of the Antiquity Transport ship, which will be bascially a better transport ship, eventually featuring combat capability if the game allows me to do so.

I’m not sure yet if I’m gonna change the other vanilla ships behavior, as my goal is not to do a Total Conversion but an “expansion” of the naval warfare with a thematic centered on european ship types. As you can see I sacrified some very specific ships, like the Turtle ship, not because I don’t like asia but that my project setting will mainly be the Caribbean, Medditerranean and waters arround Europe, Africa and America. As I could not do a proper junk design, and that I needed ships, I choose to sacrifice the Korean unique ship for the needs of my campaigns. Then why am I keeping the Longship ? For two major reason, the first beeing it’s difference in an attribut that I can’t edit in XS yet, which determing formation spacing, making them very close to each other. The second reason beeing a need for viking ships in one campaign setup.

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**Author:** ![Ekarlath](https://forums.ageofempires.com/user_avatar/forums.ageofempires.com/ekarlath/32/146833_2.png) [@Ekarlath](https://forums.ageofempires.com/u/Ekarlath)\
**Post date:** [September 18, 2026, 11:17am UTC](https://forums.ageofempires.com/t/ships-famous-ship-youd-like-to-play/267995/108 "2026-09-18T11:17:57Z")

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Small update as we’re getting closer and closer to Viking Sagas’ release. I’ve been playing a lot to Mount and Blade 2 Bannerlord recently, with the dlc Warsails, and I’m gonna rework the Fire-Dromon sails once the viking dlc is out, with a front lateen sail and back square sail. I’m also planning to work on some more models, like the dromakion, and other ships featured in their naval dlc.

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**Author:** ![Ekarlath](https://forums.ageofempires.com/user_avatar/forums.ageofempires.com/ekarlath/32/146833_2.png) [@Ekarlath](https://forums.ageofempires.com/u/Ekarlath)\
**Post date:** [October 1, 2026, 9:02pm UTC](https://forums.ageofempires.com/t/ships-famous-ship-youd-like-to-play/267995/109 "2026-10-01T21:02:09Z")

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Alright finally I choose to reskin the viking longships and dreki with some lateen sail ships in addition to the custom dromon sail rework.

 ![lateen_sails_showcase_001](https://forums.ageofempires.com/uploads/default/original/3X/c/6/c691724180ad8cefd18b63921b8aae2b54274ce1.jpeg)

The ships replacing the longships will be: Dhow \> Xebec \> Polacre, meant for boarding parties and quick manoevering due to their sail designs. (with animated sails of course)  
They will serve as pirate style ships to make the translation between the galley era and the full-riged ship era, etc.

* * *

I finally found how to bypass my demo ship hardcoded blasting issue ! I’m simply gonna use Admiral Yi and Vasco de Gamma as units to use the skins of demo and heavy demo ships, so I’ll have another unit line in addition to the lateen one, for the boarding parties.

Got some very small tweaks to do in the coming days and then I’ll be able to start working on gameplay. I discovered that the rotation speed can be used to do some interesting things but I’ll have to test it out further before knowing where it can lead me to.

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**Author:** ![Ekarlath](https://forums.ageofempires.com/user_avatar/forums.ageofempires.com/ekarlath/32/146833_2.png) [@Ekarlath](https://forums.ageofempires.com/u/Ekarlath)\
**Post date:** [October 3, 2026, 12:21am UTC](https://forums.ageofempires.com/t/ships-famous-ship-youd-like-to-play/267995/110 "2026-10-03T00:21:22Z")

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Here we go, first sorting of units to see what will counter what.

[![](https://img.youtube.com/vi/pOowRm-kg8E/maxresdefault.jpg "[Empire of Sails] Ship pool showcase in "counter-circle" WIP") ](https://www.youtube.com/watch?v=pOowRm-kg8E)

I made few mistakes on the naming in the recording but I got the right names on my .txt file so don’t worry.

All non-vanilla ships will be tied to their vanilla equivalent, with very similar stats but some tweaks and ability variation to allow players to easily handle the hecktons of new ships without beeing completly lost on how to use them.

I’ve also made some visual tips on what the unit will be for. The sails determine the movement behavior, speed, etc. The Hull shape determine the combat style, while some details such as the blue lines on the hull are there to say “boarding is my strength use me in melee !” so player can easily understand what they’re facing even without having to eat an entire naval encyclopedia when starting to play.

I’ll work on a naval testing mission asap, to gather combat datas from players and balance things asap before starting to work on any mission design.  
So far, 45 different combat ships, and when adding civilian ships (without hidden in editor ships) it rises to a 57 ships in total including vanillas inside of course.

I’m gonna work on a very strong XS scripting method that will potentially even be update-proof, by grabbing stats from vanilla units and then apply maths operations without any hardcoded numbers so the balance stays as close as vanilla as possible, and will carry on over time even when devs do big balance changes.

More to come soon™.

In the meantime, here is an epic music that the author allowed me to include in the naval mod project !

[![](https://img.youtube.com/vi/L5oQt23yfyk/maxresdefault.jpg "Wellerman - ON A HURDY GURDY (Sheonator Pseak COVER)") ](https://www.youtube.com/watch?v=L5oQt23yfyk)

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**Author:** ![Ekarlath](https://forums.ageofempires.com/user_avatar/forums.ageofempires.com/ekarlath/32/146833_2.png) [@Ekarlath](https://forums.ageofempires.com/u/Ekarlath)\
**Post date:** [October 5, 2026, 2:30am UTC](https://forums.ageofempires.com/t/ships-famous-ship-youd-like-to-play/267995/111 "2026-10-05T02:30:39Z")

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So a quick update on my progress with the script.

I’ve done the formation “CreateTable” so far. And while cooking I thought about somethin. In XS you can get object position, and even better, target of the current move. Getting the current position and the target position allows to get a vector that determine the current heading in °. This bascially mean I can add Wind to my scenarios and do some very deep naval mechanics for rpg style missions.

Not all scenarios of the project will feature such “simulation” mechanics, but some will have that, think of magellan’s voyage for instance where it’s not fighting and conquering but exploring, taking notes, gathering informations, etc.

More soon™

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**Author:** ![Ekarlath](https://forums.ageofempires.com/user_avatar/forums.ageofempires.com/ekarlath/32/146833_2.png) [@Ekarlath](https://forums.ageofempires.com/u/Ekarlath)\
**Post date:** [October 6, 2026, 12:38am UTC](https://forums.ageofempires.com/t/ships-famous-ship-youd-like-to-play/267995/112 "2026-10-06T00:38:20Z")

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Lateen Galley line and Galleass first combat logic preview:

[![](https://img.youtube.com/vi/ORJ8iye8gzw/maxresdefault.jpg "[Empire of Sails] Lateen Galley & Galleass Combat Preview [WIP]") ](https://www.youtube.com/watch?v=ORJ8iye8gzw)

Stats are not done yet, only the visual and the combat logic.

The goal is to have a first shot from a long distance, then either wait for ennemy to come closer or move towards it and shoots projectiles to represent the crew onboard. The Galleass is a direct Counter to the Lateen Galley line, carrying lots of artillery pieces, will be a very slow moving fortress, weakness is its speed and eventually the reload time, I’ll have to tweak it abit probably.

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**Author:** ![Mahazona](https://forums.ageofempires.com/user_avatar/forums.ageofempires.com/mahazona/32/213405_2.png) [@Mahazona](https://forums.ageofempires.com/u/Mahazona)\
**Post date:** [October 6, 2026, 1:31am UTC](https://forums.ageofempires.com/t/ships-famous-ship-youd-like-to-play/267995/113 "2026-10-06T01:31:45Z")

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Cool.

Adding comment so op can post again without issue.

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**Author:** ![Ekarlath](https://forums.ageofempires.com/user_avatar/forums.ageofempires.com/ekarlath/32/146833_2.png) [@Ekarlath](https://forums.ageofempires.com/u/Ekarlath)\
**Post date:** [October 8, 2026, 11:18pm UTC](https://forums.ageofempires.com/t/ships-famous-ship-youd-like-to-play/267995/114 "2026-10-08T23:18:09Z")

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Unit combat behavior progress showcase, been working on projectile placement / behaviors / specificities, and I’ve started to do the big ships stats.

[![](https://img.youtube.com/vi/XjhxcrCrdw0/maxresdefault.jpg "[Empire of Sails] Ship combat behavior showcase [WIP]") ](https://www.youtube.com/watch?v=XjhxcrCrdw0)

I’ve also started to think about some technologies to add for the mod, like high-velocity cannon to add pass-through damaging, red-cannonball for flamming damage what so ever, etc.

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<div class="post-metadata">

**Author:** ![Ekarlath](https://forums.ageofempires.com/user_avatar/forums.ageofempires.com/ekarlath/32/146833_2.png) [@Ekarlath](https://forums.ageofempires.com/u/Ekarlath)\
**Post date:** [October 10, 2026, 10:58pm UTC](https://forums.ageofempires.com/t/ships-famous-ship-youd-like-to-play/267995/115 "2026-10-10T22:58:08Z")

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All custom ships now got their own custom icon. I tried to make them as distinguishable as possible, but some may be abit hard to recognize from another, mainly because models are the sames but with small variations for their top-elite upgrades / real life similatiries to show that sometime it was when you get shot at that you finally understand what’s attacking you.  
The showcase also include vanilla units, of course, and ships that will be used only in campaign (such as the elite longship one)

 ![all_icon_preview](https://forums.ageofempires.com/uploads/default/original/3X/f/f/ff2e3ae98f7ff087ccfedbfa4d0c5ba4c5d81ccd.png)

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<div class="post-metadata">

**Author:** ![Ekarlath](https://forums.ageofempires.com/user_avatar/forums.ageofempires.com/ekarlath/32/146833_2.png) [@Ekarlath](https://forums.ageofempires.com/u/Ekarlath)\
**Post date:** [October 12, 2026, 1:34pm UTC](https://forums.ageofempires.com/t/ships-famous-ship-youd-like-to-play/267995/116 "2026-10-12T13:34:39Z")

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So here is a more detailed list and icon/sprite showcase for my ship pool !

* * *

## **Dromakion** - “Hybrid-Lateen” Fire-Ship Line Special Upgrade _(Dragon Ship)_

 ![Dromakion_ALPHA](https://forums.ageofempires.com/uploads/default/original/3X/1/6/16e469743e89dac8f24a68948064b1c5be499bcc.png)

> **Dromakion Details**
>
> - The Dromakion is fast-moving ship with devasting power through its syphon attacks. The model was originally meant to be a Dromon but as the game already got a Dromon, I picked another name of the same design logic, inspired by Byzantine ships. The stats will be pretty close to the Dragon ship, as it’s already doing the job, with eventually a napalm-like over-time burning attack or maybe that will be for some special technologies to be added.  
> ![Dromakion_BLUE](https://forums.ageofempires.com/uploads/default/original/3X/d/3/d3ea901a877d225bfb7a58c37cb2ce4b9d6875ad.png)

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## **Galiot** - “Lateen Galley” Line I _(Lembos)_

 ![Galiot_ALPHA](https://forums.ageofempires.com/uploads/default/original/3X/e/1/e176c4d5d2eff7d1265f812ec767c28f53121369.png)

> **Galiot Details**
>
> - The galiot will be a Feudal Age unit, on the military dock version. The role in the battlefield will be a first-ship from long range and then either waiting for reload of the charged-attack projectile or move ahead and shoot primary projectiles. However as it’s an early ship, the speed will not be that big, for historical reason and balance reason to reflect the sail rigging not beeing that much good. Lateen sails were however very good to catch wind in angles where square sails failed to.  
> ![Galiot_BLUE](https://forums.ageofempires.com/uploads/default/original/3X/b/5/b5c1824d157b16111043416cf148223ebdd7f8a2.png)

* * *

## **Galizabra** - “Lateen Galley” Line II _(War Lembos)_

 ![Galizabra_ALPHA](https://forums.ageofempires.com/uploads/default/original/3X/1/7/17f5cab2cf8c63dd52db5b0d67644100ee7086f7.png)

> **Galizabra Details**
>
> - As for the Galiot, the charged-attack projectile will have a longer range than its primary projectiles. While having abit more projectile than its feudal age variant, and a longer hull shape plus more sails, the stats will stay close the the Galiot.  
> ![Galizabra_BLUE](https://forums.ageofempires.com/uploads/default/original/3X/0/7/079b2828f43a4612dcb5aa37510f525393c24252.png)

* * *

## **Bastarda** - “Lateen Galley” Line III _(Heavy Lembos)_

 ![Bastarda_ALPHA](https://forums.ageofempires.com/uploads/default/original/3X/e/9/e92cc43b612f7a06468e0abb6d84c3d786e367fb.png)

> **Bastarda Details**
>
> - Imperial age virst upgrade for this ship-line, the Bastarda will have the same behavior, one charged-attack projectile that punch from afar and some projectiles shot by the “onboard” crew when in close range. The sleek hull design and amount of Lateen sails allow that ship to be very agile in combat.  
> ![Bastarda_BLUE](https://forums.ageofempires.com/uploads/default/original/3X/d/b/db877e2a76a1fe3ac4d71ff61c54524ce1552dd3.png)

* * *

## **Lanterna** - “Lateen Galley” Line IV _(Elite Lembos)_

 ![Lanterna_ALPHA](https://forums.ageofempires.com/uploads/default/original/3X/8/9/89a8d6cc60b593108698cf0fb716d51252232993.png)

> **"Lanterna**
>
> - Second Imperial age upgrade and last one for that ship-line, the Lanterna is the ultimate version of it with higher stats. Historically, the Lanternas were Flag-ships but I decided to add them to the line because at that time flag-ships were not “only one on the fiedl”, and also because as it’s a 4th upgrade I can easily balance civ to have only access to it when needed or when it’s hirotically legit.  
> ![Lanterna_PNG_BLUE](https://forums.ageofempires.com/uploads/default/original/3X/9/7/97302b71a48d36d4588e2e4e79ed0298064caed8.png)

* * *

## **Galleass** - “Lateen Command Ship” _(Lou Chuan)_

 ![Galleass_ALPHA](https://forums.ageofempires.com/uploads/default/original/3X/5/7/5787ae4c75729545fab14b226092c9ca08ac1057.png)

> **Galleass Details**
>
> - The Galleass ship will serve as an anti Bastarda _(and other upgrades)_ unit, as it was historically. It will be a slow and powerfull tanky unit, that’s why I choose to reskin the Lou Chuan which combat style is extremly close to the Galleass one, so I’ve decided to only swap projectile skin and keep the stats close to the Lou Chuan. One reason here is also that it allows players to have one ship they feel familiar even if there will be a small specialising against a specific ship line due to historical reasons.  
> ![Galleass_BLUE](https://forums.ageofempires.com/uploads/default/original/3X/b/f/bf99ebda10fb38bdf1bd68f1ce3bf2a4cb12a6af.png)

* * *

## **Dhow** - “Lateen Cruiser” Line I _(Longship)_

 ![Dhow_ALPHA](https://forums.ageofempires.com/uploads/default/original/3X/2/d/2daf33f1b26cae3c1ce41899c3c6528edc47afef.png)

> **Dhow Details**
>
> - Feudal age unit, with a fast-speed logic and multiple projectiles as its base unit, the longship. The role on the battlefield will be to move fast, shoot and retreat fast when needed. Historically those type of ship were both civilian and military, The main difference between the Lateen-Cruiser and the Lateen-Galley is that they are designed to be used by a smaller crew and with a more modern hull style, so they will have lower hp but their projectile will have a longer range than the Lateen-Galley one, mainly because the Lateen-Galley were kinda filled with crossbowman generally, where I decided to keep the Longship base stat logic for my Lateen-Cruiser ship-line because it’s a cool unit to have. The stats for this feudal variant are a mix of the Longship and the Canoe, to be kind of a “pre-version” of the castle-age vanilla version of the Longship.  
> ![Dhow_BLUE](https://forums.ageofempires.com/uploads/default/original/3X/6/1/61c25957f409761b18a0cf2ee37d2cbabe158fdd.png)

* * *

## **Xebec** - “Lateen Cruiser” Line II _(Elite Longship)_

 ![Xebec_ALPHA](https://forums.ageofempires.com/uploads/default/original/3X/c/a/ca8a3ac4f0a7d3df23accd662045485f3e3d2895.png)

> **Xebec Details**
>
> - Castle age unit, shooting more projectile than its feudal variant, closer in stat to the vanilla version longship than its elite version, mainly because I’m introducing a third upgrade using the new hero ship. The hull beeing longer, and more sails added to the rigging, There is not much to say about it except that it’s meant to be agile and has that cool viking style arrow-rain behavior.  
> ![Xebec_BLUE](https://forums.ageofempires.com/uploads/default/original/3X/f/f/ffded44b6b4529c8f31c01c60fcb5d13b31c3467.png)

* * *

## **Polacre** - “Lateen Cruiser” Line III _(Dreki)_

 ![Polacre_ALPHA](https://forums.ageofempires.com/uploads/default/original/3X/b/0/b0caf3a5489e8880363a38b967e216d0e68bc6e5.png)

> **Polacre Details**
>
> - Imperial age upgrade, with this one abit different as the rigging is a multi-height sail style and a more modern ship design, it will eventually limited to some civs only for historical and balance reasons. This one will have different projectile than the two first which will have longship-like arrows. This one will have the same projectile type as the charged-projectile one from the Lateen-Galley line meant to be representing a “Springald” bolt which evolves into a “Culverin” ston-shot with chemistary researched. The Polacre has a very unique sail plan, which includes hybride Lateen Sail and Square-Rigged sails, allowing it to tackle the wind at some extend with the Lateen and benefit from a nice square rigging for the down wind, which will give it a good speed-agility behavior on the battlefield. As the unit as a custom third upgrade of the longship-line, I thought it was a great idea for it to be kind of unique with the shape and stat variation, and generally in pirate-games it’s the straight upgrade from the Xebec. It’s possible that I’m gonna add a mortar shot ability for this ship-line, or maybe it will be a tech-driven / civ-specific ability so the ship can do not just what hte vikings ships did but go abit further in specific occasions, may it be custom-scenario or skirmish.  
> ![Polacre_BLUE](https://forums.ageofempires.com/uploads/default/original/3X/2/f/2fd9c28f3be7527ca8484e0cc5635b473900b3f1.png)

* * *

## **Hoy** - “Cruiser” Line I _(Monorem)_

 ![Hoy_ALPHA](https://forums.ageofempires.com/uploads/default/original/3X/7/4/74c542d8f5276adfa493c2a5cabebc6ea3ec2868.png)

> **Hoy Details**
>
> - Feudal age unit, this small ship was both used by military for coastal defense and by merchant to transport goods. I picked this ship name instead of some more famous “Cotre”, “Bermuda”, “Sloop”, because the Hoy is an older one, from the Middle-Age and was perfect as the first-unit of that ship line. I’ve decided to make the first unit of all my new unit-line to be a “smaller” or “more ancient” style of the entire unit line doctrina, to reflect the vanilla galley-line units look variations. In term of combat, I decided to simply use the chronicle monorem combat behavior, with the speed-charge but instead of beeing a melee ship it’s a ranged ship using a projectile. As for the Lateen-Galley line, those projectile will evolve from a “Springald” bolt to a “Culverin” stone shot when Chemistery is researched to reflect the fact that gunpowder wasn’t on ships from the start but got introduced later on.  
> ![Hoy_BLUE](https://forums.ageofempires.com/uploads/default/original/3X/c/9/c903049a04a3f56ee48f8d3ad71f8954b5abe7cb.png)

* * *

## **Zabra** - “Cruiser” Line II _(Birem)_

 ![Zabra_ALPHA](https://forums.ageofempires.com/uploads/default/original/3X/b/3/b39cc737436b0e0aadf7e36e63ceeb2fea1b4836.png)

> **Zabra Details**
>
> - Castle age unit, as you may have noticed, the name is also used in one of the Lateen-Galley, the “Galizabra”, reason beeing both ships were designed at the same period with one beeing a square rigged and the other a rower-latten variant of it. I decided to keep the model size identical, the length of the hull, but the rower version have some deck variations to fit its deisgn-line logic. As for the feudal-age version, it will have a speed-charge capability so the ship can engage targets at a rushing speed and then speed goes back to normal exactly like its chronicle version. However as historicaly they were not dedicated military-comissioned ship, they will feature less hp than a military ship class would, while still beeing flexible on their combat capability with the speed-charge mechanic and their ranged attack.  
> ![Zabra_BLUE](https://forums.ageofempires.com/uploads/default/original/3X/7/f/7ff128ac94eaa17dd14ad923eb2578f29bb85cd3.png)

* * *

## **Galeoncete** - “Cruiser” Line III _(Trirem)_

 ![Galeoncete_ALPHA](https://forums.ageofempires.com/uploads/default/original/3X/b/f/bf94498d6761345a8a04d9fb52b3a647222ebf76.png)

> **Galeoncete Details**
>
> - Imperial Age upgrade, with a longer hull, and taller sail, those upgrade with the special two-layer sails will eventually be linked to a technology for that rigging instead of a ship upgrade one, not decided yet. Nothing special to say about it, it’s just an upgrade of the previous version, with projectile evolving from “Springald” bolt to “Culverin” stone shots based on Chemistery research. Historically the name comes from kind of a “smaller galleon” idea, and as I really like spanish galleon hull look of that era, with the fore-castle and the aft-castle, I had to make one.  
> ![Galeoncete_BLUE](https://forums.ageofempires.com/uploads/default/original/3X/1/0/10c17cc131038ecdeef1f225b305d54688912a6c.png)

* * *

## **Brigantine** - “Sleek Cruiser” Line I _(Themistocles Warship)_

 ![Brigantine_ALPHA](https://forums.ageofempires.com/uploads/default/original/3X/7/5/751664372d068e094f93271759b59345b6a3bbb4.png)

> **Brigantine Details**
>
> - Castle Age unit, very similar to the regular Cruiser-Line variant, this one got some specification with the hull and rigging meant for speed from the start, as opposed to the Zabra that was cargo-designed at first to carry goods. As those ships were also military-comissionned, I decided to give this unit line some secondaries projectiles in addition to the main one. In term of speed-charge, this hero unit doesn’t have by default the speed-charge enabled so I may keep it just having a multi-projectile style and eventually some speed variation so it’s playing a different role in the battlefield. There is also the idea of giving it a charge-projectile that would apply a slow-down effect with Stinger to represent the “chasing” style for those class of ships but it may be a civ-specific tech instead of a global behavior but so far they use the same “Springald” bolt upgrading to “Culverin” stone shots logic to keep them closer to the other Cruiser line and avoid Chemistery locking.  
> ![Brigantine_BLUE](https://forums.ageofempires.com/uploads/default/original/3X/7/c/7c0840b05c945a7520537c3d6c14b696f9167070.png)

* * *

## **Frigate** - “Sleek Cruiser” Line II _(Artemisia)_

 ![Frigate_ALPHA](https://forums.ageofempires.com/uploads/default/original/3X/2/8/28fab163789dfeff30b3769451b0e717f3fd4341.png)

> **Frigate Details**
>
> - Imperial Age upgrade, the ultimate chasing ship, fast and agile, with strong loadout. Historically, the Frigates are a very ancient ship design, primarly designed to be ship hunter, and was kept secret so well that it’s nearly impossible to determine what was a Frigate when it first came out from a shipyard. The origine of the Frigate style is way older than we may think, dating back to the middle-age era, which is why I’m including them in the pool and als obecause I wanted a model that could both fit its medieval historic version and its age of sail era with both beeing legit to be added without breaking the “timeline”. The combat behavior will be identical to its castle age variant with better stats.  
> ![Frigate_BLUE](https://forums.ageofempires.com/uploads/default/original/3X/2/e/2e087b13bb6df2110c335bd354165efa79436772.png)

* * *

## **Flyut** - “Slave Ship” _(Antiquity Transport)_

 ![Flyut_ALPHA](https://forums.ageofempires.com/uploads/default/original/3X/e/e/ee9f94bdb07dd3d564dedbc4a708abd4e4dba227.png)

> **Flyut Details**
>
> - Simply a larger-carrying ship, may or may not be an upgrade, it’s still to determine. Historically Flyut were dutch ships with a very special hull deisgn, allowing to carry a lot of cargo while still beeing able to go in shallow water due to its very low draft height while still beeing able to have high profile to fit multiple gundecks.  
> ![Flyut_BLUE](https://forums.ageofempires.com/uploads/default/original/3X/e/4/e419b1e6b19004396373f926f97d4b1c560f1291.png)

* * *

## **Dunkirker** - “Dutchman” Line I _(Turtle Ship)_

 ![dunkirker_PNG_ALPHA](https://forums.ageofempires.com/uploads/default/original/3X/2/2/229e7df5733c8e06d1c05bcec5551cb53e014fb0.png)

> **Dunkirker Details**
>
> - Caslte Age unit, with historical base of some “pirate oriented frigate”, it’s basically early gun-fighter ships that were used mainl by the Dunkirker pirates/privateer. I decided to use the Turtle Ship for the unit because the combat behavior and capability of the vanilla unit is exactly what those ships were in history, except for the tankyness that I’ll have to rework to keep them closer to the Dunkirker rather than the korean Turtle-Ship. They will use the same attack style as their vanilla counterpart, but with skin-modified projectile to better fits their representation. This time they won’t have a bolt projectile turning into gunpowder. I’m not sure yet if I’m gonna lock them behind chemistery or not, but I will probably stick to the original Turtle-Ship requirments.  
> ![dunkirker_PNG_BLUE](https://forums.ageofempires.com/uploads/default/original/3X/d/a/dad6381c921a78132050e67b860554594fd5b723.png)

* * *

## **Pinace** - “Dutchman” Line II _(Elite Turtle Ship)_

 ![Pinace_ALPHA](https://forums.ageofempires.com/uploads/default/original/3X/7/a/7a193c68ffc060cbcea3fecc3864950f611b0b5d.png)

> **Pinace Details**
>
> - Imperial Age upgrade, similar to tis castle-age version, it’s gonna act like the Elite Turtle ship with projectile skin variation to better suits the sounds and doctrina of the Pinace. Nothing special to say about it, it’s just a better version of its predecessor the Dunkirker.  
> ![Pinace_BLUE](https://forums.ageofempires.com/uploads/default/original/3X/1/0/10ce2bfac868842831649097ffbaa1d22b1c934e.png)

* * *

## **Line Frigate** - “Galleon Hunter Ship” _(Thirisadai)_

 ![Line_Frigate_ALPHA](https://forums.ageofempires.com/uploads/default/original/3X/6/c/6ca9efbe3485cfc67435116c2aeb5f4e0600f219.png)

> **Line Frigate Details**
>
> - Imperial Age unit, with similar combat behavior as the Thirisadai, but with reskinned projectiles starting with “Springald” bolt which upgrades into “Culverin” stone shots for the extra proejctile, and the main one will be kind of a Ballista bolt upgrading into a Hussite main projectile size cannon-ball. The ship is meant to be unique on its kind, blend between a fast moving frigate and a heavy line ship to be the ultimate pirate-hunter ship. I’ve decided to use the Thirisadai for two reasons, the first beeing its vanilla size, and the second beeing its vanilla combat logic as a “galleon hunter” unit of sort.  
> ![Line_Frigate_BLUE](https://forums.ageofempires.com/uploads/default/original/3X/a/9/a9aa7e89ca4b8a49098f4b5df4914274f3024726.png)

* * *

## **Double Frigate** - “Indiaman” Line I _(Catapult Ship)_

 ![Double_Frigate_ALPHA](https://forums.ageofempires.com/uploads/default/original/3X/5/c/5c2bc8a11f2ae68f8d596094f4391505eddf0866.png)

> **Double Frigate Details**
>
> - Imperial Age unit, historically the first entierly combat-oriented ship design dedicated to gunfight at sea from the drawing to the loadout. As the Chronicle heavy warships have this sense of beeing big, tanky and with an high damage capability, it was the perfect candidate to represent this ship. The combat behavior will basically be a main projectile and some extra secondaries, like a floating Mangonel, with a slow movement but high hp pool. This one will definitly be locked behind Chemistery, as it’s a Ship of the Line class one.  
> ![Double_Frigate_BLUE](https://forums.ageofempires.com/uploads/default/original/3X/d/3/d3796d291b6e8939d6396f7a74dd6d374b22ff7c.png)

* * *

## **Man-o-War** - “Indiaman” Line II _(Onager Ship)_

 ![Man_O_War_ALPHA](https://forums.ageofempires.com/uploads/default/original/3X/0/6/06c269476d8870f32d9cae71a5b39416c898f11a.png)

> **Man-o-War Details**
>
> - Imperial Age upgrade, larger and stronger version of its castle-age variant, with more guns and stronger punch. Both will probably feature attack-ground or a more flexible ability depending of how limited the Local-Technology are, so for now just Ground Attack.  
> ![Man_O_War_BLUE](https://forums.ageofempires.com/uploads/default/original/3X/a/a/aa34f57cad1df8e7e368938b43157a5054884b91.png)

* * *

## **Sail Ship** - “Tall Ship” Line I _(Antiquity Galley)_

 ![Sail_Ship_ALPHA](https://forums.ageofempires.com/uploads/default/original/3X/e/9/e9e8ea4f1b70702d2ef3f3cbce502994986f8120.png)

> **Sail Ship Details**
>
> - Castle Age unit, with a high building cost, this ship design will be kind of a “super-galley-line” unit version, shooting more projectiles and with a slower movement. They will be resisting the low-profile-hull ships such as the Fire-Ships and the Lateen-Galleys. However as broadsides were not that popular for the first Tall-Sailing Ships, and that the Full-Rigging was not yet invented, those ships were not widely used because Lateen-Galleys were cheaper and easier to use in a fleet at that period with their frontal-gun combat logic. The guns of that era were very hard to reload, and broadside was definitly not the best ship type to reload a gun that had no recoling capability. But for practical reasons I decided to give them cannon-balls so it gets a unique style on its own and similar to tis upgrades versions with a very long reload time but a big punch on each attack.  
> ![Sail_Ship_BLUE](https://forums.ageofempires.com/uploads/default/original/3X/f/5/f5aba536e634b2a47cce1e3fc6ed91a0fe3300a2.png)

* * *

## **Ship of the Line** - “Tall Ship” Line II _(Antiquity War Galley)_

 ![Ship_Of_The_Line_ALPHA](https://forums.ageofempires.com/uploads/default/original/3X/d/9/d99fda545db0692c4d5b48abeccf3c18e3e36488.png)

> **Ship of the Line Details**
>
> - Imperial Age upgrade, similar to the Knight-line, this unit line will have two upgrades during the Imperial Age for practical and historical reasons. Compared to its castle-age version, this one will have more hp and armor and attack punch power. Those units will be very slow to move, very expensive to build, but will sustain longer fights.  
> ![Ship_Of_The_Line_BLUE](https://forums.ageofempires.com/uploads/default/original/3X/0/b/0b5db4e390f47aef8b9b85110a249366de1ac9be.png)

* * *

## **Two-Decker** - “Tall Ship” Line III _(Elite Galley)_

 ![Two_Decker_ALPHA](https://forums.ageofempires.com/uploads/default/original/3X/5/e/5e6fa5ec1eb90282c7446e9125678554cbdff236.png)

> **Two-Decker Details**
>
> - Imperial Age upgrade, featuring a better rigging, it will be the backbone of naval warfare, the ultimate warship in term of cost/power ratio. Nothing that special to say about it except that it will have a long reload time so make sure to defend them with other ships.  
> ![Two_Decker_BLUE](https://forums.ageofempires.com/uploads/default/original/3X/a/d/ad03eb2c3c7f84e2e3a2df8f84698fba6e4c32a1.png)

* * *

## **Capital Ship** - “Command Ship” _(Leviathan)_

 ![Capital_Ship_ALPHA](https://forums.ageofempires.com/uploads/default/original/3X/d/8/d84ccc8d2cfbe3109badf2a2751638e48903ec53.png)

> **Capital Ship Details**
>
> - Imperial Age unit, with the same overall logic as the chronicle Leviathan, this unit will boost your ships near it, as a fleet commander would, while providing a strong fire-power but with an even higher reloading time than the Tall-Ships, and will be locked behind Chemistery of obvious reasons.  
> ![Capital_Ship_BLUE](https://forums.ageofempires.com/uploads/default/original/3X/3/b/3b6555c6dfda2751379ae96397d56004fe7ff1c8.png)

* * *

## **First-Rate** - “Elite Ship” Line I _(Dionysius)_ - Model by Arian5201

 ![First_Rate_ALPHA](https://forums.ageofempires.com/uploads/default/original/3X/9/f/9fd691993f50b800ffcb1c8c3e0845efa6e8a12f.png)

> **First-Rate Details**
>
> - Imperial Age unit, the unit will have the same logic as the Capital Ship, without the Aura system tu avoid over-saturating of Auras and also because not all First-Rate were fleet admirals. The main differents will be that they will have more attack punch and combat survivability compared to the Capital Ship one, and will also be locked behind Chemistery.  
> ![First_Rate_BLUE](https://forums.ageofempires.com/uploads/default/original/3X/e/5/e552856cc884f764ddf0aaaf6d18e24edd39c374.png)

* * *

## **Elite First-Rate** - “Elite Ship” Line II _(Polycritus)_ - Model by Arian5201

 ![Elite_First_Rate_ALPHA](https://forums.ageofempires.com/uploads/default/original/3X/f/3/f377c9f5afab38a26ca6afc79b9511e88509dcfe.png)

> **Elite First-Rate Details**
>
> - Imperial Age upgrade, not that different from its previous version, just more shots and more hp, to represent improvement in ship building and naal gunfight knowledge. Very expensive, long to train, slow to move, but rewarding in the damage output. Those ships will be the ultimate monster of the sea, with some weakness of course, so don’t think you can just throw them into the fight and win without using your head.  
> ![Elite_First_Rate_BLUE](https://forums.ageofempires.com/uploads/default/original/3X/4/a/4ad893812aa6a36990dcf8d11cdc5c3c30757789.png)

* * *

Those are the 26 new ships that I’m gonna add with my mod system, but there will also be a Demo-Ship replacement, using the same models, for a melee ship style that will eventually have a looting feature generating gold on kills but I’m not yet 100% decided about it.  
I’m also starting to work on technologies ideas, such as some Cannon-related techs to add to the Blacksmith, and some Rigging-related techs to add to the University.  
The Military ships will use the Chronicle Shipyard, because I want to keep the vanilla dock as close as vanilla as possible, and provide my new ships expeirnece as an extend of the gameplay, not a complete modification of it.

Custom Techs will include things like Flintlocks, Rifling, Full-Rigging, Water-Pumps, and other ideas.

_SideNote: All models support UHD._

---

<div class="post-metadata">

**Author:** ![Ekarlath](https://forums.ageofempires.com/user_avatar/forums.ageofempires.com/ekarlath/32/146833_2.png) [@Ekarlath](https://forums.ageofempires.com/u/Ekarlath)\
**Post date:** [October 16, 2026, 12:41am UTC](https://forums.ageofempires.com/t/ships-famous-ship-youd-like-to-play/267995/117 "2026-10-16T00:41:38Z")

</div>

Attack and Armor stats done, just got the speed left to set and then finish the work on the tutorial mission and I can post my first Gameplay mission, which will serve as crashtest to balance things if they need balancing.

I’m gonna copy the Rome ad Bellum naval tutorial style, with ships available in the center of the map, and ennemy spawned in some rivers and then picking the right ship to defeat the ennemy.

 ![Empire_of_Sails_Tutorial_WorkInProgress](https://forums.ageofempires.com/uploads/default/original/3X/c/9/c966410db517a6aebbc237a86b778a531af52153.jpeg)

---

<div class="post-metadata">

**Author:** ![Ekarlath](https://forums.ageofempires.com/user_avatar/forums.ageofempires.com/ekarlath/32/146833_2.png) [@Ekarlath](https://forums.ageofempires.com/u/Ekarlath)\
**Post date:** [October 21, 2026, 3:10am UTC](https://forums.ageofempires.com/t/ships-famous-ship-youd-like-to-play/267995/118 "2026-10-21T03:10:32Z")

</div>

Here we go. First attempt of publishing the test mission: [Mod link](https://www.ageofempires.com/mods/details/551660/)

It seems I did not suceed in making the localization working, so I’ll try to work on an XS-home-made version asap for unit descriptions.

---

<div class="post-metadata">

**Author:** ![Mahazona](https://forums.ageofempires.com/user_avatar/forums.ageofempires.com/mahazona/32/213405_2.png) [@Mahazona](https://forums.ageofempires.com/u/Mahazona)\
**Post date:** [October 21, 2026, 3:47am UTC](https://forums.ageofempires.com/t/ships-famous-ship-youd-like-to-play/267995/119 "2026-10-21T03:47:42Z")

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The automated mod section really is not doing much justice for modders as it dosent have any info at a glance.

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**Author:** ![Ekarlath](https://forums.ageofempires.com/user_avatar/forums.ageofempires.com/ekarlath/32/146833_2.png) [@Ekarlath](https://forums.ageofempires.com/u/Ekarlath)\
**Post date:** [October 21, 2026, 3:56am UTC](https://forums.ageofempires.com/t/ships-famous-ship-youd-like-to-play/267995/120 "2026-10-21T03:56:50Z")

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I will polish the mod detail / desciption what so ever someday, but it has been many days in a row that I worked on the tutorial scenario, faced some stupid issues so I was too lazy to do more x’D

But if you mean the auto creation of the mod discussion, it’s an option I activated because I was also too lazy to make one on my own, as it’s a WIP version not the final one.

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