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Jamaica Sloop 400
'Jamaica' Sloop (Civilian) (Obsolete)
A Level 6, 14-gun Small Merchant
Historical rating: 8-gun Unrated Ship
SAILING Sailing
These parameters determine how your ship sails.
Max Speed: Maximum Speed
How fast your ship can move in battles. Improving battle speed does not improve Open Sea speed.

Acceleration: Acceleration
Determines how fast the ship gains speed.

Deceleration: Deceleration
Determines how fast the ship loses speed. Lower values are better if you want to maintain speed, higher values are better if you want to stop quickly.

Turning (Fast): Fast Turn Rate
The Ship's turn rate in degrees per second. This is how fast the ship turns if it is moving at maximum speed.

Turning (Slow): Slow Turn Rate
The Ship's turn rate in degrees per second. This is how fast the ship turns if it is moving at a speed of at least 4 knots.

Turning Accel: Max Turning Acceleration
This shows how fast a ship accelerates into a turn. The higher the value, the faster the ship reaches its maximum turn rate.

Turning Decel: Min Turning Deceleration
Ships gradually suffer less deceleration as they turn. This shows a minimum amount of deceleration a ship has when turning. Lower numbers (relative to other acceleration stats) are better.

Best Point: Best Point
The wind angle at which the ship can attain its maximum speed. The wind comes from angle 0o, and angle 180o is running with the wind at your back.
SHIP
Capacity: Capacity
How many units of cargo the ship can hold.

O.S. Visibility: Open Sea Visibility
How far away other ships will spot you on the open sea.

O.S. Spotting: Open Sea Spotting
Increases your spotting range, allowing you to detect ships beyond their O.S. Visibility.

Crew: Crew
The maximum number of crew on your ship. Shows the fighting strength of your crew.

Target Tracking: Target Tracking
Reduces the accuracy penalties you suffer due to your movement and your target's movement. Improves your chance to hit fast moving ships.

19.89
3.93
5.00
13.62
8.52
10.58
12.33
90

80
35.7
0.0
55
15
6 ( Small)
1
0
LEVEL (SIZE): Level and Size
The level required to use this ship, and the size of the hull.

DURABILITY: Durability
The number of ships you have left. Decreases by 1 whenever the ship is defeated in combat (with the exception of skirmish).

INSURANCE VALUE: Insurance Value
Amount of doubloons you will receive for this ship if she is sunk or scuttled.
HEALTH Health
The ship's Health stats show how much damage it can sustain.
Hull: Hull (Structure)
The internal structure of your ship. When your structure runs out, your ship sinks.

Port: Port (Left)
The ship's port armor. Armor facings protect the ship's hull.

Stbd: Starboard (Right)
The ship's starboard armor. Armor facings protect the ship's hull.

Bow: Bow (Front)
The ship's bow armor. Armor facings protect the ship's hull.

Stern: Stern (Rear)
The ship's stern armor. Armor facings protect the ship's hull.

Sails: Sails & Masts
Shows how much damage the ship's sails and masts can sustain. Ships lose speed as they take sail damage.
Integ. Integrity
The ship's Integrity stats show how much damage it can sustain.
485
309
309
157
76
622
DR Damage Reduction
Shows how much the ship's armor reduces the damage it receives.
-
1
1
0
0
0
MODIFIERS Modifiers
These change your chance to hit, chance to get hit and the damage you take.
Sails: Sails
Offense, defense and resistance values for your ship's sails and masts.

Crew: Crew
Offense, defense and resistance values for your ship's crew.

Bow: Bow (Front)
Offense, defense and resistance values for your ship's bow armor.

Stern: Stern (Rear)
Offense, defense and resistance values for your ship's stern armor.

Sides: Broadsides (Left & Right)
Offense, defense and resistance values for your ship's broadsides.

Grapple: Grappling
Grappling offense makes it easier to board ships. Grappling defense protects you against hostile boarding attempts.
OFF Offense
Offensive modifiers are a percentage increase to your chance to hit. The numbers here include any benefits from 'Accuracy, All' items.
0.0
0.0
0.0
0.0
0.0
0.0
DEF Defense
Defensive modifiers are a percentage decrease to the chance enemies will hit you. The numbers here include any benefits from 'Defense, All' items.
43.0
43.0
43.0
43.0
43.0
0.0
RES Resistance
Resistance is a percentage reduction in the damage you take.
0.0
0.0
0.0
0.0
0.0
-
BATTERIES Batteries
The guns on your ship are divided into batteries. Guns within a single battery are identical and are controlled as a group.
Type Quantity & Weight
This shows number and size of the guns in the battery. Heavier guns do more damage, have longer range and penetrate armor better. Lighter guns reload faster and are better at dealing sustained damage against unarmored targets.
Reload Reload
The time it takes to reload the entire battery of guns, in seconds.
Damage Maximum Damage
This shows how much damage each cannon can do at minimum range using heavy round shot. Damage gradually decreases as your target gets farther away.
Range Maximum Range
This shows how far the cannons can fire heavy round shot. Other ammo types modify this range.
Acc Accuracy
This shows the cannon's percentage chance to hit a standard target at 200 or 400 yards away. The chance to hit is increased based on target size, and decreases based on movement.
200 / 400 Accuracy
This shows the cannon's percentage chance to hit a standard target at 200 or 400 yards away. The chance to hit is increased based on target size, and decreases based on movement.
Swivels: Swivel guns fire anti-personnel shot, spraying enemy decks with a lethal cloud of musket-balls. 6x 1/2lb 8.0s 6.7 100y -- / --
Topdeck:8x 4lb 15.0s 22.8 550y 99 / 78
Polars
Upwind & Luffing
Close
Haul
Close
Haul
Beam
Reach
Beam
Reach
Broad
Reach
Broad
Reach
Running
32% - 42%
6.36 - 8.35 knots
30°
16.91 knots
85%
16.91 knots
85%
19.89 knots100%
100%19.89 knots
16.41 knots
82.5%
16.41 knots
82.5%
12.93 knots
65%
Open Sea Speed: 64
Information based on version 02.12.39.00 Current game version is 2.15.46.0
Versions:
02.10.57.00

Sloops are the most versatile small ships available. They offer a cross between merchant ships, scout ships and warships. The Jamaica is a good ship for your first upgrade.

Civilian ship deeds used to be sold by the Civilian Ship Deed Trader ('Jamaica' Sloop for 2000db), until the vendor was removed.

See 'Jamaica' Sloop.

History

Jamaican Sloops were slightly different to Bermuda Sloops, the most obvious difference being that these ships were built on the shores of Jamaica. Their beams were narrower than the ocean-going Bermuda sloops, and they carried gaff rig, where Bermuda sloops might carry either gaff or Bermuda rig. The keel for Jamaican sloops would usually be between 50–75 feet, but could be built longer. They usually had a speed of around 12 knots, which is equivalent to about 13 mph. The sloops were built near the shore and usually out of cedar trees, since these were very resistant to rot, grew very fast and tall, and had a taste displeasing to animals. One of the reasons why Jamaican sloops were built out of cedar, and not oak, was because of the specific properties of cedar. The oak that would normally be used would rot in about 10 years, while cedar would last for close to 30, and was considerably lighter than oak, as well. The change in weight also made the ships made of cedar faster and more able to maneuver quickly.

Since piracy was a significant threat in Caribbean waters, merchants sought ships that could outrun pursuers. Ironically, that same speed and maneuverability made them highly prized and even more targeted by the pirates they were designed to avoid.

When the ship had to be careened, pirates needed a safe haven on which to ground the ship. Sloops were well suited for this because they were able to sail in shallow areas where larger ships would either run aground or be unable to sail through at all. These shallow waters also provided protection from many of the naval ships of the English, which tended to be larger and required deep water to sail safely.

Strategy and Use

The Jamaica is notable for its speed. Though it has a small hold, speed alone makes it a useful freight ship because expensive cargo is well protected - the Jamaica can outrun most trouble. The fore-and-aft rigging makes her particularly good at angles closer to the wind. If you end up having to fight, then weak gunnery and armour will put her at a disadvantage. The only saving grace then is manouverability, allowing the captain of a sloop to turn quickly to keep guns and armour facing the enemy.

Variants

Other variants of the Jamaica:

Version History

(2.12.39.0) 2013-03-11

  • Changed O.S. Visibility
  • Changed Sailing, Range, and Accuracy Stats

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